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Re: [Official 2006 Game Design] Game Elements and Subtasks
I don't mind the ever popular "big ending element" so long as it doesn't become the main attraction ( like in 2003 which was basically King of the Hill and forget the stacks or last year where teams looked only to hang and could care less about dealing with the balls). Perhaps if they weren't worth such a huge amount of points or you get the large amount of points if your whole alliance accomplishes the task.
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