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Tuesday, April 12, 2011

Notes from Twentieth Playtest

Rules from last time I attempted this game.
I've learned my lesson and start testing much sooner now!
Playtest with Cybil and her mom. Her mom's 2nd play. Cybil's mom won by a tie break, I was the runaway loser!

The goal of this week is to beef up the Euro-game aspects of Hunt or Gather. That means more long term strategy, more memory aspects, more control of supply/demand, and more indirect manipulation of other players. Also more ways to compensate for runs of bad luck.

Today's Experiment
  1. When a character dies discard all equipment. "Re-spawned" cousins pick 2 equipment the first turn that role is selected.
  2. Turning in a tile for points moves that type all the way to the bottom of the track no matter how many were sold.
  3. Equipment costs 3 points, off either track, spent after going to the village and turning in tiles.
Observations and Next Steps
You can see how complexity led to
the failure of my initial attempt at
this game.
  • Instead of letting a re-spawned cousin/sibling pick whatever they want, the equipment draw should be blind.
  • I think this change to the way the Village Needs (aka market) finally solves the problem where things get stuck down at the bottom.
  • Although buying equipment for 3 point definitely works, I do want to experiment with other options, if I can make them work with the theme.
  • I need to add Player Boards to the Components and Design pages
  • Stop leap-frogging on the score track. Assume the real one will be big enough. It gets really annoying when you're spending points and backwards hopping.
  • Hunter tiles are now going to be turned face down after the kill, but kept distinctly separate from gatherer tiles (thus the need for player boards, also they'll help new players).


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