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Solo ... Errr ...play test?

So I'm making an adventure game.

And this is my first attempt to create an actual board game.

... And your bound to have some issues during the creation of it.

One word comes to mind when I did a solo of the current incarnation of my game,"The Find", :boring.

I played a version that relied way to much on cards and chance. Who wants that? I had three decks of cards to pull during a turn (which I knew was pushing some type of game limit). One deck acted as an 'Action' reduced or booster (you can have four actions per turn), the second was what I'm calling an agent card (where your pull to see if your found by the bad guys), and the third was a card which determines how much movement 'mice' get.

It took me about three turns to yawn.

So I jiggled things around and realized that I need to really inject the whole thing with some type of very apparent strategy.

I played a few rounds where I eliminated one deck and added a die to determine if the player is found/intercepted during that turn. This seemed to move things in the right direction. I also am going to add a hand (of up to four or five card) and a option on how to spend the action points (instead of just moving the player can do other things such as 'dig', 'go on the offense' and some yet to be determined adventure relevant things).

It's all very early but I'm going to look into how to add strategy to the game and how a player may use cards to get to the end goal.

The one element I determined very early on, and will keep, is that I raise the threat level as the game progresses. I'm whole heatedly taking influence from Forbidden Island as I love the tension those game mechanics add.

More to come.

Mike

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blog | by Dr. Radut