I tried Gunsen last night with 2 friends and we were all in agreement on 2 things:
1) The board game is fantastic
2) The BGA implementation is bizarrely terrible
I noticed that Gunsen only just came out this year. Was there a marketing push to rush it out on BGA, and as a result, it was released without any playtesting? That's the only explanation I could come up with to account for the numerous glaring errors and shortcomings. It's not like my friends and I were hardcore playtesting—we just sat down to play 1 casual game, and we were bogged down by obvious problems that would have raised a swarm of flags in even the most half-hearted playtest.
The map is so big that it's impossible to fit it and anything else on the screen at the same time. If you want to look at your clan board, special orders, heroes, buildings, or tactics, you have to scroll down. If you want to see any of that stuff for your opponents, you have to scroll down even more. It was an unbearable amount of scrolling in just a 3-player game; I can't imagine how awful it would be with 5–6 players.
Sure, there's "fast travel" buttons, but these just scroll you up and down the page. That should never have been necessary in the first place. Ark Nova takes up way more table space than Gunsen does, yet everything fits neatly on one screen in BGA. Gunsen should use tabs the way Ark Nova does: there's one frame where your clan board goes, and you can click arrows to cycle among the clans.
It's standard practice for the BGA player panels to show important static information about each player. In Ark Nova, for example, they show each player's number of continent and animal icons. In Gunsen, the first thing anybody would think on learning the game is, "The player panel should show each player's number of rolls, rerolls, and keeps." It doesn't. Want to know this information about someone you're planning to attack? Have fun scrolling a mile down the page. Every single time.
One of my tactics was to hire one of 3 mercenaries. These were named, implying that they can be looked up before the tactic is purchased, but there was no way to see them before committing to the action.
In battle, the text says "choose which dice to keep," but if you're doing a reroll, the selected dice are rerolled, not kept. This caused my friend to lose his first battle instead of easily winning it.
Basic stuff like this makes it look as though the game was published on BGA without even a smidge of testing.
If a publisher wants to rush a game on BGA as part of a marketing strategy, I don't necessarily have a problem with it. I did, after all, fall in love with Gunsen despite BGA'a awful implementation, to the point where I'm considering buying the physical game, so mission accomplished, I guess? But then I really hope you go back and raise the implementation to modern, Ark Nova-level quality standards. Having rushed implementations in 2026 that would have been below average in 2016 is a bad look for BGA.
1) The board game is fantastic
2) The BGA implementation is bizarrely terrible
I noticed that Gunsen only just came out this year. Was there a marketing push to rush it out on BGA, and as a result, it was released without any playtesting? That's the only explanation I could come up with to account for the numerous glaring errors and shortcomings. It's not like my friends and I were hardcore playtesting—we just sat down to play 1 casual game, and we were bogged down by obvious problems that would have raised a swarm of flags in even the most half-hearted playtest.
The map is so big that it's impossible to fit it and anything else on the screen at the same time. If you want to look at your clan board, special orders, heroes, buildings, or tactics, you have to scroll down. If you want to see any of that stuff for your opponents, you have to scroll down even more. It was an unbearable amount of scrolling in just a 3-player game; I can't imagine how awful it would be with 5–6 players.
Sure, there's "fast travel" buttons, but these just scroll you up and down the page. That should never have been necessary in the first place. Ark Nova takes up way more table space than Gunsen does, yet everything fits neatly on one screen in BGA. Gunsen should use tabs the way Ark Nova does: there's one frame where your clan board goes, and you can click arrows to cycle among the clans.
It's standard practice for the BGA player panels to show important static information about each player. In Ark Nova, for example, they show each player's number of continent and animal icons. In Gunsen, the first thing anybody would think on learning the game is, "The player panel should show each player's number of rolls, rerolls, and keeps." It doesn't. Want to know this information about someone you're planning to attack? Have fun scrolling a mile down the page. Every single time.
One of my tactics was to hire one of 3 mercenaries. These were named, implying that they can be looked up before the tactic is purchased, but there was no way to see them before committing to the action.
In battle, the text says "choose which dice to keep," but if you're doing a reroll, the selected dice are rerolled, not kept. This caused my friend to lose his first battle instead of easily winning it.
Basic stuff like this makes it look as though the game was published on BGA without even a smidge of testing.
If a publisher wants to rush a game on BGA as part of a marketing strategy, I don't necessarily have a problem with it. I did, after all, fall in love with Gunsen despite BGA'a awful implementation, to the point where I'm considering buying the physical game, so mission accomplished, I guess? But then I really hope you go back and raise the implementation to modern, Ark Nova-level quality standards. Having rushed implementations in 2026 that would have been below average in 2016 is a bad look for BGA.