So, I playtested my newest game last night. In general, I was happy that the mechanics worked smoothly, the game took about 45 minutes (about what I was aiming for), and had a very light strategy feel (Carcassone-esque level of play). My wife, the other playtester, however had a different view. "I'm bored," was her main assessment. (At least she tempered it by expressing her deep love and affection for my other two games I've designed up to this point...) The problem seems to lie in the board-revealing aspect of the game...
The concept is that you are in space searching for suitable planets to drop colonies on. So, one of the major mechanics is moving around the board to empty hexes and rolling a die to "search" the hex. Half the rolls result in a "nothing" effect, and only 1 in 6 results in finding a planet (1 in 6 gets a resource for later use and 1 in 6 draws a card that provides some additional effect). So, most turns follow a pattern of move, then roll. When a planet is discovered there's a little scramble to establish dominance, which is more interesting. But, the move, then roll part seemed to be the "boring" part.
So, this brings me to my main question. WHAT ARE OTHER MECHANISMS FOR REVEALING THE BOARD AS THE GAME PROGRESSES? Some ideas I've had:
(1) instead of dice rolls, draw a card from a deck that says what happens
(2) lay out the hexes face down. flip them as you search the area.
(3) draw hexes from a bag and place them (like in carcassone)--this seems the more interesting solution, but less thematically appropriate, which irks me...
ANY OTHER IDEAS????
Thanks so much...
-g
Thanks for the ideas and suggestions y'all! I'll look into some of these and may post some more specific follow-up questions later. Any other ideas would, of course, be welcome...