More data for our meta analysis:
CHINA SHOP / MAGASIN DE PORCELAINE
4 playes = 0V / 3D
EMERGENCE
2 players = 3V/1D
More importantly, though. the game looks seriously broken with these numbers for 3-4 players:
CHINA SHOP / MAGASIN DE PORCELAINE 3 players : 5V, 34D 4 players : 2V, 8D
BELLY OF THE BEAST / RENCONTRE MACABRE 3 players : 1V, 15D 4 players : 3V, 9D
Just look at the number of defeats! My gaming group is usually 5-6 people in all, so we have been considering including more players. We then realized that the most difficult element has not been the number of activations each Exploration mark yields, but rather the more players there are, the longer it is until your next the heal step. There are way too many shots being fired by the Locust that you just have to count on luck too often for our taste.
Our group is made up of players who enjoy throwing dice but love to strategize as well. We feel that there are too many luck-based elements - namely, a) cards in hand, b) Locust group activated; c) dice rolls. To counter balance this as well as to suit our group we are considering playtesting the following house rules:
1) During your Heal Step, draw 3 cards, keep 2.
2) When throwing a Bolo Granade, you may declare your target as a spawning hole and close it automatically but it causes no damage to units in the area.
Extreme balance option for 4 players:
3) For every 2 Locust activations, draw 1 card. (Mini Heal Step)
What do you think? Would that unbalance the game at all?