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Sunday, March 20, 2011

Notes from Ninth Playtest

Playtest with 4 people ran 95 minutes (2 new players, one second time). Completed 18 rounds.

Issues

  • Gatherers dying should be an optional rule, won't appeal to all groups.
  • Poaching and Stealing (abilities to take multiple tiles in one turn) should be optional, too much to teach for first game.
  • Meat & Hide still often sit at the bottom. It's easier to get a large volume of them by killing a big animal.


To Clarify

  • What do you lose when you die?
  • How to handle largest territory tie break?
  • Which weapons are good for which animals? (Some, myself included, would argue figuring this out is half the fun of the game. And the very fact that there is no straight answer is one of the nuances of the game. For example, you could kill a bear with one lucky blow from a club, two shots from a bow, or a spear followed up by a sling.)


Suggestions

  • Increase average value of Nuts, Herbs, and Berries could drive up the supply and lower the demand.
  • The board ought to have hex spaces, would prevent people from getting boxed out.
  • Reducing movement to 3 (and animals fleeing to 1) would increase importance of using your own network of claimed spaces, and reduce the decrease how often one person finds something with the wrong role, and somebody else takes it.
  • Look at reducing the cases in which you have to show everybody else what you've found. More hidden information = more strategy.
  • Thinking about reducing the point bonuses for highest score and guessing H || G, but keep the largest territory bonus because that's takes more effort to achieve.

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