Yesterday I had my 2nd playtesting of my card game Trapped!
The game involves the villains having a memory placement mechanic in which they lay their dungeons facedown waiting to build up proper combos to thwart the player playing the explorer.
Different rooms do different things and can only be beaten by certain cards in the explorers hand.
contents:
the game consists of 3 decks fo cards. 2 for the explorer. 1 large one for the villains.
the 2 explorer decks are
1. the draw deck which they get single use items as well as evade cards
2. treasure deck - cards which give them a permanent bonus whenever defeating a minion.
the villain deck consists of
1. traps - pre-emptive strikes against the explorer in the form of face down cards
2. villainous deeds - direct actions against the explorer or the other bad guys
3. minions - face up cards that can shift around the board and attack.
gameplay.
simple enough i guess, baddies draw 2 cards then they can perform 3 moves their turn. 1 minion move (laying down a new minion or moving an existing one) 1 room construction and 1 villainous deed
then the hero takes turns moving onto the new rooms. For every room he moves in and defeats he gets an extra move.
this goes on until the hero makes it through the end, or one of the baddies kills him mid trip.
here are the 2 HUGE errors i saw wit the playtesting.
1. The hero got to the end of the dungeon way too quick. I'd like to find a way to slow this process down and would love some input with you guys.
2. It felt like the game had way more traps then actions, feeling very unbalanced. I tried to resolve issue number 1 by adding cards that would let the bad guys control player movement by pushing them back onto traps or moving them back to start but they never seemed to show up during the play through. I attempted to resolve this by reducing the ammount of traps in the game substantially, hopefully this will push the villains to be more aggressive towards each other realizing they really will have to compete for the available rooms in the deck.
Maybe i should dwindle it further, or make the game board larger then just the 6 rooms. I could keep it at 6 rooms and cut it down so that there are maybe only 10 real rooms positions. Since the laying down of the rooms consists of each type having 2 lvl 1 rooms, 1 lvl 2, 1 lvl 3. Lvl 2 rooms can only be placed on level 1 rooms, level 2 can only be placed on lvl 3. But rooms can be stolen and as someone did to me last night. I had a perfect set up to mess up the hero if he got sent back to the beggining. that completely relied on my lvl 3 room. and as soon as i laid that lvl 3 room down... it was stolen.
idk, ive been working on this for a few months and im pretty fresh out of ideas. Any thoughts?
Also, I'm thinking the theme might benefit from being something other then the traditional dungeon crawler. I was thinking Inidiana JOnes and the temple of doom kind of vibe. ANy thoughts?