I had my first semi-playtest this last weekend, and it didn't get finish because of the craziness of the weekend. However, between that and the little last minute touch up of the rules, there are a few changes that I have put in since the end of the GDW.
I will put up the updated rules up as soon as my web page allows the rules to be seen (hopefully by tomorrow.)
First the changes:
The number of planets in a solar system are not set. Now, each solar system has a number of planets between 4 to 9. This is done by rolling one six sided dice and adding 3 to it. This does not really add to the set up time, plus the number of solar systems starting in the game has been reduced to 4.
Players can start from the 2nd solar system and get a red, yellow, and blue minerals, the 3rd solar system and get a red and yellow minerals, or from the 4th solar system and just get a red. The wave doesn't move on the first turn which gives the players a little time to prepare to outlast it.
When the wave destroys a solar system the 2 dice are rolled. If those dice equal together or are under the reducer level, the speed level (or the speed of the wave, usually starts between 3 to 5) is reduced. If the speed level is reduced to zero the game ends. The reducer level starts at 2 and every time the number rolled is higher than the reducer level, the reducer level is moved up by one. The reducer level starts higher by one for each number the start level is over 3. Ex: If the start level is 5, then the reducer level starts at 4.
The game has been separated in rounds. Trading for all players occurs at the same time, like a marketplace setting. Pretty much all of the rounds are simultaneous. The only thing that isn't at the same time, is the moving, which each player takes turns at.
Another change is the 2nd tier of materials, or orange, purple, & green. Originally, these materials were traded for by trading specific combos, red and yellow for orange, etc. However I found this to be too tough after a quick solo playtest, after seeing that 3 mines would only provide one resource with this rule. So I decided that to make one of the higher resources, you need only to have the lower tier resources in your storage, which after the other playtest, still made you sacrafice for them,
but it didn't make it as tough as it was.
What I saw from the short playtest:
After teaching the rules, and not having players get distracted by other things, the rounds seemed to move along pretty quickly. We barely got to the 5th solar system, and played with the wave at the lowest level after realizing the wave was pretty mighty at level 4, and that we needed to start the players off on the 2nd solar system instead of the first.
At the beginning, you have to really figure out a plan for yourself. Do you leave yourself bare with materials to start out farther than the others? Or get the full max of 3 starting materials and start out close to the wave? I think that is the part of the game I enjoy the most.
Not getting very far hurt my overall perspective of the game. But I saw that it was tough for us to get moving right at the beginning. The jump to another solar system was something you had to think about, and wonder if the 2 turns to get there was worth it. Once the wave took out the first solar system, we all jumped from our solar systems and there seemed to be a feeling of needing to make every action count. I don't think one action will doom a player, but I know several will.
The thing I noticed before the game ended was that there seemed to be a stockpile of the lower tier materials, we all had multiples of one or two of the smaller materials. I had a couple yellows and blues, but no reds to my name. I'm going to watch that carefully, players need to stockpile materials to make colonies I know, but I don't want the ride to be too easy right away.
I can't see when it will happen, but I want to playtest it again this week. I'll post the results of that as soon it happens.
-Steve
I'm using the speedtrack idea that I came up with towards the end, basically it has all 6 colors on it, and during one of the rounds (and at the beginning of the game) you can place materials on it, up to one of each color. When the wave takes out a solar system the dice are rolled and each player loses fuel of that color (the dice have different colors on them, one has 2 red, 2 yellow, and 2 blue & the other has 2 orange, 2 purple and 2 green.) That is a change from before, where materials were taken off every time a player moved, which was way too much.
We didn't get to finish the game, so I can't answer all of your questions until my next playtest. However, in the early part of the game, the moving was slow going. Most of us had 2 materials on our speed track, and eventually a couple of us got up to 5 materials, but lost 2 of them after the dice were rolled. The wave took out 2 solar systems by the 4th turn at the starting level (speed level of 3)
Tomorrow I should be able to get my updated rules on here, so you can see it more clearer. I also plan to get pics of the planets etc.
-Steve