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Tuesday, April 19, 2011

Notes from Twenty-third Playtest

Back with my weekday lunch playtesting crew, plus a 4th occasional player!


Today's Rules
(some of these I've tested for several games, but reiterating them here because I'm back with my lunch time playtest crew)
  • Larger village (counts as one space, but occupies 2 spaces)
  • Individually priced equipment, paid for from either score track. 
  • Hunter kills remain hidden (but separate from gatherer's tiles, need player boards!)
  • 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.
  • When a tile is turned in for points its value drops to the bottom.
  • No more leapfrog on the score track.
  • A gatherer can continue exploring if their first attempt reveals a deadly animal, but they escape alive.
Observations
The prices seam reasonable so far. I've been pretty close with most of the numbers with this game.
It sucks when you die, then die again. Hard to design around a run of terrible (I'm talking <8) rolls.
Re-spawned characters definitely need a trade in. Also need to handle the case where you can't use any of the 7 available cards.

Things to Try
  • New equipment card distribution and smaller deck
  • All equipment available all the time

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