Tengo curiosidad por saber cuántos de los que tienen pensado comprárselo es porque lo jugarán exclusiva o principalmente en solitario.
Ciertamente lo he jugado mas solo que acompañado. He perdido la cuenta de las veces que me han devorado los canibales.
Yo soy bastante Forever Alone pero he jugado más al Robinson en compañía que solo.
As I explained in previous post I don't blame John. I don't think it is his fault. He sees best move on the board, he sees One Answer and he tells other players that they should make that one best move. What do you expect from John? Do you expect him staying silent and seeing other players making wrong choices and loosing the game? Nope. He wants to win. He tells what they should do. That's the case.When I sat down to work on Robinson I knew I have to get rid of One Answer issue. I knew I have to give players choices. I have to give them fuel for discussion. I have to give them this awesome feeling that it is so much to do and they have to decide what to do. And „decide” is the key word. I need players to decide. I need them to have different options, different possible moves. Long term goalFirst thing was to make sure that there is a long term goal. Players have to build pile of wood (first scenario) and they have 12 rounds to do it. It is long term. They know that during this 12 rounds they will have to remember about gathering wood and putting it on pile. What is the aim of the scenario? It is simple - gather wood. How we can achieve it? Not so simple. You have so many different ways.Find mountains and build axe so you will produce more Wood every single round.Find plains, make rope and build mast on the pile.Find mud, make bricks and furnace so you won't loose Wood during winter time.Build weapon, hunt animals. Use Fur to build roof and saved that way Wood use on pile.Care about determination tokens for Carpenter so you will save Wood pieces.Gather Wood, every round go and bring Wood.Find river, draw map and make shortcut to produce more Wood...And that's – certainly – not all. These are just a few examples. Different strategies. Different approach. Fuel for discussion. Fuel for debate. This is what co-op should be. All players together discussing what to do. Making choices. Argue. Having fun. No room for Leader who has One Right Answer.Short blanketDifferent strategy for a long time goal is not enough. It is a good beginning but still, it is just beginning. I needed to put more choices so I put a lot of short time goals. Weather is deadly, so you have to build roof. Animals are deadly so you have to build palisade. Sources are in short supply so you have to explore the island. Morale drops down every few minutes so you have to fight back and move it up. In a moment it turns out that this Wood gathering goal is a really long time goal. At this very moment you have to think about all the other stuff...Yes, you need roof.Yes, you need palisade.Yes, you need weapon.Yes, you need high morale.Yes, you need to find River and Plains...You can't do everything. You have not enough action pawns. You have to choose. You have to make decision. You will discuss. You will decide to do roof not palisade. You will decide to go for Exploration not for gathering Wood. You will decide to not build Weapon but go for Morale. So many choices, so many consequences. There is no room for One Right Answer provided to you but Wise Leader...Threat actionsAnd then I put Threat actions into Robinson. Every single round there is a new action appearing on board. You make it or it will get discarded and you will have nasty consequences. It is on board and is shouting: 'You need to make this action or it gonna hurt you!'You have two rounds to get rid of Threat action. You do it now, next round or never. So you again discuss. So you again debate. Do we ignore it? Do we resolve it? Now or later? What to do?! Anyone? Choices are better than gunIt turned out that putting many choices is far better than putting a gun into a box. Choices kill 'John'. With so many decisions Leader problem is getting low. There is no 'we have to'. There is only 'we need to...'We need to make roof. We need to make palisade. We need to gather wood. We need to get rid of this stupid threat...So what are you going to do? I don't know. I don't know the answer. Because there is no One good Answer for this question.Robinson is co-op game where cooperation and discussion matters. You discuss. You choose. You have fun. I will not tell you that Leader problem doesn't exist in Robinson. But after these all test games I have to say – it is much lower than in many co-ops I've seen. Choices and different strategies are better than gun. They kill Leaders.