We’ve just finished a two player game with Dandelion and Triss (rest of the guys left the game early) and experienced the following issues and interesting matter:
- As somebody mentioned this before, the tutorial is really too long to remember everything, plus the ingame Help menu is not available at the moment.
- My opponent’s cards flashed up for a moment every time he drew them, but it happened so quickly that I couldn’t read them at all.
- It was also mentioned before that it’s quite boring that I cannot see what other players do in their rounds (I know, you're already working on this). Moreover, I couldn’t find any possibilities to see my own stuff during the other players’ turn (number of collected leads, proofs, available actions and so on), so that I could already think about my next possible actions.
- It happened that the other player could click on my quest card and see what it says, and he couldn’t close it but had to wait until it closes itself, but then never again. I myself couldn’t click on any of his cards.
- The mechanics of resolving some investigation cards are a bit strange for me. For example one of the investigation cards said that I have to roll three times and if I roll success, I get a certain lead. The first time after I tossed my die, I had to click on the END button. I was afraid that this would end my whole action, so for a while I tried clicking everywhere else on the board to avoid that.
After I clicked on it I saw that it only ends that one turn of tossing the die, but it still sounded strange, so I would rather rename that END button into something else – if there’s a possibility. It could be e.g. RESOLVE or PROCEED or something similar.
- During one fight I accidentally clicked on my only development card which changed one of my swords into 3 shields (if I remember well). I didn’t do that on purpose, so it would be great to also have a possibility to approve the use of a development card before it resolves (having e.g. the same buttons like when you are about to choose an action to resolve, or when the game asks if you really want use your “dodge” result to turn a sword into a shield).
- It’s interesting that you can put tokens separately on Travel and Fast Travel while you cannot do both in one turn. Are you sure, those shouldn’t be treated as one and have only one space to put those tokens on? Not that I mind, because it makes the game much easier, it's just thematically strange.
- If there’s a wound on one of my actions, I cannot see if there’s a foul fate token on it, because they are on top of each other. I know that I cannot use that action anyway, but if I have many wounds and I have to decide which one to heal, it would be nice to know which can cause me trouble in the future, because then maybe I would choose another one to heal.
- Healing at Duén Canell didn’t work for any of us (we tried couple of times), but it did in Ellander for both of us.
- I couldn’t always see my opponent travelling and for many rounds I saw him standing in one place (Mahakam), while he left that location a long time ago and travelled around the whole board. I wanted to try to trade with him, but this made it impossible. This is definitely a bug.
- I was surprised when an investigation card asked me to discard one of my lead tokens of the three colors and when I – out of curiosity – clicked on the color of which I didn’t have any leads, it exchanged one of my proof of the same color into leads again and took away one of them. Mathematically it’s fine, but I thought that once I “exchanged” leads for a proof (automatically), I cannot lose it anymore. It was quite painful because I was just about to finish a main quest and that caught me by surprise. Should it work like that? This seems thematically weird. I just clicked on that color to see if the game warns me that I don’t have such color of lead to discard so I should choose another one. Well, it didn’t.
- One of the foul fates or monsters said that “each hero gets a foul fate”, but my opponent didn’t get any. Unfortunately I didn’t take a closer look and I don’t know if the card or monster added “in your region” or something similar, so maybe it’s not a bug, but you should rather check if there is anything like that in the piles of foul fate cards or monsters and if this feature works at all when it's another players turn.
The result of the game was (if I remember the numbers well): Dandelion: 22, Triss: 40