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radicaledward's avatar

I like the idea of that smaller version of Spirit Island. And I love Spirit Island. Probably one of my most played games. Capping the player count at three is just the correct decision for that game, even for the original kickstarted version. Playing Spirit Island with four people, in my opinion, makes a fun, complex, but fast moving puzzle of a game into a massive slog.

Definitely agree with you about kickstart, collecting, and shopping. I think many people, especially at first, fall into the collecting trap (happened to me!) as well as the shopping habit (kinda sorta happened to me).

One thing, too, that kickstarters have led to is filling a game with expansions before it's been properly playtested as a base game. It's rare for a design to be 100% finished when a kickstarter goes live, which is why backers sometimes fill their collective diapers over the smallest possible changes to the game they backed. But because the core design isn't completed, every promised expansion just doubles down on a foundational problem. But because shoppers expect their kickstarter to be full of expansions and exclusives, you have games that ship in fifteen boxes where, a year later, players come to the conclusion that 5 of the 7 expansions are best left on the shelf.

For all the complaints within the hobby about Jamey Stegmeier (I like him! though he's never made one of my favorite games, I do enjoy playing most Stonemeier games), I do think he does a good job of incrementally adding to his games. To use Tapestry as an example, he could have promised to ship it with 4 expansions right off the bat, but instead he gathered tons of data from players as basically a massive playtest to drive the development of the next expansions.

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Erin E.'s avatar

It's like Cones of Dunshire. "Punishingly intricate."

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