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Saturday, April 14, 2018

Notes from Playtest One Hundred and Twenty-one

Playtest at GuildHall in Burbank

What we tried

Moccasins still cost two, but now let you move 5 spaces.


Rules notes

Cybil observed that a common new player anxiety is about characters being on the same space, whether others players are your own.

Fall 3A: clarify that it counts all scores up to this point, not just this season. Everyone got a goal.

Idea: roll the dice where to place the village at the start of the game.


Goal notes


Homebodies - Need to explain what kind of tie it is referring to.

Territorial - complaint of not enough points. This might be valid

Paranoid (none of your spaces touching more than one of your other claimed spaces) - this easier with moccasins.

Haggler - clarify that you must have at least one tile that you collected but did not score.

Speaker for the Dead - pull out if Fall gives a goal.


Event notes


Tall tree - clarify don't flip events.

Tornado worked, didn't move far but swept someone up.

Wise woman: change it so player draws and looks at them, other player mixes them up and placed them within 2 spaces.

Event idea: there is a traitor in the village. Die.


Graphic design notes


Weapons should have a + to indicate that you want to roll that number or higher.

Flip event resources? Poll players where they want to put them, under goal?

Player aid should have the number of each animal and plant that there are.

If at all possible, I need to make the Season text larger, and increase the space between lines. That might mean moving the tile stacks to next to the cards. They're just really hard to read upside down now, and you need to leave them on the board.


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