Thursday, 25 September 2014

SissyNeighbourhood

Yesterday, me and some of my sissyfight-team (which we created two weeks ago, I think) tested a new version of the game called SissyNeighbourhood. It added a lot of new cards and rules. During the beginning of the test, we felt that the new rules was utterly complicated and cluttered. Because of this, it is required to have a game master, forcing one player not to play the game and instead count all the players markers and tell the rules.

The cards was really unbalanced. One card, called "Plunder the store", is a example, as you do not know if players lose markers. There was also one card called "Menthos bomb", which causes a no-win scenario. When most the players chose the "Party" card to attack one single player, it is more of a chance than a negotiation. If one single player is not choosing the party card, then the player who is targeted can use  a redirect card, which I don't remember the name of, to fend off the party cards and steal the markers of the player who did not choose the party card.

The cards where simply too many to remember how they worked, so you always needed to check the rule list on how they work, and the description can get very confusing at times. The implementation of 20 markers for each player, and not having a maximum amount of markers, is ridiculous. All the players can use the "Plunder the store" card to get more markers, which means that the game goes on forever. And even though the players use various cards to attack/steal players and defend their markers, the game would still go on for a long time if the players use "Plunder the store" card a lot. This is painful both for the players and especially for the game master, who must erase and add new markers for all the players on the marker list.

Fortunately, one of us got the "Menthos bomb" card so that this abomination could finally end.   


SissyNeighbourhood sucks balls. 

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