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ven the action system is five times cleverer than it needed to be. Each turn, your pool of actions is generated by the difference between two chucked dice. This might sound terribly unfair, and sometimes it can be. But in designer Chris Taylor’s hands, even something as potentially devastating as a double roll (read: zero new actions) becomes a precious “lull.” This is when new opportunities are added to the board and Captain Nemo’s pricier options briefly become affordable. Like that, things like bringing on new crew, repairing the hull, or plugging new upgrades into the Nautilus become doubly worthwhile.
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