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- Picking 'Gust' card when your ship is less than 50% way through the board, as it moves one extra tile than normal.
- Picking 'Fire Slick' if your leading enemy is one tile away from their action tile (the red tiles) If they land in it, the Fire slick not only disables them one turn, but also takes away their card choice for that turn.
- Picking 'Cripple Sails' has a low chance of success, but can be worth attempting if you have a good lead to better seal your win.
- Picking 'Heavy Shot' is more luck based as it has a higher chance to succeed but the enemy target is chosen at random.
It just feels like you click on "Roll the dice" a couple of time and hope that you magically win. There is very little way of intervention and pursuing tactics and strategies, which is really a shame, since the board itself looks very nice and the concept of the game could be very fun.
It's probably much more entertaining in person to roll the dice and search for the outcome but yeah as others have said it's not very engaging currently to click a button and wait.
It's not a dealbreaker but probably worth revisiting the board game mechanics at a later date.
The rest of the game itself I'm enjoying!
The board game however, for me personally I absolutely thought it was such a waste of my time. And I dont have a job, got all the free time in the world.
But it was just not to great, Would be very hyped if they did a bit more work on it so the player has atleast a bit influence on the board and its not like pressing a button on a slots machine. I mean I personally wont touch that board game again. (Unless they change it).
As you correctly pointed out, you're only agency is the action cards on the red squares (so technically a game thanks to that agency, but that's a negligible affect at best.
That being said, I could see it being a type of game that actually exists in the world, (lots of early board-games are just roll dice, move pieces, decisions optional). I just don't think there's much reason for us to spend our time in it apart from the mandatory playthrough
I'm inclined to agree with the card selection idea, you pick a card on red squares that you can hold in your hand to use at an advantageous moment (maybe still involve RNG once activated), and maybe let you pick which ship to use said card on. Now, even when the enemy gets half a dozen consecutive dice rolls on the same ship, I no longer feel like rage-quitting the game.