Special casing is the enemy.
Generally speaking, a game is better when it has fewer rules that are designed to act interestingly when they combine.
In a game with a terrible manual, this becomes vitally important.
The changes suggested to permanent walls, if done consistently, are a much better approach. I would quibble over details, but that would be good design rather than bad design.
Generally speaking, a game is better when it has fewer rules that are designed to act interestingly when they combine.
In a game with a terrible manual, this becomes vitally important.
The changes suggested to permanent walls, if done consistently, are a much better approach. I would quibble over details, but that would be good design rather than bad design.
Comment