Monday, February 9, 2009

Two Nations: Followup

Things I noticed with gameplay for Two Nations:

1.) Lengthy rules, players discouraged to play because of them.

2.) Timed special abilities. Players shouldn't be able to use certain abilities instantly.

3.) Ambiguous rolls: Certain roll circumstances would come up that could cause an argument.

4.) Ties.

5.) Change resource rolls.

6.) What if a die is bumped off the board?

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