General Bonkers says the War on String may be unwinnable. Detractors worry that his statements will embolden string.
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About your problems.
Exploring at ramdom by splitting the hikers group is a valid strategy for the hikers. By doing this they are more vulnerable to thw werewolf players attacks and he must harass them just when they split, maybe increasing the wolf icons with pack cards and beign able to make bloodthirsty attacks.
In our playtesting the hikers tend to "go-solo" when they found that this is a way to increase their chance to discover the trail, but they also get more confident. When the werewolf bite some of them then they become more "suspiciuos" about parting with another..."friend?".
Your second problem can be a little dissapointing. We´re thinking that we must include an optional "house"rule that only permits characters in the same hex whith a character that has the Map "Exit" the game.
But, remember, the werewolf also can deploy his pack adjacent to the camp when nigth falls, so they can split too and try to kill/infect the humans that he knows are more accurately placed.
Servando, thanks for the response. Because of the first problem I mentioned, the players found the lair well before nightfall. That's made it impossible for me to stop the second group that was camped out by the exit hexes. That particular game was very disappointing. My previous game in which the group stuck reasonably close together and followed the trail from the camp all the way to the lair was a very tense game that ended with the werewolves winning by managing to kill the last human at the exit hex.
Based on my previous play it seems to make a better game if the players are required to follow the trail from the camp to the lair. In "reality" if they move to a random hex and explore how would they even know if the trail was the one they should follow or some other trail made by animals? Do you think allowing explore cards to be played only when the trail is known to lead out of the hex is too much of an advantage for the wolf player?
It seems that a game with five or six humans all exploring in opposite directions will find the lair easily before nightfall and won't need to worry about turning into a werewolf. The werewolf strategy at that point would be to forget about infecting anyone and just try to kill everyone as soon as possible. The drawback to this strategy is that some people will be sitting out of the game very early with nothing to do. That will tend to make the game less likely to be played in the future.