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Spørsmål
I’m a big fan of the original Conquest of Paradise—it’s a fantastic game! One thing I’ve been thinking about, though, is how certain cards that award “free” Victory Points, like Jade Carving, Rongo-Rongo, and Wood Carving, feel a bit out of place.
The core tension and excitement of exploration, expansion, and conflict can sometimes feel undercut when a player reveals a few of these cards and wins in a way that feels less earned or climactic.
I’d love to hear your thoughts on pure Victory Point cards—what was your design intent behind them, and how do you see them fitting into the game’s overall balance and pacing?
Svar
These cards represent a trade-off during the build phase, requiring players to sacrifice build points, so acquiring them is a strategic risk, do you invest in these cards or build on the map?
The cards themselves remain unchanged from previous editions, this module was well-received by players. The only change, made by the designer himself based on player feedback, is the cost, which has been increased to 3.
This adjustment makes purchasing a card more of a gamble: you might earn seemingly easy victory points, but in the meantime, an opponent could invest in the right units and gain points by capturing villages: earning not just victory points, but also additional build points, enabling further investment.
It’s also worth noting that these cards are available to all players, so this is not a mechanic that favors just one individual.