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Sunday, April 17, 2011

Notes from Twenty-second Playtest

Played on the ferry coming back from Vancouver Island with Cybil and her mom.

Experiments

  • Trading - in the village you can trade an un-used equipment card for a different one, exchanging face up cards.
  • Blind Drawing - instead of purchasing a face-up card, you can draw from the top of the deck.
  • New Character - when a character dies, when you begin a turn with the new one draw 2 equipment cards blind. You may trade one of them with the face up cards.
The trading and blind drawing don't work together. If you're going to make a purchase there is no reason not to blind draw, since you can just trade it if you don't get what you want.

New Ideas
  • Individually priced equipment. That way they don't all have to be balanced perfectly.
  • All equipment available all the time. Instead of a draw deck, stack equipment cards by type and make them all available for purchase.
I'm really liking this idea of pricing the equipment individually. It would really help balance between rare powerful weapons like an Atlatl, and common disposable items like an Arrow. Here's a first pass at some values:
  • Atlatl - 4
  • Spear - 3
  • Bow - 4
  • Arrow - 1
  • Sling - 3
  • Club - 2
  • Pouch - 4
  • Torch - 1
I also really want to try out having all the equipment available all the time. There's plenty of random in this game between the tile drawing and the dice rolls, if the rest can be more controllable that could make it a better game. (It's actually almost like pulling in an element of Dominion now that I think about it, but you always get to use what you buy.)

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