The updated new rule does not solve the core problem of the game. This is fundamentally because all players have access to the same information, and the only factor that differentiates players is the ability to interpret clues. However, at higher levels, even this difference becomes negligible.
As someone who enjoys the game, I’ve been thinking of a way to address this and make the experience more engaging. Here’s my idea:
Currently, the only time a player gains private information is when they use their life point as a resource. Building on that concept, I propose a new rule:
1. Every player starts with 3 life points.
2. On their turn, a player can spend 1 life point to receive one hidden clue that only they know.
When and where you choose to spend your life points—and how you leverage that hidden information—would add a new layer of strategy to the game.
Since this changes the core rules of the game, it could work as a special rule in certain game mode.
As someone who enjoys the game, I’ve been thinking of a way to address this and make the experience more engaging. Here’s my idea:
Currently, the only time a player gains private information is when they use their life point as a resource. Building on that concept, I propose a new rule:
1. Every player starts with 3 life points.
2. On their turn, a player can spend 1 life point to receive one hidden clue that only they know.
When and where you choose to spend your life points—and how you leverage that hidden information—would add a new layer of strategy to the game.
Since this changes the core rules of the game, it could work as a special rule in certain game mode.