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Sunday, October 12, 2014

Notes from Playtest One Hundred and One

Lester, Kris, and Ryan

What we tried


  • 3 goal limit
  • Goals are always draw 2 keep 1
  • Players start with 5 points worth of equipment.
  • Bow costs 6, Atlatl 5, Pouch 4.
  • One spear has a trade value of 1.
  • Events stay up, even animals
  • Trader stays until the end of your next turn.
  • Events that change village let you score one disk now.
  • Turn in 3 disk for one equipment or to draw 2 goals and keep one.

Notes

Kris, red, killed a mammoth
Ryan, yellow, was paranoid
Myself, purple, eventual wolf master
Lester, green, scored herb in fall
Continued frustration with goals determining the winner, not skillful play. But the game play holds up, even with half the players behaving erratically. The end was exciting, with Lester grabbing the furthest space from the village and then lucking on an event that set the market up perfectly and allowed him to score.

What's next?


Change "hunger cube" to "explore cube", it's a more clear description of its purpose, and the obvious name in retrospect.

New event: Cornucopia replaces Bird. It's a collection of plants that can be gathered, worth 1 herb, 1 berry, and 1 nut.

Change Woolley Mammoth to Young Mammoth, an animal worth 2 meat and 2 hide that has 5 life.

Try arrows cost at 0, but you may only buy them if you have bow.

Goal points move down mostly 3-4. Speaker for dead should be 2 per other goal.

Move event disks further from the village, they are better mid game.

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