But it's too abstract to many places to inconsistent, too much only focused on the balancing. This comes with me just to any mood.
This fall, for example, on the time concept. Because it is not clear which unit of time to represent a single round. Sometimes it seems a day to be (which makes sense, since one end of accommodation, feeds etc) - sometimes it seems more like a couple of weeks / months to be (weather change between snow, no snow and back) - times are probably by years (childbearing). So it can happen that I times in a day for a whole cellar removal, another time but can build for years no shovel. And that change sometimes even within a single scenario.
Also for example, the "subject" Fire you realize that balancing going on usefulness: to fire "build" to have to have Mountains found. Whether you have wood, however, is irrelevant. And yes, you "build" fire in this game.
Each character has special skills that he can use on so-called "Resolve marker". This limits the use of the skills greatly (and sense of balancing her), but is flat again very abstract. It also ensures that each character is practically identical. It is almost always (guess about 80-90% of Fääe) no matter which character I'll do whatever, the main thing it's done by someone. And it seemed to us quite often that a player never once had enough Resolve marker to share a single skill of his character.
Parts of the action covered by abstract, rebalanced, and little sense way of "realism" here: Fog through the erection of wooden crosses distribute eg
Supplement: the difficulty of the game is very high. We have failed as each second time. Whether this brings encouragement or frustration with it, everyone has to decide for themselves. Gernervt has us at a mission in which you must build certain items - for that you must first find a particular landscape field. This was unfortunately (by accident when mixing the landscapes) the penultimate general-purpose plate. No matter how we have played, and no matter how much risk we are going and how lucky we have the cubes, the mission was so unschaffbar. Here a change of structure would play (affected landscape tile must be below the top 5 for example) necessary.
Those who do not bother to a certain degree of abstractness, complex, demanding and time-intensive coop games like who makes with Robinson Crusoe but certainly not bad buy! Heard also that enlargement will make history in itself coherent and above all based on each other. That could be a real boost to the game again. Only the Furstrationspotential should not be underestimated, because you lose even more often.