I was playing A Castle for All Seasons with the Happy Wife yesterday, and noticed something that I hadnt before. Every time we play, our starting 2 cards is the Messenger and the Trader. Both of us, in every game. Why? Because you dont start with enough Resources to build, or enough money to buy a spot at the beginning. So the Stonemason and Bricklayer dont provide much benefit. We could have started Messenger for money and a Worker for the resources, but it makes more sense to us to start with a helper at the carts right away.
This is a similar situation to the beginning of Navegador I discovered with my friend Bill. With 2 players, each player navigates to one of the 2 open zones in order to colonize the next turn. Player 3 has more options, but essentially the first 2 have a very clear optimal move.
These are both games I really enjoy, but each time I play I feel like I would like to skip the first few turns and get to the "real" game.
Luna is similar, in that there are certain moves at the beginning that make sense, and ones that have no purpose in the opening round of the game, but this is compensated by the fact that there are many choices.
I think that ACFAS could have avaoided the opening problem by providing more resources, and money at the starting. While I realize that this may have given starting players and advantage, it could be offset by providing more to the later players.
The map is Navegadors weakness. There is only enough room for a certain number of ships. There are other points in the game where I have very few options because if I do explore a territory that starts Act 2 or 3, then an opponent in a good position can sweep into the lead very quickly. But this is less apparent than the opening moves. It just comes down to "ok, Bill. Which one are you going to?"
Its not a big thing. Just something I noticed. Have you noticed any others? Please comment.
thanks for reading.