So last night I play tested the new version of Giant Stone Head – number 4.0 due to the large amount of changes. And it was good. No really - it ended and I was quite pleased.
The two main changes certainly fixed what they were meant to fix. Using
just resources for build and turn order made the book keeping much
quicker and easier (the whole game was about 2 hours for 5 players which
makes the holy grail of 90 minutes look much more achievable) – while hidden
victory points made the end game less anaemic as you did not have the
sense of ‘the end result is obvious’.
A
lesson in ‘don’t change to much at once’ however the addition of shaman
cards has complicated the game and I’m not sure it’s actually needed. Perhaps
just slightly wider diversity in the build would have been enough to
make first spot a good enough option to be worth taking….. That one really needs a game breaker to test it out....
I described it as “the first time in a long time I’d not had any nagging doubts”. The core game mechanics now seem more solid even if I’m not sure about the Shaman cards. And
the book I’m reading at the moment repeats the following quote a lot
“Perfection is achieved, not when there is nothing more to add, but when
there is nothing left to take away” (apparently that is from Antoine de Saint-Exuper ) and the Shaman cards certainly look like something bolted on to be smoothed away. So lets keep that in mind.
Once
people had gone home – I started thinking about how the game was at
it’s best when your spotting and exploiting opportunities and how the
current cards (specifically the RongaRonga and Pimp Your Moai cards)
don’t support that very well. RongaRonga simply don’t drive your planning because
they are not a big enough while playing a pimp my Moai is actually an
excuse to defend and do nothing. Equally the quarry – which is meant to
be a place of exciting violence and high drama- has been grabbed by one
player who has held onto it all game and not done very well out of it…..
Things
I like – and are working – stone heads give you two VP’s when you build
them –and one vp when you kick over other peoples. I like
that – it drives conflict – makes building stone heads the key sourve
of VP’s (which it has to be in a game about building stone heads) and
makes you a target by the very act of gaining VP’s. It’s neat.
I’m
less sure about how players gain additional VP’s from their own giant
Stone heads (The pimp my Moai card or possession of the quarry which
replicate each other effects). So what I want to do –
change the value of the quarry and the card – so the quarry is better in
some way then the card not the same. So possession of the
quarry carries a greater premium and is not simply invalidated by
randomly drawing a card (or likewise just drawing that card is not the
stroke of great fortune).
I also want to ensure people are active and doing rather than sitting defensively. It would also be good to have a stronger reason to attack hexes that don’t hold a giant stone head.
So
let’s keep the quarry as it is – at the end of the turn you can turn
all of your giant stone heads to unwhorshiped for one VP each.
Lets
change the ‘pimp my moai’ card so that if you win a victory against
anybody you can flip one of your giant stone heads for 1 VP. It’s still only 1 VP – but it also removes a reason to attack you which is good….
The
later in the turn a player goes – the better the quarry is (less chance to lose it and more knowledge of the number of stone heads you'll have at the end) where as the
earlier in the turn the better the pimp my moai card is (because it removes more peoples incentive to attack you). Which is balanced – and you might well need more than one of these a turn so having a number in the deck is less of a problem.
This
rather fills the slot currently taken by RongaRonga cards (win fight –
get 1VP) even if by a different mechanism – so I think this will replace
the attack a person in a particular seat around the table. So what happen to the “steal a VP” card? Well I think nothing. We
keep it as is – a Ronga Ronga card that’s used for hitting people
further up the resource track then you – although I want to call it ‘Rob
from the Rich!’.
That
feels a solid set of changes – and I’m unsure enough about how that
will affect play that I’m going to withdraw the Shaman cards for the
next play test. They exist to make a tactic I don’t even
know would work from looking appealing – avoiding resources and hanging
around at the back – and last night people mainly used being at the back
in order to grab being at the front next turn. With even less stone heads on the board as people flip them mid turn being at the back to hovering up VP’s looks less likely.
All rather hopeful - i really should see if I can get a version ready to drag to bristol.
Great to hear things are still progressing. :-)
ReplyDeleteIndeed - I liked this version quite a lot. Am hoping the play test tomorrow will help.
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