The 21 May we where 4 players did get together and tested games. We had 5 prototype games on the menu (we also played some other games in between).
The team started 09.15 in the morning and ended the session 23.15 (that was a long day).
We prototypes that was up for test was:
Devils deeds:
A fast card game that was tested for the 3rd time. Game time 45 minutes.
This game was my own and I was pleased that the game got the highest score this day (but a score for 7.5 for the highest one is not so high).
Europa:
A conflict game in the style of Britannia or History of the world. We tested it for a game company and I have to write a report on this one, It took around 4 hours and after that we had a 30 minutes session on discussion around the game. The problem with the game is it was to unbalanced.
Here we tried. To get in the mood for a new game we played "My dwarf can Fly". (That game was really boring and took to long time for a filler).
Sands of Time:
Civilisation game. The test was stopped after 3 hours. See game notes.
8,7 Central:
A TV casting game. The test was stopped after 45 minutes. The game will get a new test next time.
Deer base:
Sport game for 2 players. This game was removed in the last minute (as the last game we played a well known game instead). This game will be tested Tuesday instead (since it is for 2 persons).
// Johan
Our group use nearly the same grade system that Board game geek does (score between 1-10). A grade over 5 is but not more. Normally our games end up with grades between 6.0 and 8.0.
The highest score has Pirates Cove with 8.58 followed by Ticket To Ride (8.56), King ME! (8.43) and Tigris & Europhat (8.33). There are only 9 games that have a grade over 8.
Sands of time by Jefff Warrend
Sands of Time received a grade of 3.5 (observe that we always grade the games for what it is and not for its potential).
Comments from Janne (one of the tester): This is not his first game and the designer knows how to design. There is a good game in there. I can feel it but I cannot see it.
We took nearly an hour extra with the game to take it apart and find the errors.
The rules
The problem with the game is not in a single rule. We took the game apart, rule-by-rule and did not find anything. Then we tried to see how the rules work together and no problems there either. When we took out all the rules and looked at them at the same time, we could see some problems:
- One of the problems with the game is that this is not one game. There are at least 2 maybe 3 games in there (it all depends on how you cut it). You have a war game, a empire building game, a civilisation game and a game where you collets points to achieve some tasks. Streamline in needed.
- There is a flow but it is to slow. You have to get people, production and movement to get achievement tokens. After that you have to get achievements to build in your areas. Buildings are needed to build cities and the cities are needed for the trade.
Rule description
A lot of times we had to stop the game to read the rules, and that took time. Quick reference for each player would be a good thing. Examples should also be added to the rules.
Components
The biggest problem with the game is the components: The amount of components is not the problem but the set up. After the set up we had:
- 3 Gaming boards (The map, the caravan and the scoring board). The game board started with 54 tokens and 28 units).
- 4 Personal gaming boards (the players mats). Each of them had 6 markers (one for each gold, crops and unrest and 3 for the prefects).
- 15 piles of cards and 4 extra achievement cards face up.
- 1 pile of achievement tokens.
- 1 pile per player with peasants and warriors.
This amount of information did make the game hard to get an overview of. We tried to be as fast as we could when we did our turns, but this game suffer from the analyse paralysis syndrome.
The map
The map has to be redesigned. There was a lot of down time in this game and the main reason for that is the map I think that you could win 25% of the gaming time just to print the gold, crops and capacity on the areas. Then use markers to show the ownership of an area. The envelopment of the areas and the cities has to be solved.
I can understand that you want to be able to have different set-ups, but not to the price of playability. Right now it is nearly impossible to get an overview of the game board.
Finally
I am glad that we had opportunity to test this game. I find a lot of interesting solutions (as the achievement cards and the chronicle cards that changed goal nearly every turn, the handling of unrest, the selection of the advance cards, the prefect selection and so on). If you do a rework of the game I would like to test it again.
// Johan