All the Essen game descriptions start with vibrant, enticing intros: "Your father was a mobster, your grandfather was a mobster, and now you're a violinist. Can you save your cousin/lover from her heroin addiction?" Then ruin it all with: "The goal is to get the most points".
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True. Defining how escape can end it would be a crux to work on; few actions per turn, so ensuring a dominant player could burn actions to get out while others grab stuff & take a chance. Otherwise, everyone has to balance being caught w/ grabbing more. May tinker w/ that, thanks
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