tech tantra thursday
for friday september 1 & 8, 2011
Bill Eberle: What "psychologically important moments" don't have their own great multi-player game?
Peter Olotka: Not sure, but "psychologically important moments" makes me think of discovering that you are closely related to a complete stranger and this new Alien: The Kin, power to be related.... At the beginning of the game The Kin collects all the Flare cards for aliens in the game, including it's own. It choses one flare as it's Kin and keeps it face down out of play for anyone but itself. The other flares are all put at the BOTTOM of the deck. If the selected "flare kin" wins the game. The KIN may claim the win as it's own.
Bill Eberle: Simple . . . very cool. Mirages (can't have reflections on a desert planet) of Dune traitors.
Jacob Meraz: This post got me thinking about the first encounter. These are some of the most stressful parts of the game; you against the unknown. There are aliens that have confidance in their powers, but for those who don't, opening with a negotiate may help smooth things over. Think of the mental effect it would have on your future allies: one who is open to negotiation may make for a powerful friend. However, many players play fast and loose with openings, and may not see the benefit. Even worse: they may steamroll you. Use sparingly, I guess, or make your intentions known.
Bill Eberle: I agree. Finding out (or thinking you already know) about another player's willingness to consider a negotiation is important. Many opportunities to gain a colony without losing resources are lost by players who don't show they can be peaceful when "there's nothing to fight about." Your post also has me also thinking of a special power to enhance this aspect of the game. Thanks.
just thinking . . . for fun