Rhye
Thank you for taking the time to respond to my inquiry. We played our first test game last night. Our play test team included two 18 year old girls one 26 male one 25 male and one 23 female. Only the players over the age of 20 have played Civilization in any manor.
Combat: Text reads “During the battle, players should throw a number of 1d2 dice corresponding to the unit strength and count successes”
We made certain assumptions, such as
defender will roll 1d2 corresponding to unit defense and count successes. Compare results a push results in neither peace being destroyed. (words in italics suggested to be added to the rules)
Action: There is only one page in the ,jpg files that contain action for every player that would require that page printed five times. Not that big of a deal except that that page also contains the wonders and palace tokens. Maybe a sheet could be made to include two sets of action cards so you could print the page twice to make room for five players instead of printing four more pages to make cards.
Then again, the biggest observation made by the group was that the cards were not used so much as the sheet explaining what each action did, was passed from player to player. If possible 5 reference sheets would do do better than 25 cards.
The cards for each civilization are great. It is the testing of this group that America's power is so amazing that these changes be made to it. Fist single use. Let America pick any three cities even over different enemies and grow three cities. Not just from the same enemy. Maybe that was always the intention but it does not come across that way in readings.
Recruitment: It is suggested that in the recruitment phase cities be able to place two units per turn instead of one. (villages still only place one unit)
Making it six players: Barbarians don't have to be gray they can just be unescorted. Troops on the board without flags are barbarians. If they are from a minor civilization token just leave that token on the board. If they are from a revolt check turn the city upside down. Or save minor civilization tokens and put one in in the cities place. No reason not to make it six.
Technology: First there was a misprint with industrialization, all the cards said improve a village not just the first. But it was in green so we assumed it only applied to the first. Second there is an oracle code of laws jump. Greece in the first turn of the game can use it's Academy Card research Calendar, Astronomy, use the free technology from discovering Astronomy to research Nationalism. Do we really want a tech tree that can allow for Machine Gunners to be researched (not built) by turn two?
If the tech tree requires both prerequisites to be researched than computers should be given some secondary use as there will only be four technologies left when they are reserched. They probably should any way so more than one person will research them.Maybe change the text for Computers to
When researched get all techs from players who do not have computers. That way first still gets the best bonus but his technology are safe from number two.
John Wittman
Sgt. USMC, HD.
www.MobileGamer.us