Sorry
about the extended radio silence – after deciding that I was not
going to push for Bristol Comic Con – the drive went out of me –
which combined with a trip to Japan rather pushed GSH to the back
burner. As for Japan – well curry donoughts are ace and I’ll
say no more. About it.
A
play test! I think this was the first time with the new card
mix. Took about 2 and half hours – reasonable length of time
– but still feels overly long to me for the amount of game you
get. It’s only 4/5 turns in total – with a chunk of
book keeping and with more down time in there then I’m happy
about.
5
players – 3 of which were in a tight group at the front – and two
of which languished at the back. One of those people got kicked
at the start – and then made the mistake of grabbing and holding
the quarry for multiple turns – while losing everything outside of
it. And the other had the problem that we went for a big burst
of violence – that ran straight into a horrible defensive card
combo that killed him stone dead – and left him a bit broken.
I also think they did not use the advice that going last is generally
best – and let other people take that advantages spot in the turn
order.
The
feedback was good – they all got and understood the game – and
seemed to enjoy themselves.
There
was a decent discussion about changes and how to cut down the book
keeping - and the idea was raised that there might not be major rules
problems rather it might be a peoples interaction with the game
that’s the problem (user interface seems a good term).
Counting resources is a pretty minor bit of booking keeping – but
it seems to slow things down a lot as we work out peoples build
order. Turn order – which has fundamentally the same
mechanic – is much smother. So the suggestion was that we
create a track for resources – and see if that helps smooth it out.
Feels
very sticking plaster to me – and it also feels very much like this
issue is the elephant in the room that I’m not addressing.
The niggling doubt that won’t got away no matter how much I tweak.
I have had this before – were I ignored that feeling about a major
issue the drive to attack – and kept tweaking and tweaking until I
finally gave in and accepted that I was just wrong and a major change
was needed. I postponed the game production in order to have
the time to get things right – so lets get things right.
There
is a very big trap I need to avoid – earlier version actually did
not actually have proper incentives for attacking but people did it
anyway because that’s what the game was telling them to do.
And I need to avoid that from happening again.
I
think there are two unrelated problems with game play – I should
point out that when I’m writing this sort of post I’m often
working out what I think as I go along. So sorry if it’s a
bit of a ramble.
The
first is the entire building and placing portion of the game – and
without doubt it’s the best it’s been – but it still takes up
way to much of the game time and breaks up the flow of the game
something rotten – with almost no interaction between the players.
It’s not helped that the turn order jumps around every turn
preventing people getting into any kind of flow – but I think
that’s really important.
The
second is that the end of game is a bit flaccid. People know
the scores and there are no major surprises at the end of the game.
I
think the second problem has a simple fix - make victory points
secret. That injects an element of uncertainty into the last
turn but in doing so it utterly breaks the current way of deciding
turn order – and removes what is meant to be an important negative
feedback mechanism to stop people who are winning from just keep on
winning by giving them last choice in turn order – which is
hopefully the least advantageous one.
Good
job I’m thinking about reworking that portion of the game then.
Assuming
we want to keep the “winner picks turn order last” if victory
points are secret then we have to pick up another characteristic to
count as ‘winning’ for determining the turn order – some
examples are examples are how many stone heads you control, number of
hexes you control, the number of men you have, the amount of cards
you have, the number of resources you have.
Number
of stone heads you control is tempting – it’s got a connection to
VP’s after all. But the ultimate goal of this is to smooth
out and speed up this entire section – and there seem no better way
of doing this then using a number you were going to work out anyway.
So the amount of resources it is….
The
simplest way of doing this is to take the build cards in the order
highest to lower and then use the same order for movement. So
the person who gets the best build card – also gets the first
movement (which is generally the worst).
This
is an idea I’ve been thinking about for ages – but I’ve always
avoided before (I don’t think I’ve ever brought it in before –
sometimes I forget – the versions blur together if I’m honest.)
I’m
rather uncertain about this because it could well introduce a
perverse incentive – where players try and maintain a low resource
total (and thus not attacking or taking territory removing a key part
of the game) in order to move last because it’s a bigger advantage
then taking the first pick of build cards. Fix that by making
the gap between the build cards bigger and you end up with a positive
feedback mechanism where players with the most resources get the best
cards and they keep on staying at the top because they have more men
and more cards.
Resources
actually provide two things - superior access to build cards but they
also provide the space to build the giant stone heads that win you
the game. At the end of the game that space is at a premium and
highly valuable – but in the beginning space has little value
because there is so much of it. This means that at the end of
the game the need for space will mean that players will be fighting
over resources – if not for access to the build card then access to
the space to build a giant stone head for the vps.
So
we need to make the earlier picks high picks of build cards more
valuable then just cards on general – but I think not the first
pick because that's just based on placement – rather then having
emerged from play.
So
what sort of bonus could they get?
It
could be bonus victory points – but that feels rather bland.
It
could be ongoing additional resources – extra men/cards/giant stone
heads – which sounds like it might be a bit of an overly positive
feedback mechanism.
It
could be a one off chunk of people/cards/giant stone heads – but
that is both a little bland and also positive feedback.
The
idea I think would work would be a powerful one off card. This does
present a couple of problems – not least of which is coming up with
a roughly 6/9 new cards with interesting effects that over powered
but not to overpowered.......
So.....
Secret
VP's
Special
one off cards if you take a build card higher in the sequence at the
start of the 2nd/3rd turn.
Needs
to rework the rongaronga card – and in general I need to think
about the entire portion of the game which is how the cards open up
opportunities for you – because I think the game is at it's best
when it's about spotting opportunities for mischief and going for
it......
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