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Ken on Cape said:
Ken on Cape said:
This may sound like a dumb question. But can a thief leave the district one turn and go back on the board the next turn if it is before the alarm sounds? I don't see that anyplace in the rules.
Never mind found it.
i didn't found the answer... can you tell me if you can return to the district?
kimanovitch said:
Ken on Cape said:
Ken on Cape said:
This may sound like a dumb question. But can a thief leave the district one turn and go back on the board the next turn if it is before the alarm sounds? I don't see that anyplace in the rules.
Never mind found it.
i didn't found the answer... can you tell me if you can return to the district?
...before AND after the alarm sounds
Dear FFG,
A test read is when people not involved in the writing of a text, such as the writers of a new game's rules, read and attempt to understand and follow the text. Many organizations, such as game companies, use this technique in order to make sure the text is relevant and clear to people who aren't already familiar with the game, even so intimate as to have participated in its creation.
A test read would have eliminated most the questions in these forums, including those in this thread such as "Is the very poorly colored room one or two rooms?" (which should have resulted in the artists of that room recoloring the one confusing room on the board with anything but the exact tone used as the perimeter of every other room. Everyone I've played with has found this confusing and it took two of us a while to realize indeed we hadn't lost one of the treasure tokens, which in case you haven't noticed took multiple other dedicated players on this forum a while to figure out as well. Do you see how long this parenthetical is? Can you imagine how much strife on the part of your customers you could save with this "test print and test read" concept?)
We shouldn't have to go on BoardGamesGeek to find out one of your employees has confirmed where the pentacle spaces are. A single person being introduced to this game who was not already familiar with it would have asked, "Are these the pentacle spaces?" And everybody on your design team would go "Woah, we should put that in the manual, just like how we illustrated everything else in the gorgeous, otherwise pretty clear manual."
We shouldn't have to have people wondering whether the player pools the ducats and not the characters. It's clear in the manual that characters hold treasures. Maybe suggest we place the tokens on their cards to keep track, and make it clear the player is separate from the characters and is in control of all the ducats, action points, and arcana cards. It may be obvious (after some frustrated consideration at least) to people like us, but not everyone has a background in Wicca or has any idea what a pentacle should look like. I noticed in other threads on this forum that people think their character left the town with one treasure and a ducat. I hope they don't think that character is individually carrying the ducat, but without making total novices test read your rules, this is what you'll get, miles and miles of threads with redundant questions that could have been avoided.
In conclusion, dear game company I want so badly to like, these games are getting really good. They deserve that final professional polish and effort that it seems your talented designers are not capable of. Conduct just a couple novice focus groups. Hire rules lawyers if you must. Or do you want to continue limiting your market to people like us?
Play games. Don't be a gamer.
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