Self-Playtest 3
3 players (Hercules [Mine], Ariek [Execute], Piscesish [Refine])
victor: Piscesish
What Worked
- Ditching an action to draw a card fixed the card flow problem completely. Like, 100% no issues getting cards. You start with a hand of 4 cards, and for most of the game players fluctuated between 2 and 6 cards. Early on everyone spent themselves down pretty far, someone actually emptied their hand, and someone else held one card in their hand for a while - but it doesn’t take long to get more cards and get flowing again. It did eventually result in a card glut when one of the factions had a strong Draw power, so a hand limit is necessary. The peak hand was 10 and that felt excessively bloated. 6 felt nice and useful without being overly full, so I’m thinking a hand limit of 8, which felt like it was just on the cusp of too much. If you’re holding 8 cards, it’s time to DO shit.
I consider that draw mechanic tested and incorporated:
New Rule: for any action, you may either take the action you are entitled to, or instead draw 1 card
New Rule: discard down to 8 cards at the end of the Cleanup phase
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I played this one out in its entirety, and it roughly followed the arc I envisioned the game following - early cooperation while everyone spreads out their machine looking for a way forward, then Dissent starts becoming more common as you no longer need cooperation and would rather break the turn sequence to get ahead (Dissent is resolved immediately and before Assent). Eventually the Impulse starts flipping over as the game marches towards its end state - diplomacy breaks down, and all that remains is exploiting your path.
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This game had several combats, so I got to see how it plays out at various conflict size configurations. I had trepidations based on small datasets, but after playing 10 combats, I think my basic combat rules are good. Multiple 2-on-1 and 3-on-2 matches led to victory to the numerically superior force but also at the cost of ships, which is pretty much what I wanted. A 5-on-3 resulted in a sweeping victory. Also, a fleet of 5 Cruisers is extremely dangerous and can basically roll across the galaxy blowing up everyone unless the players make a concerted effort to stop it, and that is also what I wanted, so I’m thinking combat is likely fine. Coming up, I’ll test contrived combats with various fighting Techs to see what happens.
What Could Change
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Trade wound up eventually being somewhat useful, but mostly as an afterthought. It was a source of meaningful points, but was still the weakest of the point-generating actions. It’s noteworthy that it took a default card-drawing ability to make an action that can generate points from cards into something useful, and even then it wasn’t really that useful. Currently, Trade is restricted by both size and color - I’m thinking of changing it to just a size restriction, because dumping from your hand is a hard enough choice anyway. There were at least 5 separate times when Trade would have actually been useful were that the case, and that says to me that it can stand to change.
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Similarly, Refine was sorta underwhelming because you really just don’t get that much bang for your buck. Right now it’s restricted to one card each time - I’m thinking of changing it to allowing you to refine as many as you want from one color (for X points per gem as normal). That would have made it more useful at least 3 times during the game.
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Points for combat are a little boring. One point per blowed up ship, and one point for winning. Big deal. I’m thinking of two different approaches: +1 to the victor and -1 to the loser, or randomized the victor point gain based on drawing cards from among those used to resolve the combat. I think it’ll still stay at 1 point per destroyed ship, but adding some variability to the victor bonus would make combat just slightly more interesting.
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Still thinking about changing up action selection so that an action gets picked every round. Planning without taking an action is kinda boring, honestly. I don’t think it’d come up that often, but it would help keep the game moving.
What Didn’t Work
If you didn’t guess from the first 3 points above, the consistent problem in this game was that points gain was slow. It was almost painfully incremental. Hercules did make a 17-point Delivery, but literally had to fight the entire game to pull it off (which is intended, so that’s good), and there was still game to play after that.
Basically, there were multiple big plays that in other games would’ve signaled the end or near it, but then there kept being more game. It’s not exactly bad, but it’s not great either. It did wind up making it more competitive ultimately, but it felt like it took a while to get there.
I think it’s an issue primarily in the early game. Most of the serious points generation started about halfway through the game - prior to that, it was building up and lots of posturing (which is honestly my fault for playing against myself since I’m the fucking king of useless posturing in 4X games), and the result is that we entered what felt like end-stage empires, but the points didn’t reflect that, so we cranked our machines too much.
And the very end of the game was definitely janky because of that. We rocketed to the apex of what our machines could do, and then when the game didn’t end, we all sorta limped to the finish line.
It didn’t really result in any bullshit - the faction that won played the strongest and smartest game consistently, and that victory was largely secured by military dominance. It felt like the other factions had a chance to be competitive primarily because the game went on about 30% longer than it should have.
So either my finish line is too far away (probably could set the game to end at 20 points instead of 30), or earlier actions need to make more points so that when your empire is ready to crank, you can actually rocket to victory (see thoughts 1 - 3 above). That would compress the time window and make the game feel more urgent. The question then will be whether or not you can develop the engine in reasonable step with that urgency. We shall see.
I think I would rather have actions be more powerful than end the game sooner. Ending it sooner makes it sound like I’m saying “this game sucks let’s get it over,” and while it might be the same net effect, I think it’s more satisfying to end a game sooner because someone pulled off something big worth stupid numbers of points. So, that’s probably what I’m gonna play with - screw around with points generation from actions as I’ve talked about above and see what it does to pacing.