I think the game is kind of unfair. The first player always has the advantage, while the last player doesn’t. The first player always gets more turns than everyone else. For example, if I’m the first player and I win on my 6th turn, everyone else only got 5 turns.
Game makers should just make the game fair by giving everyone the same number of turns, and the last player should be the one who triggers the end of the game.
The winning conditions should be simple:
If triggered by ghosts:
The player with the most ghosts wins. If there’s a tie, the player with the most amulet fragments wins. If there’s still a tie, then the tied players share the victory.
If triggered by amulet:
The player completed the amulet wins. If there's a tie, the player with the most ghosts wins. if there's still a tie, then the tied players share the victory.
If the last player can steal ghosts after triggering the end‑game, they gain an unfair advantage because earlier players cannot respond.
Once the end‑game is triggered, players may still steal ghosts from others, but the stolen player still counts that ghost for scoring.
These adjustments:
Remove first‑player advantage
Prevent last‑player swing advantage
Ensure equal turns
Keep scoring fair and consistent
Preserve the game’s tactical depth without punishing players based on seating order
Overall, this would make the game significantly more balanced and enjoyable for all players.
Game makers should just make the game fair by giving everyone the same number of turns, and the last player should be the one who triggers the end of the game.
The winning conditions should be simple:
If triggered by ghosts:
The player with the most ghosts wins. If there’s a tie, the player with the most amulet fragments wins. If there’s still a tie, then the tied players share the victory.
If triggered by amulet:
The player completed the amulet wins. If there's a tie, the player with the most ghosts wins. if there's still a tie, then the tied players share the victory.
If the last player can steal ghosts after triggering the end‑game, they gain an unfair advantage because earlier players cannot respond.
Once the end‑game is triggered, players may still steal ghosts from others, but the stolen player still counts that ghost for scoring.
These adjustments:
Remove first‑player advantage
Prevent last‑player swing advantage
Ensure equal turns
Keep scoring fair and consistent
Preserve the game’s tactical depth without punishing players based on seating order
Overall, this would make the game significantly more balanced and enjoyable for all players.