After play-testing an initial draft of the card game, we had some observations:
1) We were "starving" for victory points. We would just build buildings for the points and damn the consequences of winter battles.
2) We were usually tied for most / least productive so never got the bonus die
3) It was definitely frustrating to find the advisor / building you wanted was now unavailable (as designed, so good!)
4) We couldn't possibly defend against year 3 enemies
5) Swordsmen are often an afterthought in the board game, even more-so here
6) We never got to use an advisor above 11
7) Hoarding advisors leads to a serious slow-down in building, and lots of wasted "rolls"
Changes I'm contemplating:
* If an advisor you rolled is unavailable, you may move up or down to the next available advisor. (Like market building power, but only if advisor is unavailable)
* Reintroducing dice. Saves cards, more random.