I don't understand what you mean by the mistake in step 25. When the opponent held a 4-point black card, my optimal defensive strategy was to acquire a 1-point red card and hold a 4-point white card. In fact, this advantage persisted throughout. Although the opponent still completed the 4-point black card, the opponent clearly hadn't considered the subsequent offensive, which should have been unsustainable. I believe the worst-case scenario at that point would have been a 2-point white card requiring a red purchase. Instead, extremely unfortunately, another 5-point black card appeared. The moment that card surfaced, I knew I was done.Ceaseless wrote: ↑01 October 2025, 08:13When you add luck to a game, you run the risk of nonsense happening. Better games reduce that risk, but eliminating it entirely tends to be impractical, there's too many ways things can line up where things are in the air and the wrong flip seals the deal. That said, you're underselling your influence in that game. You had a time to counterreserve their finishing 3 point white, while meeting the token requirement to buy the 2 point red for 5 black next turn, (edit, they now need to realize they have to push for the 5/3 green 2 pointer to go for the tiebreaker win.) There was still more to squeeze out of them to make that finish harder. They also should not have been able to get that close. You had defensive options to keep them pinned down given their linear attack. One notable example was move 25, where you failed to pick up tokens to defensively block red/black at minimum while acquiring pressure for your multiple black threats. That 5 pointer only is a brutal finish for a player with overwhelming strong red and passable enough black that even has enough points for 5 to be enough to get them there. They have to set the card up for it to work. What was lucky was that the card matched the set-up they used for previous cards. They were quite lucky to get the win, but they still had no business winning that game even with that favorable flip.relaxed-llama112 wrote: ↑01 October 2025, 07:03You don't get my point. A good board game that challenges players' intelligence can certainly allow for luck, but it shouldn't introduce completely unreasonable, thoughtless, and sudden game-changing situations at the very end. Such moments render all the players' previous planning and strategic efforts meaningless. Games should be designed so that luck provides players with a certain advantage, requiring them to still think strategically even when fortunate. However, it should not grant absolute, irreversible, effortlessly obtained advantages, especially in the final stages.FrankJones wrote: ↑30 September 2025, 21:16
Makes sense to me. When tens of thousands of players play millions of games, improbable things happen sometimes.
Games reliant on luck inherently cannot prevent fortuitous events logically. Better design should confine the “absolute advantage” of luck to the early or mid-game phases. That's why the expansion attempts to introduce more mechanics to increase strategic complexity and planning depth. Though I haven't played the expansion extensively, its effectiveness remains somewhat limited. However, I personally believe the “Fortress” edition represents a similar attempt.