I have played Magnificent Flying Machines twice. The first game was a learning game, with five at the table. The second game was with three players who had played in the first game.
Naturally the downtime was lessened in the second game. We had two fewer players, and more familiarity with the game mechanisms. But even so, one of the players felt like the downtime was a bit much.
He posed a question, that I would like to pose to the designer. Why do players get two actions when it is their turn? He wondered if the game would move along better if every turn was just a single action.
Did you consider this when you made your design decision?
I am enjoying Magnificent Flying Machines. The theme is great, and the play is fun. But I will admit I am going to shy away from more than 4 players.
- Last edited Mon Jan 14, 2019 5:05 pm (Total Number of Edits: 2)
- Posted Sat Jan 5, 2019 9:14 pm
Re: Deion decision
We experimented with 1,2 and 3 actions per turn.
We found that with 1 action a turn it could get frustrating if you failed a test as that was the end of your turn.
That is the reason for deciding on 2.
Also we felt that the draw of 1 card at the end of a turn would get too powerful if it happened after each action.
I think you are right it works best with 3 to 4 players.
Although we have had some fun 6 player team games.