As the 'default' rules stand, placing a Quint (5 of the same) or an Ouroboros entitles you to play again. With a one-tile (small) hand, making a strategic play with only one tile is functionally impossible.
Optionally, one could draw a second tile before placing the Quint or Ouroboros, but that seems clunky, and reduces one's time to plot or anticipate.
A two-tile (small) hand solves that problem, and introduces a modicum of strategy for all moves by giving more options for scoring potential, and increases the penalty for loss (by roughly doubling the unspent pips in hand).
I think a three-tile hand is too large, but I haven't had a chance to gauge the two-tile hand yet, let alone three, so that is where it is at now.
This first image is from a 'large hand' (5 tiles) playtest. With so many Pents in the hand, it was easy to make optimal plays at every turn. Only late in the game did it start to become challenging as the tile selection waned, but even so, it was a fairly flat experience, in my opinion.
Another rule adaption made, the Ouroborus are still wild, but can only be played out of the hand, not built upon or stolen.
Things are coming along nicely, going to have at least one solid ruleset written up soon (in my time, that means within a year...)
Herein I play with a 'bullet point room presentation' technique I had suggested in a recent G+ discussion:
- A natural cavern of irregular shape, roughly 20' e-w, 30' n-s.
- 2 Exits, S and NW
- In the NE Corner: A pool about 10' across and several feet deep has formed in a depression.
- Irregular, natural ceiling is up to 20' high with small colorful stalactites dripping into the pool.
- The bottom of the pool is stained in brightly colored strata, the water appears to be clear and smells faintly metallic.