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Game Design Villanostra

Too Easy for Coop?

I started playing a 3-councilor solo game this morning. It’s going far too smoothly. Every proposed building has been built. I wonder if people will find that the game is too easy if they play it in a fully cooperative manner.

For example, the Corruption threat. When it triggers, the councilor with the fewest buildings must give some influence to the councilor with the most. This is, of course, bad for the player who loses that influence. Unless the two players involved agree on what goals they want for the year, and work together to meet those goals: in that case, it doesn’t really matter who played the influence, it still helps both players. In that case, the deprived player has lost little or nothing, and the threat is toothless.

Mechanically, this seems like a problem. Thematically, this is exactly the sort of thing I want the game to do. I very much want to see how this plays out in player testing.