Captain Jack wrote:and it would worth to hear from a newcomer what would make him to come back at day 2.
More things to do, faster growth and development, more ability to experiment and see the results more quickly. Everyone complains about the slow start on these games. When I find a new game I want to play with it. The pirate theme and voodoo cards were enough to interest me but the amount of game play time involved during my first sitting was not enough to either satisfy my desire to play a game or hook me well enough to insure a return visit to the game. (Demographically, I'm a 37 year old American male.) The more play time I get on a game during that first sitting, the more I feel personally involved with the game. If I've been satisfied on day one then I'll definitely be back on day two. And the sooner I can return to the game the better because I've had less time to get distracted with something else. So day one is the key to getting me back on day two.
My though would be to start players with 400 turns initially, give each new player one voodoo card that costs zero turns to cast and gives 200 turns (call it "Youthful Energy" or something), and, lastly, let players earn 1 turn every five minutes for the first seven days. Effectively this would cut start-up time for new players in half, while dramatically increasing the amount of time spent playing during the first day or two, and shortening the period of time between a new player's early game sessions causing them to become more personally involved.
My only other idea would be something like trial guest accounts that let new players experiment with the game outside of their actual account would give people a platform to play and experiment while they wait through eight to ten days of start-up. This might be a way to do tutorial quests.
Not sure if it's worth anything but that's the best input I can think to add at the moment.