Problems and possible improvements for simultaneity in phase A

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Phoxtrot
Posts: 481
Joined: 03 January 2012, 20:55

Problems and possible improvements for simultaneity in phase A

Post by Phoxtrot »

If you share my opinion on this, please upvote :
https://boardgamearena.com/bug?id=127847

I think that in phase A, when placing techs:
  1. we should not be able to see where other players have already placed their techs.
  2. I also think that we should be able to see which techs they own (because we can reconstruct that information form the log anyway, especially in turn-based mode)
  3. We should be allowed to change our mind as long as the game is still waiting for another player (this could be behind a table option)
Many games with simultaneous turns work like that and I think it is the best option here.

The reason why this is important in phase A is that knowing what the other players do is sometimes very important. Especially for the final fight but potentially for many other reasons throughout the game.

The way the game works now will sometimes push you to wait for the other players to play before you make your move as it can give you an advantage (or prevent them from getting one). This doesn't seem fair to me and can slow down the game, especially in turn-based mode, potentially by a lot.

We don't need and indeed cannot have this in the wonders and leaders phases but it would be very welcome in phase A.
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tchobello
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Joined: 18 March 2012, 13:19

Re: Problems and possible improvements for simultaneity in phase A

Post by tchobello »

I agree 100%

another room for improvment is to pass automatically a player's Wonder or Leader pick when another player chooses one and he's then unable to pick any.
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YodaSensei
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Joined: 18 July 2011, 11:25

Re: Problems and possible improvements for simultaneity in phase A

Post by YodaSensei »

Seconded.
It should also be the case when buying new tech cards, as you currently can wait for others to choose before you commit on your tech card (for instance if you need a military boost to win the conflict ). I know you can actually do it on the tabletop version of the game, but it doesn't really make sense from a game design PoV when you could have all choices simultaneous on a digital platform.
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Phoxtrot
Posts: 481
Joined: 03 January 2012, 20:55

Re: Problems and possible improvements for simultaneity in phase A

Post by Phoxtrot »

tchobello wrote: 27 August 2024, 17:52 I agree 100%

another room for improvment is to pass automatically a player's Wonder or Leader pick when another player chooses one and he's then unable to pick any.
Yes agree !

YodaSensei wrote: 27 August 2024, 22:59 Seconded.
It should also be the case when buying new tech cards, as you currently can wait for others to choose before you commit on your tech card (for instance if you need a military boost to win the conflict ). I know you can actually do it on the tabletop version of the game, but it doesn't really make sense from a game design PoV when you could have all choices simultaneous on a digital platform.
Yes indeed. Less often important than for phase A I guess as it requires at least two players with a reasonable alternative purchase but yes.

I think that IRL it would soon be a gentleman agreement. If not then you might simply change your purchase if you see someone adapting to yours and once a loop occurs well, doing it hidden then becomes the obvious solution to get out of the loop.
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Phoxtrot
Posts: 481
Joined: 03 January 2012, 20:55

Re: Problems and possible improvements for simultaneity in phase A

Post by Phoxtrot »

Bump.

And do upvotes the bugs and suggestions that are important for you :
https://boardgamearena.com/bugs?game=2052
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