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Mole Majority - Playtest Session 6

9 March 2014

Lost an hour to daylight savings time!!! :)

This playtest session was a double-check of the new movement scheme. I feel I did alright in reviewing it, but I do want to playtest with a separate person so one of us can focus on the aggressive-expansion strategy, while the other focuses on fortifying and maximizing the points gained from hexes already controlled.

SESSION NOTES

  • A familiar area-control tendency has reared its head, common to many RISK-style area control games: fortifying the front lines and keeping the inner areas lightly-staffed. The new movement scheme reinforces this in two ways:
    - opponents can enter a player's territory and begin to take things over if they do not fully-staff their front lines.
    - "runaway aggression" is kept in check with the movement in conjunction with well-played HAWK cards.
  • I imagine that things will become pretty chaotic during a three or four player game. I predict the majority rules and wall-building will become more popular tactics, even if "striking out" aggressively may not happen too often.
  • I'm concerned a bit if an aggressive player spreads themselves out too thin on their first move, and their opponent counters by playing a HAWK card on their first turn, potentially decimating the first player's home hub. I'm torn between leaving the situation as it is (which is my preferred scenario), or setting up a rule that says a hex that does not have a Green Bonus chip in it is immune to HAWK attacks. It would reinforce the idea that these hexes are entrenched and fortified, but at the same time it takes away from the effectiveness and flexibility currently found in the HAWK cards. When I'm in front of a group I'll ask for some opinions.
  • The HAWK card is already balanced by being able to attack moles in a straight line, and in a hex greater than 3 points, there are ways to insulate oneself from being wiped out by a HAWK card. Eliminating this requirement may throw everything out of balance and weaken the HAWK card beyond what I'm comfortable with.


MARKETABILITY
So, will this game sell? I think it will boil down to theme.

The fact that I have very little direct aggression in the game (part of my desire to make the game less violent) doesn't endear it with the wargame crowd. It's also a lighter strategy game than most in the realm of area control games.

At the same time, there's depth to decision-making throughout the game, various ways to score points, a randomly-determined playfield (though not too unpredictable and unfamiliar), and hidden information. The breadth of player actions never leave them with only one obvious choice on any given turn. Multiple play styles can be accommodated and while I still have plenty of playtesting to go through I'm fairly confident that one doesn't always outclass the other. Playtime should remain less than an hour.

Do I want to add in a combat mechanic, playing it safe and going for a wargame? Or should I aim for a distinct niche of area control, strict-strategy game without a randomly-determined combat mechanic? I suppose playtesting next weekend will offer some more information before I settle on a final answer to this question.

ENDGAME
This was a close one, with first player Blue winning by a mere 2 points. The score was Blue 34, Orange 32. Scores were much closer than the map would indicate due to the Green Bonus chips. Orange had taken a Green Bonus chip but then lost a hex, which likely cost them the game.


Here's playtest session 6 at the start of the game.


Scores were Blue 34, Orange 32. It's very close, but even when Orange had fewer hexes left in control, they were able to keep things tense until the end with the Green Bonus chips.

NEXT SESSION

  • Although I'm itching to have a three-player test before the game convention, I doubt there will be time to fit it in before I go. I think a priority should be a rulesheet and perhaps a sell-sheet to show potential publishers.
  • I also still need to come up with additional themes. Again, determining if an actual combat mechanic is required will help me generate some potential themes. I'll come up with at least half a dozen different themes for each outcome, just in case I'm led one way or another. For some reason, the idea of cattle ranchers came to mind for a less-violent theme. I'll remember that.
  • I will take photos and record notes on the next playtest session, which will likely happen at the game convention in a week.
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