The main issue remains the amount of time per player turn / game round.
My plan has always been to make Magic Maelstrom a game easily playable in an evening session. I think it is still possible to make some changes to achieve this, then have optional rules and expansions that will allow a longer version to be played by those that prefer it.
Main Changes1. Reduce the Fate Card draw from 8 to 3.
Fewer cards and options, less thinking required, quicker play.2. Remove the weather Fate Cards from current playtest games (see post on making new Fate Cards). All remaining fate cards will have a potential use beyond just their colour for area activation.
3. Reduce the stacking limit to 3 including cities, so there are fewer units per area and therefore fewer units to remember the location for.
This means your home area can only support 30 units and you will need to expand sooner as you start with 25 units.
[Optional Rule] - Play without the faction markers except where required for identifying characters or Fate beasties. Everyone can see what you've got, but so can you.4. Defenders - deploy two, not one defender token face down at start and when replenishing.
Feedback on the defenders was positive, so increase their role. This is also to make a slight change to tie in with the revised limits for stacking and the expected need to expand beyond home regions sooner.
1. Revise the Resources?
a) Reduce the number of resources types?
There was feedback about more resources being needed - I assume this was number of cards available per turn, not the number of types of resource.
If there were fewer resource types, there would be less decision making on unit purchase etc.
Remove Pale Blue (Sea) and merge Purple (Bogs) with Black (Maelstrom/Islands) - fewer cards, less choice, quicker turns?
Moving into Sea would then be by any card colour.
b) Change the dice rolls / resource type relationships?
This would change the probability of the generation of cards.
This is it currently:
I'm not sure what would be gained, unless reducing the resource types as described in 1(a) above?
This is what you can buy currently with the resource cards:
c) Remove cities from the game?
This would reduce the types of unit to either buy or remember the location of when deployed.
Needs thought. Perhaps this would be something for the MM: Scotland version?