I have played this game quite a bit at the table (queueing for my first BGA game, now).mithaler wrote: ↑10 June 2025, 18:24 (BGA dev here.) A big question I have is, how do you balance it? I don't really know how to decide how many or which modules to make available in a given game. The game rules are also vague about it. Do you have suggestions? I get the sense you're meant to open a new random one each game, but it'd be hard to get the same sense of mystery here.![]()
I personally suggest that there be an option for "standard game" (as opposed to "base game") which should include all permanent content from the SHIFT system. IMHO, this is the _actual_ game. Playing the base game without the permanent unlocks is like playing a basic version of the game, and a lot of the strategy is hidden within these unlocks.
The SHIFT system does two things as a design: 1) it eeks out complexity over time to players who invest in many plays, and 2) it acts as a self-balancing mechanic against players who play together.
IMHO 1) should 100% be in the BGA implementation, but 2) is FAR less necessary as BGA has an ELO system itself, so there is less a need for a in-game balancing mechanism.
This "standard game" (with the permanent unlocks from the SHIFT system) should almost certainly be the competitive version of the game and also might should include some of the secret cards which are unlocked as well.