> Time Control<big snip>
> Players were Dave, Ralph, Matt, myself. New players to the game were:
> Dave, Ralph, Matt, myself.
> Am I doomed to repeat the rules without ever playing the game? ThisI can tell you that a big part of the problem for me was in my expectations
> time, knowing the rules better, I tried to go over them along with a
> dry run of the game.
> Matt kept incredulously whining about not grasping the rules. Ralph
> was drawn in to Matt's attitude about the game. Dave, to his credit,
> was open to try the game.
> So, once again, I didn't draw people to try this game. What am I doing
for the game. You introduced it as a real-time game, which I guess it is, at
least in part. But for me, a real-time game should be played fast and loose,
and the rules should not get in the way. This game had WAY too many rules,
given my expectations of a fast-playing, hectic-paced game. I was expecting
something like Brawl, and I got something like Magic Realm. (OK, that might
be a bit of an exaggeration, but you get the point.)
My suggestion, next time you try to get people to play this, is to
completely ignore the real-time aspect of the game, at least for a turn or
two. Then, if there is interest, you can start playing simultaneously.
The theme is appealing, but it was just a denser game than I was expecting
(and honestly, possibly a bit fidlier than I'd be interested in playing even
with proper expectations.)
Oh, and Matt whines about not grasping the rules for 6 Nimmt!, so I wouldn't
read too much into his attitude toward the game.
David Fontes http://www.mmiusa.com/ookpik/