![]() |
Dan dies! |
This worked well, they feel more like tie breaks now than deciding factors. There's an increased concern about catch-up, and whether the winner will be a surprise, especially after Kris failing to kill a squirrel for 4 turns, giving up, and then his gatherer went and got killed by a bear.
We increased the amount of hidden information. The only thing you have to reveal now are deadly animals. This decreases the amount of poaching, adds a nice bluffing element, and requires just as much memory.
We adjusted the animal Hide & Meat values. Squirrel and Rabbit were worth 1 for each. Deer and Bear were worth 2 for each. Wolf was worth 3 Hide, Boar was worth 3 Meat. It's crazy, but the supply/demand thing really works with this market! By decreasing those numbers demand remained high, and we almost maxed-out the Hunt score track.
We made pouches disposable. Having a pouch was too much of an advantage. Now they are discarded after you sell what's in them.
No comments:
Post a Comment