Yay to simultaneous play! I don't see a reason to force a back-and-forth turn structure for player actions - it would be great if that wasn't a constraint. Have you considered it? (Only forcing that an action is completed before another is taken.) I take it we can no longer discard from a deck for free once per turn? Are there going to be missions or are they removed from the game? Oh, and another "yes" to being able to use our cryo ability at any time during the round. :-)
Yeah, the round gets pretty jumbled if there is no back and forth whatsoever. We tried it and it was total chaos. The parts chosen to be simultaneous seem to speed the game up without loosing the entire structure of the round. Love your thinking on this though and I am always looking for ways to speed up the game play! As for 1 free cycle, that is no longer in the game (for now). Missions may come back in some form or another. Also note that is a play through video for "Standard Mode". Heavy mode has a lot more stuff going on!
@@Zeroicgames0 Sounds good! I've played Spirit Island with "freer form" like I write and it went fine, despite being a quite crunchy (and also cards-based) game. I actually also play Street Masters the same way. In both cases, it cuts the time some good amount (I wouldn't be surprised if a 3-person game of Street Masters was 3.5 hours long without simultaneous play...) There's also Battle for Greyport with this freedom - the first one I played that really got me into liking this. I'm just giving you examples so you can test them and get a feel for what's different (and similar) in those games.
Yay to simultaneous play! I don't see a reason to force a back-and-forth turn structure for player actions - it would be great if that wasn't a constraint. Have you considered it? (Only forcing that an action is completed before another is taken.)
I take it we can no longer discard from a deck for free once per turn?
Are there going to be missions or are they removed from the game?
Oh, and another "yes" to being able to use our cryo ability at any time during the round. :-)
Yeah, the round gets pretty jumbled if there is no back and forth whatsoever. We tried it and it was total chaos. The parts chosen to be simultaneous seem to speed the game up without loosing the entire structure of the round. Love your thinking on this though and I am always looking for ways to speed up the game play! As for 1 free cycle, that is no longer in the game (for now). Missions may come back in some form or another. Also note that is a play through video for "Standard Mode". Heavy mode has a lot more stuff going on!
@@Zeroicgames0 Sounds good! I've played Spirit Island with "freer form" like I write and it went fine, despite being a quite crunchy (and also cards-based) game. I actually also play Street Masters the same way. In both cases, it cuts the time some good amount (I wouldn't be surprised if a 3-person game of Street Masters was 3.5 hours long without simultaneous play...) There's also Battle for Greyport with this freedom - the first one I played that really got me into liking this. I'm just giving you examples so you can test them and get a feel for what's different (and similar) in those games.