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What makes the game fun?
#21
As of yesterday, there were two spots left in a game just like that.

We went Rex-only for nearly a year.  I think one game got to turn 40, and we've started more than 100 games.  The game pace is designed for somewhere between 25 and 40 turns.  Alamaze is not really an open-ended game.  Lots of players don't want to drop, but if you're in 10th place after 20 turns, likely you'd just as soon start a new game as see the current one go on 20 more turns.  We discourage players dropping before turn 10 or just if there is a bad result, and in practice, only new players have sometimes dropped that early.  After that, we want players to have fun, not have staying in a given game be a duty.

The new SVC is not like the old, which I was a bit shocked to find out as we played how easy some of the SVC had become.  Again, now everyone knows what is possible, and none of them are that easy.  You win by Rex controlling 4 regions.  Now in the SVC you might need to be substantial in 3 regions, significant in 2 others, and also have two other goals to accomplish, like having 10 artifacts and 10 generals.  That's easy?  And you can learn the SVC through the High Priestess.  This ain't your daddy's SVC.  SVC adds an additional element of tension and lots more strategy.  Not every kingdom is or will be designed to control 4 regions, but they can still win by executing other strategies effectively.
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