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Kris, Ryan, Nigel, and Lester. Despite his body language here, Lester won soundly. |
Background
This is the first playtest with new players since this latest round of updates, changing the equipment numbers, the amount of disks, and the points on the goals. I taught two new players, and got two of the original playtesters up to speed with the latest changes. I did not play myself, instead I took notes about every play.
Play by Play
Lester
Bought a Sling and a Spear.
Hunter: used a spear to kill a wolf.
Kris
Bought a Pouch and Torch
Gatherer: used the torch on a boar, explored but failed to pick anything up.
Ryan
Bought a Sling and Spear
Hunter: spear fails against Bear, died.
Nigel
Bought a Pouch and Torch
Gatherer: picked up something.
Lester
Hunter: failed to poach rabbit with his sling.
Kris
Gatherer: rolled to live against wolf
Collected plant
Ryan
Re-spawned hunter, bought Sling and Spear.
Hunts wolf with spear, failed and died.
Nigel
Gatherer: explores and gathers a second different plant.
Lester
Hunter: fails to poach (it was a plant), fails to find animal with another explore.
Kris
Gatherer: collects a second plant.
Ryan
Re-spawned his Hunter, buys a Sling and Spear.
Hunts deer with spear, succeeds.
Nigel
Gatherer: used torch on bear, ended turn early for safety.
Lester
Gatherer: picks up plant.
Kris
Gatherer: went home, sold herbs for 6 points.
Ryan
Hunter: sold deer for 12 points.
Nigel
Gatherer: sold berries for 10 points, herbs for 8 points.
Lester
Gatherer: sold nuts for 10 points.
Kris
Hunter: bought club, misses rabbit.
Ryan
Hunter: upgraded Sling to Atatl.
Missed boar, died.
Nigel
Hunter: bought a Bow & 2 Arrows.
Shot bear with bow twice, killing it.
Lester
Scored 15 points for wolf.
Kris
Attempted to hunt a boar with his club, failed and died.
Ryan
Re-spawned gatherer, bought Pouch and Torch.
Gatherer: explores and collects a plant.
Nigel
Buys 2 torches.
Gatherer: collects a plan.
Lester
Hunter: kills boar with spear.
Kris
Re-spawns hunter and buys Bow & Arrow, and a Sling
Hunts and kills a rabbit.
Ryan
Gatherer: finds a non-deadly animal, collects a second plant type.
Nigel
Hunter: found a bear a and shot it with his bow, killing it.
Lester
Sold boar for 15 points.
Kris
Hunted wolf with bow, killed it.
Decided to play it safe and not use sling for his second roll, and rolled a 7 which hit with the bow, but would have missed with the sling.
Ryan
Sold plants for 15 points.
Nigel
Sold nuts for 5 points.
Lester
Bought pouch and torch.
Gatherer: collects a plant.
Kris
Sold wolf for 15 points, rabbit for 7 points.
Ryan
Collects plant
Nigel
Would have liked to swap for a torch for an arrow, but current rules only allow upgrading, not equal value swaps.
Gatherer: found two non-deadly animals.
Lester
Gatherer: collected a second type of plant.
Kris
Bought a torch.
Gatherer: found a non-deadly animal.
Ryan
Bought a Bow & Arrow.
Hunter attacked boar with bow, and killed it.
Nigel
Gatherer: collected a plant.
Lester
Gatherer: sold berries for 5 points, nuts for 8 points.
Kris
Gatherer: founds non-deadly animal.
Collected a plant.
Ryan
Hunter: sold a boar for 12 points.
Nigel
Gatherer: used a torch to fend off a bear.
Collected a second plant.
Lester
Gatherer: collects a plant.
Kris
Bought Arrows.
Hunter: went after a deer with his bow and killed it.
Ryan
Gatherer: collected a second plant type.
Nigel
Hunter: sold a bear for 10 points.
Lester
Gatherer: sold berries for 8 points.
Kris
Gatherer: sold herbs for 5 points, nuts for 5 points.
Ryan
Bought 2 arrows.
Hunter: Missed a squirrel with his bow.
Nigel
Sold a bear for 15 points.
Lester
Hunter: missed a squirrel with his sling.
Kris
Hunter: killed a rabbit with his sling.
Ryan
Gatherer: sold herbs and nuts for 16 points.
Nigel
Gatherer: sold berries for 10 points.
Lester
Hunter: attacked a squirrel with his sling and got it.
Kris
Collects plant
Ryan
Hunter: went after a wolf with with his bow, and got it.
Nigel
Bought arrows and a sling.
Lester
Gatherer: explored twice, doesn't pick anything up.
Triggered end game.
Triggered end game.
Kris
Hunter: sold a deer for 15 points, and a rabbit for 4 points.
Ryan
Hunter: sold a wolf for 6 points.
Nigel
Hunter: sold a boar for 6 points.
Lester
Hunter: sold a squirrel for 4 points.
Secret Goals
Kris failed at Pathfinder, Nigel had an equal path.
Ryan wasn't successful at Homebody.
Nigel got 4 points for Isolationist.
Lester couldn't use Copycat because it only works on neighboring players, and Ryan was across the table.
Lester won by correctly assessing the end game, and running out the clock the game before Kris could pull off his master plan.
Conclusion
The consolation prize when a character dies needs adjustment. The rule we've been trying is that you get either 4 points for equipment, or an additional goal, instead of 3 points and a goal. But, even with the more valuable goals, players have not been drawing them. It's too easy to turn 4 points into an atlatl or bow.
I'm considering having characters come back with 2 points and a goal, or else a choice between that option or 4 points. Further playtesting is required.
Another rule I've been debating is the upgrade rule. I think it's great to be able to turn in your starting equipment and purchase something more expensive, but there have been several instances, including in this game, where exchanging for equal value equipment would be a great strategic move. I'll have to playtest that. The quest remains: is it too dangerous to simply allow players to turn any amount of equipment for temporary points, even if that means they might downgrade. Downgrading could be part of a suicide strategy, which I'm trying to keep out of the game. But every rule that gets added to an otherwise tight game puts it in jeopardy, and I might have to lose the whole concept of exchanging equipment. So, more playtesting is required.
I'm considering having characters come back with 2 points and a goal, or else a choice between that option or 4 points. Further playtesting is required.
Another rule I've been debating is the upgrade rule. I think it's great to be able to turn in your starting equipment and purchase something more expensive, but there have been several instances, including in this game, where exchanging for equal value equipment would be a great strategic move. I'll have to playtest that. The quest remains: is it too dangerous to simply allow players to turn any amount of equipment for temporary points, even if that means they might downgrade. Downgrading could be part of a suicide strategy, which I'm trying to keep out of the game. But every rule that gets added to an otherwise tight game puts it in jeopardy, and I might have to lose the whole concept of exchanging equipment. So, more playtesting is required.
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