- What was the most frustrating moment or aspect of what you just played? The lack of knowledge of what we were “supposed” to be doing. The testing phase for this game still felt very loose.
- What was your favorite moment or aspect of what you just played? I liked the dedicated 3D printing style. The pieces and board just had this interesting aesthetic that brought me into the world a little more. I also enjoyed taking out the civilians before they could reach the edge of the board and adding them to my collection.
- Was there anything you wanted to do that you couldn’t? I’ll be honest, I did kind of fudge the number of moves I had to do the things I wanted to do. It was hard with 6 players taking loooooong turns to think ahead and make moves that feel like you are actually progressing.
- If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would try my best to keep the turns moving quickly somehow, or just limit the max number of players.
- What should be improved with the next version? I don’t think we were necessarily the right audience for this game, but if it was for us I would say simplification of things like goals, actions, amount of times you could roll the dice, etc.
- Describe the game in 3 words. We Live Inasociety
One Reply to “Review of Ames’s Civilization Simulation Game – Colin Kenny”
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I also really liked the 3D printed pieces. The turns were very long but I think that they definitely could have been shortened if the players were overall more engaged and had a better understanding of their roles and actions to take each turn