1. Emphasizing the idea that before species cards are removed, the player has a chance to react to the environmental challenge, etc by taking his/her three actions (I'm not sure this was clear in the initial write up).
2. The "I've seen it" rule translates to free moves, but it is limited to "once per card per turn."
There are some tweaks brought up that will require a bit more thinking.
I think the starting player has a big advantage because habitat cards can't just be played next to other habitat cards. If the first player plays cards with CLIMATE values the second one just doesn't have that's pretty unfair.
True? Have tried to address this with being more clear in the "who starts first" aspect. As well,in my mind I think the person who goes second, technically has greater control in ensuring that they finish last which also has a huge advantage (i.e. they can save an environmental challenge for the very end, where the other player can do little to react) - is this true? Also, I think the disadvantage can be taken into account when people are building their decks (it seems like maybe similar considerations come into play with other TCG out there).
I can't see a reason for requiring players to only place cards adjacent to other cards of their own. It seems like it would make more sense to allow them to place cards anywhere. Is there some good reason for this rule that I'm missing?
This one I think might be worth testing for real. I kept it like this, because the original rules that Fenrislorai put up had this feature. In my mind however, I think the play actually is better with this rule kept in. If the element of building from cards under your control is kept, it looks like you'll have a lot more control over how to build your robust links. On the other hand, if you can put a species card onto the opponents food web at any time, then it just seems like a "filling a space" game, where I think it becomes very easy to mess up another person's strategy. As in maybe too easy - such that it becomes difficult to work towards something that gives you that sense of "hey - that's pretty" which to me is important in games involving strategy.
Right now, there are some ways built into the game to "mess things" up, but they involve a bit of work (the moving stuff for example). Thinking over this, it might even be worth thinking of embedding a penalty in using an Environmental Challenge card. I.e. maybe they're too powerful in screwing things up and need to have a negative effect as well (i.e. it costs cards from the hand/deck). Anyway, just typing as I ponder...