I went ahead on Tuesday and play tested my "Chariots of War" game with my girlfriend's next door neighbors. I wanted to have four players of two teams (red and blue faction) so my girlfriend played as well. The other three players was the dad, his son and his son's friend. The two boys were around 14-15 years old. It turned out that all three of them turned out to be avid role playing players.
Since posting the game on the BGDF, I have made some fairly significant changes:
- Used the gear-shift-and-roll-die-according-to-the-color-of-the-current-gear mechanic as seen in "Formula De".
- Eliminated the use of cards and used dice to simulate skidding, damage and ramming
- Did the auction with a total of five cards where 3 are face up and the other 2 face down (a suggestion borrowed from Joe Huber)
- Took out the betting for now
- Made the circus track a little bit shorter
- Added some rules on not having enought energy
- Changed the rule for changing lanes to make it easier
The boy who got the lead to begin with won, and the other boy lagging well in behind made a gallant top speed gallop which resulted in him skidding out but ended up to involuntary hit his dad's and my girlfriend's chariot that allowed him not to swerve too far off course.
His dad made a final charge to the finish line as did his son who had exhausted his energy causing damage to the horses. They both crossed the finish line equally and the son winning as he was more in the inside lane. My girlfriend finished last by about 3-4 lengths.
To summarize after getting feedback on the elements of the game:
- Auction worked well
- Basic move mechanics worked great with the energy allowance
- Skidding around corners worked great with the dice, however, may need to make sure that it is more of a risk to go over safe speed
- The amount of damage down to all of the chariots was fairly significant, but am going to look at increasing the odds of damage.
- No voluntary rams were done! (This is a little bit of a worry)
- Still need to test out the ramming die mechanics and may adjust it
- Might be a problem with the runaway leader
- In case of a tie in position after the finish line, instead of using the greater inside chariot to determine the win, use the chariot with the most energy.
- To help avoid the runaway leader in terms of money (the winner will get the most money then get better horse teams and win again and so on) by giving money to the chariots placing based on their popularity (rough estimate of chance of winning). For example, the top contender should place first and will get a small bonus, an average player places well (maybe 2nd position) and gets a large monentary bonus. The point is if a poor charioteer places well, he could win as much as the winner. The excuse would be that he got a small share from the betting winnings.
- To stop a runaway leader problem with the auction (most money gets the best stuff) give the option of a player after the auction to throw a flat fee down and pick up the topmost face down card which they would keep regardless of how good or how poor the card is. This would be explained by a faction having a training program and pulling out one of there best potential farm charioteers or horse teams.
- Another great suggestion was to have different size tracks. This would help players just learning the game (or people want a quick one) to use a smaller track. A larger track would be for the grand championship in the Circus Maximus.
- For multiple races in the game, allow individual charioteers and horse teams to gain popularity or some other denomination, which then would translate in the game to being to maybe re-roll dice or something. The point would be to give a charioteer or horse team another dimension where player's could build them up and so player's would get attached to them (not a suprising idea for role players).
- Have the possibility of a charioteer getting killed, if the chariot collapses. This will make player's think twice about doing risky things with their best player's. This would help the underdog.
- Make the damage more extreme for more extreme speeds going around corners.
- Have a blind bid for last two cards.
- Be able to sell cards at value on card to get some extra cash to buy other charioteers or teams.
This group was very enthusiastic and had great fun playing it. These guys were veteran RPG players. From your guys' experience, do these types tend to have more fun playing board games?
Any comments, questions and/or suggestions would be greatly welcomed.
Thanks,
DarkDream
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In my opinion, the roleplaying crowd tends to be more receptive to somewhat less mainstream board games because they are used to somewhat more complex mechanics and don't feel totally boggled when the rules of a board game are more than roll a dice, move that many spaces. Of course, this is my opinion as a roleplayer.