mturton wrote: ↑22 July 2023, 12:18The -4 vp card, purchased early, is an I-win button that slows the game while punishing the other players.
Far from it actually, it's not even that strong of a card for a 3rd level. 7s just aren't rolled often enough to make it optimal; the card loses way more often than it wins in arena.
To give a comparison, 6s are rolled nearly 3 times as often as 7s, and there is a card for that slot that will gain you 2 VPs as a red reward, for an expected outcome of +2.83 VP per round (17/36 * 2 points * 3 players rolling) and a max of 12 VPs in a round in a 4-player game. Whereas the card that's being called "OP" only has an expected outcome of -1.26 VP per round (42% chance of at least one 7 being rolled * -3 points) and a max of -3 VPs in a round, as a red reward in a 4-player game. Even the 2 VP (red reward) card for the 1 slot is more powerful than that.
The negative-VP card is controversial not because it's actually anything close to a dominant strategy, but because the "take that" mechanism is not pleasant for some players. And that's fine. Some might not enjoy having to "Draw 4" in Uno or getting knocked out of the round in Love Letter -- no game is for everyone.
mturton wrote: ↑22 July 2023, 12:18It has no counter
What do you mean? The counter to points getting taken away is points getting added. Literally every card with a rocket is the counter. Personally, my strategy to counter it might be to focus aggressively on green (income), so as to soon be able to make large colony purchases round after round that will
far outpace the measly -3 VPs per round.
mturton wrote: ↑24 June 2023, 08:38
Another card that needs optional removal is the You Win! card. However difficult it may be to set up, it should simply not exist. If it is so hard that it is not useful, then it is a dead end that players should not be tempted toward, and if it is effective, then it needs removed. It's just bad game design, period.
Also, the cards that permit players to set die rolls need to be optionally removed. In a dice game, dice cheats like that simply negate the effort of building up an engine to win. Another case of bad design.
What makes these things "bad design" rather than just mechanisms you don't enjoy personally? Why would "Set a die" be considered a "cheat" rather than a useful cog in the engine? Luck mitigation is the whole point of the game.
The "You Win" card is both effective and risky (I wouldn't say hard) to set up. There are all kinds of combos that make it very viable, and finding a way to build and execute different kinds of winning engines is the fun of the game, for me at least.
Every 3rd-level card in the 12-slot is super powerful but risky to set up. Again, it's all a game of risk/reward and luck mitigation. It doesn't have to appeal to everyone, but I wouldn't ask the creators of chess to remove the knight and the rook and the bishop just because I don't like those mechanisms. At some point, you're just wishing for a completely different game.