I've run into a design issue in Incursion that needs input.
Alliances have turned out to be a minor part of the game so far, and they shouldn't entirely go away; it's hard to design around them anyway. But in Saturday's run I noticed several players were able to build multi-card stockpiles completely unchallenged, even when it would have been relatively easy to nab the pile and the owner would have earned 3 or 4 cards.
This is never a problem when rational people are playing, but when a pair of schmucks allies, they just never think to stab each other in the back. As a result one of them becomes ridiculously powerful and all players, not just this idiot ally, are hurt by it. It really detracts from the game.
So what is there to do about that?
Ordinarily, huge resource stockpiles drive players into a frenzy and break alliances, but that can't be counted on when playing with Tweedledee and Tweedledum. I need some other approach. Suggestions, preferably not for cards, are welcome.
Oct 13 2003, 3:36 pm