The game I will talk about here is described more fully described in my journal: http://www.bgdf.com/modules.php?name=Journal&file=display&jid=256.
I held a little playtest day last Sunday. Jan, a regular playtester, and Franke and Siebe, two new playtesters, showed up.
The first game on the table was "Gheos". This was my entry into the doomed civ contest in which it tied for first place. It's a tilelaying game in which each player represents a "god". Players form continents, inhabit it civilizations and try to gain followers in those civilizations, which score points. By adding or replcing tiles players can invoke wars between the civilizations or cause them to migrate to another continent.
I just got the game back from "Hans Im Gluck" who said they had enjoyed playing the game, but thought it was not strategic enough for their tastes (ie. you couldn't really plan ahead) and that often the game was decided in a single "big" turn. They said they would sometimes score 30 or even more points in a single turn.
Now, having tested the game a lot I can agree with the sentiment that it is a fairly tactical offering. However, I fail to see how one can score over 30 points in a single turn. Twenty is already really high. I wonder if they misplayed a rule, or if they used some strange playing tactics. Unfortunately, this is hard to check.
Anyway, I changed one rule that I thought would make the game a bit more strategic and I was eager to try it out. The rule change was that you didn't automatically refill your hand up to 3 tiles at the end of your turn. Instead drawing two tiles would cost an action. I thought this would make the changes between turns a little less dramatic, which would allow for a bit more strategy.
After having tested this rule change, I'm not really satisfied with it. It does add some interesting decisions to the game as to when to draw new tiles and such, but the game doesn't really need more interesting decisions. The game is already full of such tactical decisions. I didn't feel it added much in the way of strategy. A nasty side effect of the rule was that it became unclear when a player was done with his turn. Refilling your hand at the end of your turn was a nice "I'm done" signal and now people had to ask if somebody was done with his turn, which was a bit clumsy, and costs a lot of time.
All in all I think the rule of drawing tiles at the cost of an action is not a good idea and I'll revert back to the old "refill at end of turn" rule for the next game. I don't think I can make it much more strategic, because it's simply not that kind of game. It's unfortunate that I'll not be able to please the HiG people. Perhaps I'll have to find another publisher for the game.
Other observations:
The rule explanation went well. Aside from a few details the new players picked up the rules to the game quite rapidly and had little trouble understanding them.
Playing time with four people was as expected, slightly over one hour.
No pyramids were ever played, because they weren't drawn. Kind of a statistic fluke really. There's not much you can do about such things in a game where you draw tiles at random, but it does make the game a bit less interesting.
There weren't many wars initiated. I blame this on the configuration of the board which made it harder to start wars. Not necessarily a bad thing, but it does make the game a bit more peaceful.
Franke and Jan liked the game a lot and would certainly want to play it more. Siebe didn't like it that much, at least not this particular playing of the game, because he had a hard time coming up with good plays and lost horribly as a result. He doesn't dislike the game per say, but would like it more if he would be better at it.
All in all I'm quite satisfied with the game. Improving it even more will be hard. I guess the best thing to do is to get it played by more people and see what kind of feedback it gets, and to just keep on trying to get this game played by publishers as well.
Any comments and questions are welcome.
- René Wiersma
That's true, of course, and now I do see it as an encouragement. However, when you get a reply from a publisher and what you hear is: "Sorry, but... ." it's hard to be not disappointed at first. I'm over it now, though ;)
It's good that you bring that up. I came up with a few ideas in the same vein a while back, but had forgotten about them. My worry is that introducing such goals might make the game more complicated, and it already is somewhat hard to "get". On the other hand, giving the players a clear long-term goal might actually make it easier for them to formulate a plan. I will have to think about how to incorporate such a long term scoring ability into the game.
Thanks for your comments!
- René Wiersma