by Mislav
elkabong wrote:
Well, the mentality of the group really defines how KoT plays. I have one group that is very conservative. Players go into Tokyo only when they can't help it. They NEVER keep Attack dice, except on the last roll. This group is dominated by VP Wins.
I agree with this, it seems that the group thinking defines the typical course of the game.
Our group isn't actually as conservative as the one you describe but we still seem to have problem with people running away with big point advantages. We do attack, probably not often but surely more often than never.
Problem is that in order to catch huge VP leader ALL players have to cooperate and attack hard and this just doesn't happen often enough. Another problem is that even when Tokyo player attacks hard, this damages not only the VP leader but also other players. So these players will have to spend their turn(s) healing, and at the same time they will willingly or unwillingly do some damage to the current Tokyo player as well. The overall result will be lower health for everyone, which again promotes more peaceful, healing course of the game which is what the point leader wants so he can keep collecting his points.
I am thinking that, since the plan to attack the point leader is so group-dependent, it would be cool if cards could get more usage in this game. So far they don't seem to be bought a lot even though we do collect lots of energy. There simply are too many unimportant cards that come up which can't really help change the course of the game and make the point leader's life harder.