My game plan is to put a mule with smithore on it. Now you get the Bonzid and I can't equip that plot with the mule type I want.
Where is the fun in that?
Well, you cant always do what you want in one round in most boardgames.
So you have to wait and built a strategy over several rounds.
Its very rewarding when it gets finally working or executed.
I could ask: Where is the fun after having got a plot of mountains in doing development at all when its clear you'll get to put smithore on it anyway (provided you have enough food)?
I think the development currently is the weakest phase of original Mule... the original added some non-tactical "excitement" with mule placement on the house and spot a pixel aka Wampus hunting... but thats imho not core to the game...
to me, it's limited choices in boardgames that makes me really excited and anticipating each round...
The key to the roles in Puerto Rico is that if a player picks the role, Everyone does that action, the role picker just gets a bonus.
Not quite, i would argue that the last person to choose land in a Settlers phase could end with something nearly worthless landtile like second sugar or indigo, while the others snatch corn, tobacco or coffee...
Or you cant ship because the ships are full or you cant trade because the trade house is blocked...
So picking a role in PR is _the_ key strategy and ruins / benefits deeply if played out in a certain order... thats why if euqally good players play the game and 1 player is a newbie, he could ruin the whole game by just one wrongly picked role, as frequent PR players could attest.
As for Mule, imho selecting species as a phase in-game should justify the additional time needed to spent picking the roles.
Otherwise it wouldnt matter to the players and could be viewed as a nuisance.
So players would need to anticipate that phase enough.
Maybe we have a specialist (the robot mechtron) that can outfit any mule type as backup but cost 100 on top of the highest bid and we the have the other species with their different abilities.
Maybe have all species be able to outfit food and energy, and only have specialists in smithore/crystite?
Just brainstorming here how something like this could work, as many new (old) players seem to feel species abilities would fit as part of the (original) game.