AMDT's Interesting Player Aid Card Approach (please comment) :-)

"A Most Dangerous Time," MMP's new IGS game arrived! Woo hoo! This is the game I've been looking for to compliment "Samurai" and "Ran" (GMT), to put those battles into some kind of strategic perspective. The components to AMDT are fantastic: a beautiful Mark Mahaffey map, nicely cut colorful counters, full-color rulebook, and poker-quality playing cards.

But where's the standard player aid card(s)?

There isn't one. There's a dozen of them! About a dozen of the playing cards in the game are actually player-aid cards: one for movement, a couple for field battles, one has the sequence of play, etc.

On the one hand I like to have all the necessary information in one place--i.e. on one card. But on the other hand, this rather different approach isn't bad as it doesn't take up any table space. I've had more than one gaming disaster occur when a player aid card was dropped, swooshed in from an angle and swept pieces irrevocably from where they were on the map. At first, I didn't like it at all. But after using them for a few hours, I'm finding myself liking this approach.

My question is:

What do you players think of this approach of using smaller playing-card-size Player Aid cards?

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Comment by Chad Jensen on May 16, 2009 at 12:28pm
I think it's a nice alternate way of doing things. As you say, it takes up less room and there is less chance of a slip-n-slide ruining the game. Also, players can pick and choose exactly which player aids they want to use and put the rest back in the box.
Comment by Jim Werbaneth on May 15, 2009 at 5:33pm
It sounds very good to me.
Comment by John Buck on May 15, 2009 at 2:50pm
On a much simpler level Memoir '44 has terain, unit and rule summery on small cards. Makes life a little easier and takes up less space, so amen to that brother. - JEB
Comment by Smitty on May 15, 2009 at 11:37am
I like the approach they took with this game as you descibed it!

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