by Barronmore
Solipsiste wrote:
Listen, I understand your post, OP, but while I really like Todaido, the decision space in it is really small. No, going systematically to the next spot is not optimal, but it could also win the game sometimes. It's better to judge which space is best, but contrarily to some other more complex "one-way street" games, the good options are usually few, and "the next available spot" is often a strong contender.
I like it this way. It's fine. But it makes it a very light game. The thing is that reaching the inn first is not a big deal. Players often simply hope that they'll be able to buy food, and they do. And then they play first if they came last, so it's not an issue, except maybe for the last inn. This means that the decision making does not really imply weighing the advantages and disadvantages of skipping spaces to go quickly to the end or doing more actions to score more points, but missing some important bonus given to those who play faster.
I've played enough games to realize that rather you just go to the next spot or not, go first/last into the inn, etc. completely depends on the character your playing. There is more strategy in the game then some are willing to admit. I play the street urchin far differently then i would any of the shopping characters and so forth. It doesn't mean I love the game though...i find the game far more stressful then the rest of my group and not being able to pursue my chracter's strategy really gets to me. I've had entire games derailed by excellent game play by my opponents. THEY find it relaxing and 'zen' like...i find it stressful and hecktic. :) But then again, they find Flower (the video game) relaxing and zen like and I like to play "Flower racing" complete with vroom vroom sounds. Drives them crazy...which is half the fun. :devil: