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Friday, May 5, 2017

Notes from Playtest One Hundred and Five


What we tried
  • 4 points starting equipment
  • Spear hits on a 10 or higher (1 lower than before)
  • Club hits on an 11 or higher (1 lower than before)
Notes

Significant second mover advantage this game, something to keep an eye on. Poaching drastically improves odds. Encounters mixed in with the plants and animals might help, since exploration failures won't always leave something to pick up.

The consume action made it so that there was never a demand track stalemate, which used to be very common in 2 player games.

What's next?

New idea: when you have reached the maximum number of goals you can still draw more, but have to discard down to the limit afterwards. This could let you get rid of a goal you'll never make.

Combine new encounters that are mixed in with the explore disks, and the consume action. The consume might be triggered automatically, or saved for later. Maybe the back of the encounter card has the name and one or more resource icons, and you can keep it to manipulate the demand track later.

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