Comments for second week testing

Comments from The Ponds: (Bjarne o Co). Rules: twenty two points.. would be easyer to read twenty - two points. It is about the resource cards and all of them. What is the rising danger? Perhaps rename treasures into resources all over? Would be nice to have the cost of the shops items printed on the board instead of inside the rule book for easy access. And since you can only buy from the resources you have available in your current hand it would be nicer with either lower cost or a few extra high value resources. The cards that go into each pile: would be great if the pile-cards have the pile number on them on the face up side for easy handling at start and "restart" of a game. Pile 3 can never only have 1 card left. Since there are 5 of the nasty cards and if you draw 2 of them the pile is locked.(leaving atleast three more cards still in the pile)

We made a "house rule" that there are no safespots (storage or start)

And the risk contra reward for pile three is a bit steep. We had 2 games where the game ended after first 2-3 draws out of that pile. ..... A little more graphics would be nice for a feel for the game would be nice. Perhaps some more info on what we are doing. ..... The last game we played people more or less stood in the storage place and either placed their own resources or stole from the other players that where there only to place them directly in their own storage. This could ofcourse be handled with a safespot in the storage place. But we started by saying no safespots since we didnt find anything about it in the rules.

None of our players did ever buy anything from the store. And the largest pile of resources ended up to about 15-20 points.

Basic play was about digging (the text on the player board) or getting resources (from rules) and quickly get it to storage. And since there was atleast one that ended up at the pile 3 we soon had the danger out, finishing the game pretty fast. (which was nice, since we could try more times)