Last year, I started playing with the BGA implementation of this game (no expansions). In all of those games, there was always one common factor, the military cards from Age 1 were always discarded or used to build a wonder. Building one of those cards in Age 1 means losing the chance to start Age II. It's kind of sad to see a card that is never used for what it was really designed for. They could perfectly be replaced by blank cards and it would be the same.
Wouldn't it be nice if the red cards from Age 1 were more useful? Agora achieves something like that with the blue cards from Age 1.
My proposal to improve this would be to change the rule that defines the first player of the next age. Instead of having the player who is losing in the military track decide who goes first, let the player who is winning make the decision.
This would create some advantages and disadvantages that I will list below.
Pros:
1- Players don't have to hold back from building those cards, enabling an early assault
2- Red cards will be more contested because they will help you start the next Age.
3- Military wonders will also be more desirable for all the above.
4- It would reduce the First Player Advantage. This is because the second player can counter the trick that the first player does when he builds an extra wonder on his last turn in order to start Age II.
Neutral:
1- The game would shift to a more militaristic focus from the beginning of the game.
Cons:
1- Military defeats at the beginning of Age III would be more prevalent.
I tested this change with my physical copy and it improved the experience in those matches. The only negative aspect might be the one I listed above. But both players are aware and should not neglect the
military field.
What do you think about this? Anything I missed in my analysis?
Wouldn't it be nice if the red cards from Age 1 were more useful? Agora achieves something like that with the blue cards from Age 1.
My proposal to improve this would be to change the rule that defines the first player of the next age. Instead of having the player who is losing in the military track decide who goes first, let the player who is winning make the decision.
This would create some advantages and disadvantages that I will list below.
Pros:
1- Players don't have to hold back from building those cards, enabling an early assault
2- Red cards will be more contested because they will help you start the next Age.
3- Military wonders will also be more desirable for all the above.
4- It would reduce the First Player Advantage. This is because the second player can counter the trick that the first player does when he builds an extra wonder on his last turn in order to start Age II.
Neutral:
1- The game would shift to a more militaristic focus from the beginning of the game.
Cons:
1- Military defeats at the beginning of Age III would be more prevalent.
I tested this change with my physical copy and it improved the experience in those matches. The only negative aspect might be the one I listed above. But both players are aware and should not neglect the
military field.
What do you think about this? Anything I missed in my analysis?