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Mole Majority - Playtest Session 11

26 July 2014

I played a two-player game with an asymmetrical layout. No new variations or anything, just reconnecting with the design after putting it down for a while.

The game is in good shape. True to two-player form, it didn't seem worth it to build any Cave-Ins, and both players focused on claiming territory before their opponents (as opposed to invading already-claimed territory). With so few hexes and only two competitors to share them, there was much more movement, with several Hawk Attacks punctuating the game. There were some instances where Hawk Attacks wiped out the hex's entire population (and that may have cost Orange the game), but I'm comfortable with that reality/eventuality.

This game ended with two end conditions being met: Blue was out of Mole Tokens, and with Blue's final move all the hexes had been Claimed.

Used the hex tiles with the new placeholder artwork. They look much more professional and are suitable for blind playtesting.

Speaking of blind playtests, I sent a set out to a playtester acquaintance of mine for some independent feedback. It's beyond just me now, and the ruleset I composed needs some brush-ups before I send the package out to publishers.

Everything is making sense. Now here's to hoping my ruleset makes sense to someone else - without me peeking over their shoulder and whispering sweet clarifications in their ear. :)

PS: Session 10 is not recorded here at BGDF. I was out of town on holiday and shared the game with friends at a board game night in a pub. The four-player game went wonderfully, and provided for a lot more strategy and deeper thinking than most folks were expecting (myself included). The game lasted maybe an hour and 20 minutes, which is okay. It's my hope that familiar players (and those not drinking alcohol, I guess) will fare with a much quicker, just-as-deep game.

Anyone with feedback, please comment here. Thanks!

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