MasterMystery wrote: ↑24 November 2025, 13:14
FrankJones wrote: ↑19 November 2025, 13:31
I should also add:
"starting goals" and "no king" are meant as beginner options for learning the rules. I recommend moving to "random goals" and "Kings" as soon as possible, for a much richer game experience.
thats a big flaw in my pov of the game designer/publisher/rulebook. the way as its written it sounds like this is the mode that usually is played while the other is advanced. it should rather be called as you say beginner and normal game or such rather than normal and advanced. This is probably due to the "feel good marketing", but if this game mode (starting goals) is just inherently
a) serverely unbalanced (starting player even bigger, as each goal simply leads to the other, while it is not always as drastic (maybe sometime a bit more though too) with variable goals
b) the game is just over so quick and very unsatisfying therefore this approach will even turn away players/owners -> dont like normal, why try advanced
c) it would make sense to have simplier goals in this mode (5locations, 3 scored) but also making them much quicker achieved, makes simply no sense and turns it in so different games. 5+3 while in advanced you have 11 total, at leas should have made it 5+5(6) or such.
p.s.: i dont get why games are designed with non equal turns, and than even no starting player compensation. This is even more servere the lower the amounts of turns are (basic agaiN) and whats the point even of creating this imblance if there is no inherent game mechanic that needs it (scythe for example game needs to be over as moving is so strong else, last player always a big advantage rather, could only work with equal turns but no move past endgame trigger...).
p.p.s.: I really don't get why designers seem to care or know so little about some core mechanics in gaming and also !balance!, like starting player, starting player shifting, equal turns, variable turn order, cost of starting player in f.ex worker placement, .. Does it need any, is there a reason for non-equal turns, is starting player shifting and clockwise turn order enough or do we need variable like variant TM, Feldgames order. Also have similar issues in deck builders, individual cards at random need a better balance than stack sytle dominion, even more if you cannot manipulate buy play timing (in arnak you could, in dune imperium not really), also about when reshuffled is triggered...
I will never get a game out as I am overly critical with all anyway, but i am astonished about the flaws of so many games (and i judge it harder on more expensive, longer, more complex or games with higher component quality; a 5€,10min card games can have more flaws)
Just to add some context here, as someone who enjoys this game very much (but believes it greatly requires the Cold Waters expansion and equalization of turns), and has spoken frequently with the game designer, Ivan Tuzovsky:
1) English is not the first anyone involved in the making of the original base game, and there were some early translation issues in the rules and on the cards.
2) That being said, I have found Ivan's English to be excellent. And he's a super nice guy, and the only game designer who I've seen actively playing games with his fans here on BGA.
3) Page 6 of the rulebook does say, "For your first game we recommend that you play with the goals already printed on the board..." To me, that seems to strongly imply that the starting goals are for the first game only. Even then, it says "recommend", indicating that it's not even necessary for the first game. We certainly didn't use them. The next sentence is, "for further games, you can refer to the advanced mode at the end of the rulebook (page 26)". Again, it seems to be strongly suggesting that for the 2nd and subsequent games, to use the "advanced" mode. Yes, this might not have been the ideal phrasing, but this may have been an inexact translation. Maybe the original statement was "non-beginner" and translated to "advanced" instead of non-beginner". Who knows?
4) Either way - I don't understand how anyone could play this game more than once and still think that "starting goals" and "no kings" is a good way to play or makes for an even remotely interesting game.
5) Aquatica has a high percentage of players who try it here on BGA and then don't play it again. This is unfortunate, because I find it to be a game of great skill and depth if the random goals and kings are used, and (in home games) if turns are equalized and a couple other house rules are implemented.
6) Perhaps part of the reason for #5: New players tend to create open games with "start goals" and "no king", but then experienced players (including some in the top 5 Elo) join their game and demolish them, which is probably not a good experience. Both parties are at fault here, in my opinion. The new players for not using the Elo filter, and the strong players for crushing new players rather than just inviting them to a friendly mode game and helping them learn the game.
7) The unequal turns is supposed to be balanced by the drafting of kings. This does not work, since there are often two equally good kings. But at least in theory, there is some balancing for the player who does not go first. But without the kings? There isn't anything to even try to balance the game and make it fair.
8) Which it definitely is not. Without kings, both players have the same characters and access to the same cards on the main board. Player 1 should never lose. The player 1 advantage even with kings is nearly insurmountable. Without Kings, it is hopeless. So, I'll be skipping this first arena season, disappointed, because I've waited very patiently for this game to be moved out of Beta and into arena.
9) I have, as previously mentioned, spoken extensively to Ivan, the game designer. I have begged for equalization of turns, privately and publicly, and provided a mountain of evidence for its necessity. It would be a simple fix that would at least close the gap a bit. Because as it stands now, the player 1 advantage in a 2-player game is close to 20 points. TWENTY POINTS. My record as player 1 is something like 47-1. The one loss was by 3 points to a very good player, and in which I made a 6-point blunder and could have won. It might have bene a 9-point blunder, I forget. When I play against the other best player on the site (from my subjective vantage point), he and I take turns crushing each other as player 1, often by 30+ points. Etc. I've already written lengthy essays, which should be easy to find here in the forum since the forum has relatively few posts. So, no need to rehash it all.
10) The most recent expansion (Coral Reefs) does include equalization of turns in the rules. It's never too late to retroactively add this rule for the base game and first expansion (Cold Waters). This was done even though the expansions (with Tribes instead of goals) suffer much less from the player 1 imbalance. But the base game, in which each of 4 goals can be a 6-point swing for player 1 simply by going first, very much needs equalization (AND some other compensation, in my opinion).
11) If anyone has further questions about why I so strongly hold these opinions and analysis, just ask. I have a detailed spreadsheet of all my games played, and I can provide any statistics requested. But does anything more really need to be said other than "98% win rate and +20 point differential as player 1" ?