The general design here was that every player has the potential to both ally with and betray every other player. Not quite there, but close. The pacing is intentional--I prefer slower games, and also wanted to have some pressure against an all-win.
In this instance, with the minimum number of players, the game was solved very early. Basically we had no mid-game. We were at end-game, where it’s just a matter of who is going to betray who. The set up work better with 18 players, four families of four plus two townies.
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