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?
Monday, February 9, 2009
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