Social Justice Lazy Warlord
My copy (of the second printing without the updated rules that will be standard for the 3rd printing and beyond) will arrive tomorrow, so I haven't played yet. But having done some extensive research and having read everything the designer has written about the game, the game is designed with the notion that the various players will undercut the play of whoever is leading at the moment. So any player fortune should be undercut by adjustments in the priorities of the other players. Of course, until all the players really understand how the various factions play and how quickly any given faction can go from 10 VP away from a victory to "I won!" the game should feel a bit swingy and unbalanced.I played again a few days ago, after I finally got my copy I've been waiting for half a year... and played someone else because now we have like 4 in the club
I'm still unsure about the game. First look is amazing. But play is ... I'm starting to think that it is a game you need to play a lot so everybody is good or you will lose or win by well, not much but the fact that nobody realized you were going to do so. I won the game as the Vagabond with the beaver and 2 turns of Favor of the X, in a great deal because nobody realized that and they were too busy fighting the Cat who almost won.
Again, I see a lot of potential, but maybe a lot of randomness too, and needs a lot of play to get to see which is which. Lets hope we actually test it - club is half divided into GREAT GAME and DONT WANT TO.
Because the other players are a great deal of the intended balance in the game; if one or more are playing poorly or without a proper understanding of how the factions operate, the balance will be thrown off and the game may feel more random or unbalanced than it would with more experienced players. Which is a long winded way of saying that repeated play should be rewarded. The ideal scenario would be a group of regular players who are invested in learning the various factions- someone who has played the Vagabond (for instance) will have a better read on how far away that player is from victory and how best to undermine the Vagabond's path to victory to allow more time for them to attain victory.