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Tuesday, March 22, 2011

Notes from Tenth Playtest

Playtest with 3 players ran 40 minutes with 24 tiles (plus once more around).

Kris rolls a 3 on 3d6 and dies!


What we tested:
  1. Removed the turn track. Game ends after the Explore Tiles run out, and everyone gets one last turn.
  2. Equipment is fixed cost at 3 points each, with no selling.
  3. The average value of the plant tiles was increased. See blog post on Tile Distribution.
Observations:
  1. It worked! The increased quantity of plants drove down their value and created more movement in the Market.
  2. There is definitely more opportunity for hidden information to cut down on grabbing stuff that other people find when they're the wrong role.
  3. The advanced rules for poaching & stealing (where you can collect 2 tiles in a turn) are probably not necessary, it just doesn't come up that often.

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