Thanks for this game.
There are some things I don't quite understand about this game's design.
It's highly appealing, beautiful and the basic mechanic is clever. In fact I immediately put it on my "cardboard buy" list... until I played and found some issues, in my opinion
- Island fragmentation.
There is little incentive that I can see for completing islands. Making sprawling "sand banks" seems not only OK, but safer (as you can increase their size more easily). Also each player can work on its own island. The end result is not small islands, it's a very large archipel of ugly unfinished islands that you spread out turn over turn. Why not simply have completed islands count double (yeah, ala Carcassonne)?
- Houses
There hardly seemed to be any chance of running out of house spaces, so why have them at all? IN fact, if you can only place one per island, why have those spots? Why have houses at all, rather than scoring, say, up to two islands per turn?
- Disposable islands
The fact that you score an island only once confused me a lot. You can plan a lot ahead, with the interesting "mission keep" system. But planning merely means building two islands in parallel. Not only you shouldn't, but you actually can't develop islands to be multi-purpose. IF houses marked islands as the one(s) you're scoring on *each* turn, that would make a bit difference here. And...
- Two solitudes
At least with 2 PL ( which will be the most frequent situation even on BGA?), there's not much in the way of fighting over islands. Each can build his one or two islands apart from each other, because there is no spread limit. UNless you want to be mean and somehwat randomly put closing tiles on the others'. Because there is no incentive to work on the same island, the strategy where you add tiles you like while hampering the opponent doesn't seem worth the hassle. Just make a "sand bank" somehwere else...
- Boats
I failed to get any excitement about playing a boat tile or caring about ports. Why not have boats (maybe as meeples) actually connect (completed) islands (through ports) to score more than one (one house controlling two+ islands)? That would force a compact, centered, layout and prevent "dinner table spread".
- Tokens
Because of high flexibility you are affored for placing tiles, those tokens don't seem very crucial. If completing an island was an issue, I would see the point a lot more.
- Tile choices
I don't much see the point in having a hand on top of choosing a tile. Though the "stop or continue" mechanic is simple and nice.
- Naming of elements
Confused me, even when reading the rules text. Why not call the tiles, "tiles", with a "tile reserve", a "current tile stack", "3 available tiles". KISS.