GCD wrote: ↑20 October 2021, 19:22
pory wrote: ↑09 August 2021, 16:04
I like without AAS.
First of all, it's traditional.
Next, if there is AAS, the game is going to family growth only, and hard to play with two family strategy or stone room strategy.
Which one do you like?
Can someone confirm or disconfirm the feasibility of a two family member strategy?
With the current card set, you can win games with 2 family members if you have Big Country. Otherwise you'll generally struggle to win games. Maybe a Scholar/Plowdriver 2 family member game can win, especially if you get sleeping corner and so can grow to a large family right at the end on Urgent Wish. (I don't think winning the game on exactly 2 family members will win almost ever, but I do think you can mostly ignore growth until Urgent Wish and sometimes have a game)
Even then, I agree that if you do have AAS on, then even stone house strategies tend not to do that well, or 3 room strategies. There's just so much growth and it narrows the game space down quite a bit. It's a pretty different game and I think it's quite a bit worse.
Arkenz wrote: ↑21 October 2021, 07:05
AAS 100%.. I've played several games in arena now where I've positioned myself to get early growth and each time it's been in the last round space. It's a negative player experience when you go for a strategy and then fail it because RNG just simply wasn't on your side. I enjoy Agricola but the randomness of the children is really making it hard for me to continue playing it in arena
To be fair, a lot of the skill in the game partially does boil down to positioning yourself to handle various growth flips. You can't just push growth and expect to win in Agricola, there's this lovely balance of trying to set up to do multiple things and handle the variability of when things flip. The best players partially are the best players because they know how to play their game such that they aren't reliant on when growth flips as much. I think AAS lowers the skill in the game be reducing that variance.
I also think AAS have an issue whereby it really benefits players earlier in turn order--in games where you know growth comes early, being able to just take room parts early and build has a lot of value, and setting up occupations or other things for longer term is reduced in value, which can make the later seat positions tough to handle. Again, there still is a good amount of skill there, but I do think it's a worse game. (I also think Carpenter's Parlor should be banned if you're playing with the extra growth, the only reason that card isn't busted in regular is because you can't always rapidly grow in to your cheap rooms. When you can rapidly grow in to cheap rooms, cards like that become stupidly and I think game breakingly too good.