Home. With electricity! Juhuu!
Ok, lets go through this. Just note we have been iterating and playing the game so much we have started to go blind on the most obvious things ... so awesome to get some feedback from fresh eyes!
What is the point of Cargo ship if it is limited by the regular movement restriction? Why not move the units normally? What am I missing?
Hmmm. Originally it was very useful as before you could only move one unit per turn. Now the value would be you can move a lot of units without spending too many turns doing it. But I agree, it doesn't feel worth the points anymore. Ideas?
As well, why have several different abilities that do the same things? Like for example Extra Storage on territories and Strategist on General Travis.
I am considering adding a more combat oriented rule to them instead of the extra storage. At the time I added the extra storage to make sure each Territory had one special rule (players would pick Territory cards a lot less than anything else, thus boosting their benefit helped a lot). The strategist in its previous design was to cumbersome to use, not to mention describe, so I wanted to try to see if the extra storage benefit was useful. It wasn't.
Any ideas to how they can be used better? Ie, removing the extra storage from the units.
Why some units have Unique ? What is different about them rule wise? Or is it just flavor text I mean in M:TG "legendary" which seems similar to "unique" meant that only one copy of that card could be in play but right now all the unique cards that I've seen are singular and there are no other copies of them, so I am bit confused.
So yes, Unique means, more or less, that there are only one card of that kind.
- The unique value refers to "fluff" as they are unique characters/items in the IM universe. Not a rule, but still deserves to be mentioned.
- I had a thought that if I made it into 'sets' where you can combine decks, only one of each Unique should be allowed in the decks.
- They would be easy to remove from the decks if you wanted a simpler game (for beginners).
- Also, having Unique tags allowed me to make rules for things which wouldn't effect unique units, such as bombardment etc. Though I don't remember if I removed those exceptions in my cleanup phase.
It might sound like I am defending, but in reality, I am trying to evaluate if their existence serves enough benefit to the game diversity versus the complexity that might bog down the game. It's great you put focus on the things - it only means they have not been thought through properly. If they do not serve their function, then naturally they would be removed, or better, improved.