- What was the most frustrating moment or aspect of what you just played? I think the most frustrating aspect of this game was the learning curve to understand what exactly my character’s goals were and the best ways to go about that. Maybe this could be reduced by providing some examples of how the player could go about achieving those goals? This also could have just been as a result of being very tired so it took me longer to grasp the concept
- What was your favorite moment or aspect of what you just played? I really enjoyed the pieces and how the gameboard fit together nicely. The pieces had a satisfying texture and I think simplistically and effectively communicated what they represented.
- Was there anything you wanted to do that you couldn’t? I think that I would have enjoyed having an actual designated “graveyard” to display the pieces that I had blown up and taken out of the game.
- 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 add more diagrams, pictures, and examples to make learning it easier for first time players, especially those who just need to rely on the rules. Just really dumbing it out down more than anything.
- What should be improved with the next version? Like i said before, diagrams and pictures would definitely be helpful and also think that the “goals and objectives” section for each of the different roles should be in the order of the turn order, because it is off by like one and I kept trying to refer to that as the turn order.
- What was the game’s message? We determined that the game’s message was partially about rebuilding society, but there were also other roles and factors at play such as war and the rebels who were opposing some of the other players. It presented a complex view of war and society in my opinion.
- Describe the game in 3 words. Strategic, competitive, challenging