This game has an interesting concept, but it does not work in practice. The biggest problem we encountered was first that the game requires five players, so we had one player play for two. However, even with this, the game is not really playable, and there is basically no aspect of choice in the game. The instructions were not very detailed, but contained rules that seemed to contradict each other, especially with the amount of cards in the vault. I did like that the overall goal was clear, but it seemed very difficult to reach.
This game has an interesting concept, but it does not work in practice. The biggest problem we encountered was first that the game requires five players, so we had one player play for two. However, even with this, the game is not really playable, and there is basically no aspect of choice in the game. The instructions were not very detailed, but contained rules that seemed to contradict each other, especially with the amount of cards in the vault. I did like that the overall goal was clear, but it seemed very difficult to reach.
The game was rather confusing, and some of the rules were very contradictory. For example, if there were three cards in the vault and the player whose turn it was had eleven cards, we weren't sure what action they were supposed to take. The rules were very strict and left little room for strategy, skill, or exploration. However, the rules did not work very well together. The point of the end goal was also confusing - was there a clear winner? Or did one person lose and everyone else win? We only had 4 players so the 5-player requirement was a bit difficult to work around (we had one person play two hands) so we may have missed something in the rules, but I didn't understand why we should play the game if there was no winner. The game needs some work - consider how the rules interact with each other as well as what the end goal is. Is this a competitive game or a game where the players should work together? Right now, it seems they should all work together, except for the one person who can't win.
The game as is in not in a playable state. We had to break some of the rules in order to achieve something that was semi-playable (ie. Allowing the vault to have more than 2 cards). The instructions are not super detailed, and the way the game is setup makes it so that players are going to easily have more than 10 cards in their turn. It is also not easy to discard cards, with the only way to do that being to transfer a card to the vault. With the vault being restricted to 2 cards, it becomes almost impossible to not have more than 10 cards. Overall, this game has an interesting concept, but the interactions between rules was overlooked, leading to a poor execution of the game.
Comments
This game has an interesting concept, but it does not work in practice. The biggest problem we encountered was first that the game requires five players, so we had one player play for two. However, even with this, the game is not really playable, and there is basically no aspect of choice in the game. The instructions were not very detailed, but contained rules that seemed to contradict each other, especially with the amount of cards in the vault. I did like that the overall goal was clear, but it seemed very difficult to reach.
This game has an interesting concept, but it does not work in practice. The biggest problem we encountered was first that the game requires five players, so we had one player play for two. However, even with this, the game is not really playable, and there is basically no aspect of choice in the game. The instructions were not very detailed, but contained rules that seemed to contradict each other, especially with the amount of cards in the vault. I did like that the overall goal was clear, but it seemed very difficult to reach.
The game was rather confusing, and some of the rules were very contradictory. For example, if there were three cards in the vault and the player whose turn it was had eleven cards, we weren't sure what action they were supposed to take. The rules were very strict and left little room for strategy, skill, or exploration. However, the rules did not work very well together. The point of the end goal was also confusing - was there a clear winner? Or did one person lose and everyone else win? We only had 4 players so the 5-player requirement was a bit difficult to work around (we had one person play two hands) so we may have missed something in the rules, but I didn't understand why we should play the game if there was no winner. The game needs some work - consider how the rules interact with each other as well as what the end goal is. Is this a competitive game or a game where the players should work together? Right now, it seems they should all work together, except for the one person who can't win.
The game as is in not in a playable state. We had to break some of the rules in order to achieve something that was semi-playable (ie. Allowing the vault to have more than 2 cards). The instructions are not super detailed, and the way the game is setup makes it so that players are going to easily have more than 10 cards in their turn. It is also not easy to discard cards, with the only way to do that being to transfer a card to the vault. With the vault being restricted to 2 cards, it becomes almost impossible to not have more than 10 cards. Overall, this game has an interesting concept, but the interactions between rules was overlooked, leading to a poor execution of the game.