The second game, we played on the asymmetrically-balanced map that's been played twice before: in the last play session, it lasted nearly thirty moves, and in Tom and Mary's first play-through (call it Session Zero) the game lasted fifty-nine turns. This time around, it lasted sixty-seven, and there were a lot of reversals and come-backs, right up to the last several turns. And being that one of the goals of the game is that it should facilitate quick come-backs and table-turning, I think this particular map shows the game off pretty well.

One thing we did notice in both games (Jamie won both, by-the-by) was that neither of us opted to use the four-point buy to heal a level-one or level-two unit. In the previous session, the four-point healing option extended to level-three units, which basically kept the level-three units immortal if the player was holding onto enough bases.
It was abused so severely and made the game so lopsided that I removed the healing for level-three after that first session. In this session, though, there was no point in spending four points to heal a level one or level two since you could just as easily spawn a new level one for two points or level two for five (two for a L.1 plus the three points to upgrade). I briefly considered sliding the points down, but both Jamie and I found the game very high stakes when you couldn't correct a mistake or compensate for an opponent's advance.
The removal of the healing system makes the game both simpler and deeper, and as far as my design goals are concerned, that's a compelling combination.
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