>>96484914
You got me!
We discussed post game how we'd play it next time.
One player hard shafted himself with poor gate/structure placement and spent most of the game trying to claw back in, while another realised too late how to combo points effectively. So we may use the same power set up, but also noted that should we be 4 instead of 5, that'll strip one suite out too and be a significant change if something like Puncture or Cascade isnt in the set.
Nevermind exploring it anew with entirely foreign and more subtle/violent powers.
We were very surprised how smooth it played. Reminded me of Cosmic Frog in that way. You know what to do, how many turns it'll take to get things in place, but there is always the chance of an awful hiccough happening. But it rarely ever takes more than a minute.
I hope next time some poor sucker hums and haws over what Instability card to keep, and we actually trigger the "turns come back to you, haven't decided? Neighbor chooses for you/randomly" rule.