Monday, 26 November 2012

Bits

So this was my 40th Birthday Party - and amongst the lake of pork and collection of other random but cool presents I got given a box for Giant Stone Head.  And in that box were these......

A big bag of my very own giant stone heads - 3D printed.

Thank you very much - and also damn you - now the final version has to have bits at least this awesome.........

So obviously I had to play with them as soon as possible - so a little fragile we had a play test. 

The good.....
........drawing a card when attacked really worked.  Not to fiddly and meant it was impossible to work out exactly what was happening.
........the reduced build deck worked well.  It's certainly more controlled and seems to present more genuine choices making controlling resources more valuable.

The Bad....
.......once again somebody got out ahead and stayed there.
.......some of the cards really confused people.  The movement cards and the ronga ronga cards.
........getting the balance of the cards is trick - to many ronga ronga cards and you've a worhtless hand.  To few and you've got limited options.  Same with movement cards as well. 
.........it's still running a little long.
...........the feeling was that the Giant Stone Heads are generating to much in the way of VP's.
.............the end condition was good and stopped it dragging on with an awkward last turn.
................I'm not sure where in the turn order to go is good anymore.

So there is a raft of changes I want to do - and I'm not sure which to do for this version. 

I want to......

..... reduce the points for building a GSH - so the fighting and the violence has more impact.  Keep GSH at the end of a turn unless you've flipped them for a VP.  So taking a GSH and keeping a GSH are similar in terms of points - but taking one is easier as you don't need a card to get the point.  So offenses is rewarded but defence is possible.  And your able to try and build up a bundle of points to score.

......remove the pool mechanic as it seems not to be doing that much and just give people a lowish population cap.
..... change the cards so that everything can be dropped for either an attack point or a defence point while also having another function.  So people have more flexibility.  This might well mean the build decks values need to be reviewed because cards might be just better then men then and at the moment taking "good cards" gets you 2 cards more then "ok cards" where as "good men" is just 1 more man then "ok men".

I'm not sorting out the turn order problem at the moment.  I don't have a clever idea.....

Which all of which is a lot to sort out in one go.  But as always the problem is - if I know I'm going to change it why put people through a play test with a version I think is flawed?

Started talking to people about production.  I see a number of significiant problem areas.
1) Making hexes.  Here I have an idea - I might need a conversation with a friend with a laser cutter to make wooden hexes.
2) Getting bits.  here I need a wholesale contact - assuming a wholesaler bits dealer will deal with an order as small as mine will be (at most 2,400 pieces).
3) Box.  No idea about this one.
4) Printing - rules and player aids and score board.
5) Cards.  This is the one I'm really stuck on.  Card runs are expensive unless you do lots and lots



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