The latest has been trying to improve the player prompt cards so they know when they can do things.
Also in this blog post I discuss new powers, connection points lock in play style, and refining symbiosis - the chase the leader play style.
New powers?
Economical eruptions (Cheaper volcanoes by 1x)
Biome bargains (Cheaper biomes by 1x)
I thought maybe I could do this all over, but potentially splitting it for the attacking v defensive players could be interesting.
Would also have nice synergies with crafty critters.
Having trio tiles only costing 1 does seem rather diabolical and game breaking, could still try, or have a ’no less than 2'.
I’m also deliberating turning unstable volcanoes into a power. So it’s a limited thing you need to track (e.g. if you’ve unlocked it).
I think removing that complexity from the start of the game could help. If volcanoes become too cheap in play test sessions that is all that anyone ever does. Would it ever be possible for anyone but the last player to control the Tallest Biome. That’s an easy 3pts for the final player. Hmm.
Connection points lock in
A play style I want to try is one similar to Carcassonne - locking in points by removing a critter.
Yes this is currently possible with sacrifices, but this would be using the connections that you currently own, to extract your critter from the area. I think in theory this works and it helps people get onto the scoreboard. But as the rest of the game hasn’t been built around this, I do wonder its usefulness.
Lava your comments here