Yep, that seems right and that does seem suboptimal.
I think checking for escaping the island at the end of game would fix that since people still need to survive ten turns. Alternately, raising the amount of Boat needed would stretch that out, and more playtesting could figure out what the right target is.
. . . Hrm. What if escaped players still need food and water for the duration of the game, and then have to save up if they want to escape early? Not needing shelter gives a gentle encouragement to go as soon as they can.
You could put the escape check at the beginning of the turn, so that when someone has 12 boat, 0 supplies, the others have a chance to trade supplies for boat if they wish. The player with enough boat can take the trade safely as long as they end up with enough supplies to make more boat (and as long as it’s not the final round). They might do that in exchange for goodwill for future rounds. You can also tweak the victory conditions so that escaping with a friend is better than escaping alone.
Players who pay cohabitive games as zero sum won’t take those trades and will therefore remove themselves from the round early, which is probably fine. They don’t have anything to do after escaping early, which can be a soft signal that they’re playing the game wrong.
Yep, that seems right and that does seem suboptimal.
I think checking for escaping the island at the end of game would fix that since people still need to survive ten turns. Alternately, raising the amount of Boat needed would stretch that out, and more playtesting could figure out what the right target is.
. . . Hrm. What if escaped players still need food and water for the duration of the game, and then have to save up if they want to escape early? Not needing shelter gives a gentle encouragement to go as soon as they can.
You could put the escape check at the beginning of the turn, so that when someone has 12 boat, 0 supplies, the others have a chance to trade supplies for boat if they wish. The player with enough boat can take the trade safely as long as they end up with enough supplies to make more boat (and as long as it’s not the final round). They might do that in exchange for goodwill for future rounds. You can also tweak the victory conditions so that escaping with a friend is better than escaping alone.
Players who pay cohabitive games as zero sum won’t take those trades and will therefore remove themselves from the round early, which is probably fine. They don’t have anything to do after escaping early, which can be a soft signal that they’re playing the game wrong.