Card Game Review
I thought that our game was relatively easy to comprehend. It seemed as though after the tweaks to the rules we made on Tuesday, the Thursday edition was a lot easier to understand. One thing that seemed to be difficult for people was the idea of gaining tokens after a block. The rule is that you can only gain token after you block an opponents power card. There were cards in the deck that allowed players to steal candy from an opponent, and then other cards that blocked those cards. However, the idea that you can only gain a token after a block was a bit difficult because then you are relying on the other players to attempt to steal your candy before you even have the opportunity to attempt gaining tokens.
Another thing that could use improvement was the distinction between power cards and chaos cards. There were two types of ability cards, the power cards were shuffled in with the candy cards. These included abilities such as stealing candy, blocking, and adding additional candy to your pile. The chaos cards were in a separate pile, and you had to spend two of your tokens to get one. The chaos cards included cards that let you steal, (once again), let you swap hands with other players, and even force a player to draw an entirely new hand. The trouble here is for one, the fact that both piles had cards that allowed you to steal from another player. Granted, the amount you can steal was greater in the chaos pile than the power card pile, but still, I think that the same ability needs to be in the same pile. The other problem I saw was that some of the other chaos cards did not cause much more chaos than the regular power cards. To me, I think that swapping hands is not very chaotic in this game because it is a candy collection game. The only way I could see it being properly chaotic would be if both players had multiple power cards.
I also noticed that we had a lot more +1 cards than +2 or +3. Which is normal, but the difference seemed too much. The points of each player were almost always too close at the end no matter how you played. Close games are fun, but having every single game be close without a possibility of a player "running away with it" seems pretty repetitive after a while.
KRproductions
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