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