First round went awry rather quickly when we misplayed one thing. We shuffled the end phase deck in incorrect place, which in turn spawned way too many sun beats down cards in quick succession.
But even with such a whoopsie, the game mechanics were surprisingly solid, although some "use any time" gears weirded me out a little, like the jetpack. Somehow it feels wrong to use it when it is another player's turn.
The second game was a tough race against sand. We had Navigator, Explorer and Archeologist in the team, and I must say the Navigator seems very effective indeed. Without him, we would have lost without the victory in sight.
As it happened, we still lost, but it was one damn turn away from victory. There were like seven cards in deck with one sun beats down coming, with Navigator having zero water in his flask. We were drawing four cards at the end of turn.
Surely enough the adventurers did not escape the desert.
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