In a playtest of my game last night we had a Clear Winner. And we knew he'd be the winner (more than likely) from fairly early on. In the end his win was not a shut-out, but it was a 10 point victory.
In the end he won because everything went his way. He got the cards he needed, I couldn't draw the card I needed for the life of me. There's some bonus points that show up randomly on the board, in one instance 3 of these showed up in his direct path. I picked up two for the entire game.
There's also a few other considerations the biggest of which is that the game has spell cards which can be used to help you along, or to hinder an opponent and I was intentionally NOT buying these while he intentionally bought as much as he could - the idea being to see how the extremes of play strategy would work out.
We worked it back and without the luck of the bonus tiles and the spells, he won by 2 points making it a much closer race.
My question is: what do you think constitutes a Runaway Leader problem? I want to be aware, but I don't want to over-think this, any game with a certain amount of luck has the possibility for the luck to run almost entirely in one player's favor.
- Andrew
Thanks everyone! This was great advice.
We've play tested a half dozen time now, with another play test tonight with 6 people. This play was also tainted, as JHouse observed, because we did intentionally play with one person using as many spells as possible and one person using none. In typical play there's more of a balance, but we wanted to test the extremes.
I don't think we have a positive feedback loop in effect here, but I'm definitely going to give some thought to if there needs to be a negative feedback loop. One thing is that it costs 2 tokens to buy a spell, which may be useful or may just block other spells, but at the end of the game unspent tokens are worth 1 point each.
One thing I think I'll change based on these comments is the bonus points. Right now they come out randomly, and can repeat their location. This led to a situation in the game where twice they happened to come out next to the leader, in locations they'd already been. I think limiting them so they can't come back out in the same location twice might be a smarter approach.
In addition I think we're going to give each player 1 spell card at the start of the game, randomly. Any other spells will have to be purchased, with the hopes of giving someone who goes for tokens over spells a bit of a boost. We'll see how it goes in the play test tonight. I also have one person playing who has never played it before, so I'm really excited.
Thanks again for the great comments.
- Andrew