Modular Complexity in Solar Senate
Wow, super busy during the tail end of convention season, but I'm still squeezing in playtest time for Solar Senate though! Here's an update: I haven't made any changes to the game since a few weeks ago. I've played this latest iteration several more times with different players over the last couple weeks to good response. But I still haven't tested any "advanced" variants. I just can't shake the feeling that my impulse to add endgame bonuses or special actions would make a rather elegant game needlessly complex. Discussion drifted to the topic of "modular complexity," in which a game is perfectly functional even if you ignore one particular way of scoring points or remove one particular component. For example learning to play Carcassonne without the farm scoring or adding any of the expansions. Exploring that idea a bit, I tested the game with a simpler orthogonal variation. You couldn't place or capture diagonal...