by abdiel
Alex Awesome wrote:
There is great engines, sadly they are too few.
The cards that you can buy in the game is very nicely done and gives the game so many options that no two games play alike. Some are very straight forward like the one that gives you an extra dice, or the jet pack.
What I personally like the best though is the ones that sort of interact with each other and create an engine that can stear you into awesomeness during game play and when these clicks together is when I had the most fun in the game (besides smashing face RAWR!). Sadly the basic game has too few of these little engines. I know that this would clutter the main deck too much and is more fitting for an expansion, the base games cards are cool enough as is, but I assembled a set of three cheap cards and they rode me to victory once and it was hard to let go of the "wow, that was fun, I want more!"-feeling.
The cards that you can buy in the game is very nicely done and gives the game so many options that no two games play alike. Some are very straight forward like the one that gives you an extra dice, or the jet pack.
What I personally like the best though is the ones that sort of interact with each other and create an engine that can stear you into awesomeness during game play and when these clicks together is when I had the most fun in the game (besides smashing face RAWR!). Sadly the basic game has too few of these little engines. I know that this would clutter the main deck too much and is more fitting for an expansion, the base games cards are cool enough as is, but I assembled a set of three cheap cards and they rode me to victory once and it was hard to let go of the "wow, that was fun, I want more!"-feeling.
It's tempting to want to build a combo-tastic tableau because recent game designs have conditioned us to want that. But King of Tokyo is not a tableau building game. You could remove the cards entirely from the game and it would still be great.
Variants that increase the number of cards people end up with by the end of the game sacrifice player interaction to do so. The game becomes less about the give and take among players and more about collecting cards.