Captain Jack wrote:Dejanira wrote:Captain Jack wrote:Why phase voodoo out of the game?
Oh no, no. Just not increasing the cards number. 90 is a good total.
Adding new cards may be done by substituting old ones or by changing the effect (this happened for Fertile Land for instance).
Why not increase the number? Do you have a specific argument or a general feeling? I think that the more the card numbers, the better for the game strategy. At all cases, I would be interested in this discussion.
It is off topic though so perhaps it would be better to post your reply here: Ships/Card Revision
To help your reply there, quote me.
Because
I see Pirates Glory as a merchant managing game. Voodoo is nice but I'd prefer to let the focus of the game to be about trading and sailing.
I think you know Puerto Rico, the boardgame (2002, by Andreas Seyfarth). Is PG more similar to Puerto Rico than a deckbuilding game? I'd like so.
Voodoo and fleets are both important in Pirates Glory but it is a fact that a player with fleets and no voodoo would have a very much lesser impact than a player with no fleets but a lot of cards.
Voodoo are too much similar to Magic The Gathering (1993, by Richard Garfield). I'm not merely talking about graphics, it's the collecting that I don't like.
And mechanics do influence gameplay.
I'm not talking about phasing Voodoo out the game, I'm in favor of not letting Voodoo casting be prevalent over nautical aspects of this game.