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2nd solo playtest

Tonight I attempted to test my new deck builder with my 6yr old son, but he had a bad attitude and I had to abort the attempt. Instead, I waited for him to go to bed and tested it solo again.

I noticed some minor tweaks needed to be made, some things needed to be further clarified in the rules, and some costs needed to be adjusted. Overall, the game really works which is amazing after only 2 playtests! I am really excited to try this with actual players. I am most interested to see what kinds of interaction the game has (as there is definitely some built in) that I can't test solo.

One of the changes I made to the game since last test was the ability to go to the outpost and travel/face encounters in EITHER order. This is an interesting decision and gives the player great flexibility in strategy. If a player chooses to go to the outpost FIRST, he can improve the strength of his current hand which will help when travelling/facing encounters (cards purchased go directly into hand). However, a player might choose to travel/face encounters FIRST because any $ earned can immediately be used in the outpost. So if a card a player really wants is available for $6 and he only has $5, he might be able to earn $1 on a quest that turn to get to $6.

Also, the dice really worked well (there was enough variation, but not too much). I think overall the encounters were just about the right difficultly (but more testing will be needed). I really liked how I decided for the encounters to come out (much easier to visualize). There were a couple of costs for items in the outpost that needed to be adjusted. I also made a slight adjustment to the starting hands.

One thing I had to constantly remind myself of is that you always get to do TWO things during your turn (unlike other deck builders where you have to choose either or).

Now to polish up the rules so I can post them.

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blog | by Dr. Radut