Remus West wrote: Hell, if I'd have been the first guy there I'd have gotten what I could and burned the thing to the ground so you wouldn't have been able to get anything even after I left.
I concur on:
1) Play the game that makes you happy. If a house rule makes you happy then have at it.
2) I wouldn't like the house rule and think it takes away from the competitive play.
3) If players are that "uncooperative" then you attack them. If you are playing a non attacking game then you're finding the problem being "uncooperative" in cooperative environment.
4) If I felt I really
had no good option, I'd end the round to cut my losses (and everyone else's gains). If that's the only way I can frustrate a player who is screwing then that's what I do.
And tactically, if you are at the beginning of the game with no extra mover cards then you have a 16 card deck (7 of which have a movement factor and one of which allows you to draw more cards)http://unofficialmageknighttheboardgame ... rting_Deck
I had less than 10 cards left in my deck.
That will pretty much be the case after you take your first or second turn every in every game. If you suspect you have no movement left and you are stuck behind someone else after the first or second turn, you did something very very wrong, IMO. With nothing but movement, at the very least you should have taken "1st player" which no one ever takes.
The caveat to my line of thinking is that we have never played a 4 players game, so I don't know how crowded the board gets in 4 player game. I try not to crowd or be crowded by other players when possible. I'll even farm a dungeon to let others advance to be able to choose a different direction. And yeah getting stuck moving into swamps and lakes sucks, especially when you have no movement, but this generally doesn't happen until you hit the tan tiles, where hopefully you've found some advance action cards to aid you in your movement if plugging forward is your plan.
enjoy the game. I don't necessarily play it that well. I miss my own options continually as I try not to hold the game up and kick myself for stupid play. But I love that there is so much to put together and weigh against itself. I love you can substitute cards for other cards. I love how getting wounded and balancing those wounds against making your deck worthless is often the most viable strategy to get ahead as you panic to get those wounds back out of your deck before the game ends. I think the re-playability of this game is going to be huge. It's everything all of the FFG strategic over land games in the Descent universe should have been.