If that was because I cancelled the turn in which I scored this goal - then obviously this is correct.
I check it in the current game to confirm.
I check it in the current game to confirm.
thats a big flaw in my pov of the game designer/publisher/rulebook. the way as its written it sounds like this is the mode that usually is played while the other is advanced. it should rather be called as you say beginner and normal game or such rather than normal and advanced. This is probably due to the "feel good marketing", but if this game mode (starting goals) is just inherentlyFrankJones wrote: ↑19 November 2025, 13:31 I should also add:
"starting goals" and "no king" are meant as beginner options for learning the rules. I recommend moving to "random goals" and "Kings" as soon as possible, for a much richer game experience.
Just to add some context here, as someone who enjoys this game very much (but believes it greatly requires the Cold Waters expansion and equalization of turns), and has spoken frequently with the game designer, Ivan Tuzovsky:MasterMystery wrote: ↑24 November 2025, 13:14thats a big flaw in my pov of the game designer/publisher/rulebook. the way as its written it sounds like this is the mode that usually is played while the other is advanced. it should rather be called as you say beginner and normal game or such rather than normal and advanced. This is probably due to the "feel good marketing", but if this game mode (starting goals) is just inherentlyFrankJones wrote: ↑19 November 2025, 13:31 I should also add:
"starting goals" and "no king" are meant as beginner options for learning the rules. I recommend moving to "random goals" and "Kings" as soon as possible, for a much richer game experience.
a) serverely unbalanced (starting player even bigger, as each goal simply leads to the other, while it is not always as drastic (maybe sometime a bit more though too) with variable goals
b) the game is just over so quick and very unsatisfying therefore this approach will even turn away players/owners -> dont like normal, why try advanced
c) it would make sense to have simplier goals in this mode (5locations, 3 scored) but also making them much quicker achieved, makes simply no sense and turns it in so different games. 5+3 while in advanced you have 11 total, at leas should have made it 5+5(6) or such.
p.s.: i dont get why games are designed with non equal turns, and than even no starting player compensation. This is even more servere the lower the amounts of turns are (basic agaiN) and whats the point even of creating this imblance if there is no inherent game mechanic that needs it (scythe for example game needs to be over as moving is so strong else, last player always a big advantage rather, could only work with equal turns but no move past endgame trigger...).
p.p.s.: I really don't get why designers seem to care or know so little about some core mechanics in gaming and also !balance!, like starting player, starting player shifting, equal turns, variable turn order, cost of starting player in f.ex worker placement, .. Does it need any, is there a reason for non-equal turns, is starting player shifting and clockwise turn order enough or do we need variable like variant TM, Feldgames order. Also have similar issues in deck builders, individual cards at random need a better balance than stack sytle dominion, even more if you cannot manipulate buy play timing (in arnak you could, in dune imperium not really), also about when reshuffled is triggered...
I will never get a game out as I am overly critical with all anyway, but i am astonished about the flaws of so many games (and i judge it harder on more expensive, longer, more complex or games with higher component quality; a 5€,10min card games can have more flaws)