Tuesday, 4 December 2012

Another Play Test....

This one was with people who had played one of the earlier version.  To my mind it all seemed to be fine.  The new hexes were good - less crowded.  The lower amounts of resources mean the maths was easier and at 4 turns things felt they wrapped up a little better.

However two odd thing.....

One person decided he had lost and so did random things.  Generally taking down another player - and allowing the other three to just fight it out amongst themselves.  Really not sure what I could do to prevent that since he was not in fact in a bad position - he just assumed he was and acted that way.

The second was that the game was played by somebody who had played one of the earlier version.  A very long time ago.  He seemed unimpressed - and claimed he enjoyed the previous version but was not sure why.  I think I understand the problem - this person likes veracity and dislike abstractions.  So previous version which involved collecting stone and wood were better because they felt truer.  Where as this version the mechanic of "the most resources gets first pick" did not feel true to him.

But I am very happy I've moved way from other versions - and accepted that abstraciton.  He asked me what I wanted the game to be and I said "fun, quick, war game where lines shift and changes rapidly as people look for opportunities."  And if I keep that goal in mind when I develop it should help a lot.

This time round we've a new action deck - and it's a big overhaul.  Now most cards have two functions - there main play ability and some sort of discard for violence benefit.  25% of the deck has now discard, 25% has defence, and 50% has attack.  That's not to say that the main effect is not sometimes violence related but it's also movement or points related.  Hopefully this will get round the problem of hands of violence or hands of useful stuff.  Now you'll get both and have to pick......

The movement cards hidden pathways and fishing boat have been clarified - they do the same thing just hopefully more obvious.
The rongaronga has been changed.  Now there is a steal a VP card if your opponent has more VPs - and also if they sit to your left/right.  I'm hoping the later will add some randomness to the game.....
 There is now a "counter card"
As well as a flanking card to move a warrior into a battle once it has started - stealing a card if he gets there and a plus 3 defence that requires you to lose a man (the logic being even if you win you've lost a warrior).
We've also got goal cards which are based on holding certain patterns of terrain such as 5 coastal spaces or 5 in a straight line. Might need more variaty in those - but want to see they go.  They were going to be a new deck but adding them in seems to work.

I really want to check this with 4 players - with 5 players a round seems to take a while....  Also might need somebody who is utterly defensive and see what happens.....

Also not sure about turn order - I might have to give players a choice in reverse VP order.

 

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