Labels

Tuesday, April 5, 2011

Notes from Fifteenth Playtest

Kris Rolls 3 sixes, and kills a squirrel!
Today's Experiments

Equipment is Free! Your characters gain 1 equipment as they leave the village, but can only pick up equipment they can use themselves. At the start deal out 3 equipment and keep 1.

I'm not entirely sold. I think it's nice in that it makes it easier to recover if you die, but I think it detracts a lot from the long term strategy of the game. Whether equipment is worth buying depends a lot on where you are in the game. This experiment does speed up play.



Kris won by 1 point!

Animal Meat & Hide Values We tried them the same as playtest 14. Their values pretty much tanked. Dan pointed out that it didn't help that he got his gatherer killed while carrying a number of Herbs and Berries, which kept demand for those high.

What's Next?

  • Keep keep tuning the Meat & Hide Values.
  • Reduce the number you have to roll to defend your gatherer from deadly animals.
  • Add Torches to the equipment deck, an item that defends the gatherers from deadly animals.
  • Reduce movement to 3 (wounded animals only move one).
  • Experiment with different sizes and shapes for the board.
Update: More Ideas
  • In the version of the game where you still have to pay for equipment, when a character dies the "cousin" who takes his or her place will get to draw 3 equipment and keep one.
  • The rules for "swapping" face down tiles are unclear, and it doesn't come up very often, is it time to bury them?
  • Speaking of Berries, would the market (which I want to rename "Village Needs") if I removed them so that the Nuts and Herbs were balanced with the Meat and Hide? With the new animal values this might work. Time to run the numbers again.

No comments:

Post a Comment