Game name Pirates:
Not understanding what the goal is?
The experience. Getting to learn a whole new game.
A little disappointed that I couldn’t attack unless I was at a certain distance from the “boss”.
Layout of rules. add some personality to them. Make it feel like a treasure map?
Make rules clear for new players
Pirate adventure
full of mayhem!! Very fun!!!
- Figuring out the instructions was a bit confusing at first
- Can you move the cards around on the grid face down?
- What do you do with the column score after you get rid of it? Like how does it lower your score?
- The art was super cute!
- Maybe make instructions more simplistic and maybe a list of moves that you cannot do
- A bit of a learning curve for people who haven’t played DND before
- Less character stats would mitigate the overwhelmingness of being thrown into a DND game with no experience
- The boss at the end definitely needs less health. It took forever to even try and get its health down
- Maybe a sheet that includes a short explanation of DND and a sort explanation of how the game is supposed to play out
- the basis of the game is to frustrate you
- reboot card
- dead man’s pile
- clarify if you can stack the plus cards
- I am Groot
- Unclear if aces count as 1 or 11
- It is a LOT to keep track of, so a system to have your health/shields tracked would be easier
- We went through the deck twice and no one won, so maybe a cap on how many times you can go through the deck
- Clearer rules would benefit player experience
- not a multiplayer game
- add more cards
- explain attack rules and how to keep track of Hp
too many Food cards needs more Attack cards
sometimes not able to play due to having only food cards with full health
needs more players than 2 to be more interesting and involved
abilities are fun but game breakers if not enough players
- too many health cards
- add more attack cards
- have instructions on how to use the cat cards
- Rules didn’t make sense
- The risk factor was my favorite part
- what is the meeple used for?
- use meeple as double or nothing
- add more risk factors or punishments for losses
- rethink Phase 3
We were confused on how to start the game, nothing happened until a player was attacked
There are too many defense cards and not enough attack cards
A certain amount of cards each player should have at all times would help
There was no meeple or risk token
Maybe use the meeple to get rid of paying two tokens, one meeple can be used per game
The game lasted very long and felt never-ending
There was not enough cards to play
A separate pile for the person eliminated would help
Less draw cards would also help
Tracking your HP during the game was difficult
I could not attack other people, only the person to the right of me
Adding more cards or another deck would help