Game design lessons I took away:
1. Don't print once-in-a-game cards that can immediately wipe out all of a player's progress in completely unforeseeable ways. Risks should make sense. The balance of power between players should shift in ways players can anticipate and understand. For example, a card that deals 1 damage could also wipe out a player's progress, but the player would have to have been flying around in a heavily damaged ship, which makes the risk something relatively foreseeable.
2. If a player can be virtually eliminated from the game, have the decency to also make sure they a…