I played rune age for the first time today, it was the runewars scenario and I found something about the rules simply feel right.
I'll start with an apology for my English is not perfect as it is not my primary language.
Lets say, for example, that you have four players, each of them is with a full 5 card hand.
That hand could be anything depending on the player but we'll assume that all of the players are of equally good at deck building know how to play.
Now that we have established that, lets see the turn -
first player plays his turn, maybe attack other players, maybe not, by the end of his turn, he'll have 5 new cards to defend against the other 3 players, these are the only cards that he'll have for defending.
Second player plays his turn, he might have been attacked by 1st player and thus have a weaker hand, and maybe he wasn't and all is well, but he has to worry from one potential attack.
after his turn he has 5 new cards to defend against 2 potential attacks before the event phase starts and he'll draw again.
Third players turn, he had 2 potential attacks against him, with whatever is left of his hand he needs to play and after his turn he draws again to defend against one potential attack.
Fourth players turn, he had to defend against 3 potential attacks and after his turn, he'll draw again to defend against 3 potential attacks.
So to summarize, the first and fourth players has 3 potential attacks between their drawings, and the second and third has 1 and 2 potential attacks between drawings.
that gives the 2nd and 3rd players an advantage.
BUT WAIT, THERE'S MORE.
Any player gets to draw twice, once after his turn by discarding all his hand, and once at the event phase, which is fine except for two things.
the first player gets to draw right before his turn starts, and also after his turn ends. That means he'll have no problem using all of his troops to defend against other players because he'll draw up to 5 anyway at his own turn, and afterwards he'll draw again.
That gives the first player a very big advantage, but the 2nd and 3rd players have another advantage on their side, it may not be ideal but there is some sort of balance between them.
The 4th player, however, draws ONLY at the end of his turn, that's right, not only he suffers a disadvantage from having 3 potential attacks between draws, he is also the only one who only draws once. Every other player can draw once at the end of their turn, and also once when they are drawing up to 5, the last player at any group will only get one chance to draw .
That means that one simple "bad hand" for any player is bad, but for the last player it is catastrophic.
This is true at any number of players - the first one gets the advantage of drawing up to 5 and then playing, other players get advantage of less potential attacks the closer they are to the middle, and the last player gets one less draw.
When you eventually get to only two players, it gets ridiculous -
1st player draws up to 5, attacks, discard/draws 5
2nd player used his troops to defend 1 players attacks, now needs to attack with leftovers, and 1st player defends with a fully refreshed hand. After that, both of them draws so 1st player can attack with a full hand.
If at any point player one gets a bad hand, he will draw more after one attack (either his or his opponents) and if 2nd player gets a bad hand, he is screwed for 2 attacks.
This simply makes no sense to me and I couldn't find anywhere any kind of reference to this problem, or any balancing or advantage that a player gets for being last and having all those disadvantages.
When I play with my friends we use a house rule that last player get to draw up to 5 like in the even phase at the start of his turn, thus making himself virtually like the first player in the advantage/disadvantage of drawing
Edited by kerserv