Nine of eleven games into the campaign mode and we’re still discovering major rules. As in total game changers.
I hate this. I reject that I’m just not…whatever, smart or attentive or thorough, enough, to figure out the rules faster. FFG designs fun games but their usability is getting worse and worse.
I think some of it is that their design philosophy is…I don’t know. Nonlinear? Honestly their games remind me a little of RPG rules, which traditionally are not presented in a linear fashion. More like, here’s the combat chapter for when it’s time to fight. A chapter for this and that subsystem, and they don’t need to be taught in any particular order because the rules don’t build on one another.
The other thing is that they’ve taken exception-based rules to a new level. There are precious few underlying principles that will guide you to the right answer. Or if they’re there,I can’t tell because hardly any of the game relies on them.
It’s exhausting and frustrating and maybe even a little humiliating for us,a table of smart and experienced players, to keep discovering important new wrinkles. It makes for a game comprised entirely of edge cases.