(This game is discussed in the Game Design forum)
We had four players for our first playtest session. The game was pretty good fun. The auction was very interesting with a surprisingly large amount of maneuvering, and the flow of the game was fun, but (unsurprisingly!) we identified a number of problems.
1. Annexation was explosive under the rules where you could annex as much as you wanted and just paid escalating gold. One guy wasn't able to start annexing the same turn as the rest of us and was effectively out of the game.
2. Towards the end the lands that produce lots of gold but have a cost in honor are bad, so no one was taking them. As the rules stood, we got to a situation with four of them out (four players) in which case no cards would be dealt.
3. The only use for gold in the late game was bidding.
The first two were very easy to solve. After the first game we said that annexing a land requires the sacrifice of a soldier unit (to guard the land). Since you can only recruit one soldier per turn (at the moment), this essentially caps annexation at one per turn on average. (Another solution we considered was simply to increase the rate of escalation, but this still leaves a runaway leader problem.) The second problem is solved by saying you deal up X lands per turn (where X is the number of players) regardless of whether there are unclaimed lands from last turn. We're also going to make the leftover lands more attractive, possibly by having them gain one honor per turn or five gold instead of one.
There are a few possibilities for the lack of uses for gold. One would be to make it possible to hire more than one unit of soldiers per turn but with a steeply escalating cost. That would make it possible to annex multiple lands per turn but only in the later game so someone who started a turn behind wouldn't be in big trouble. It would also make the struggle for largest army (another source of honor) more interesting.
Hugs,
Chad
I've considered this, and it has its good and bad points. A good point is that without it the Contest on the last turn is silly, with everyone just going all-in, since gold is immediately worthless after the contest. Giving some value to gold could make the final contest a bit more interesting. It could also have synergy with the "largest army" award(s).
Thanks! I'll pick up a copy and see what I can learn from it.
Hugs,
Chad