Last week, I had the privilege of showing my game at UNPUB 7 in Baltimore. I have only a few playtests as my game currently runs long. I had great feedback and appreciate those folks who played and contributed great ideas (and everyone who played did just that). Now I have a plethora of ideas, some of which "compete" with each other. I need help deciding. Most of what I am talking about is mechanics, BUT the physical prototype can be a factor too. I will do my best to describe any specific prototype features. In some instances, your feedback may actually provide the full decision I need. In other instances, simply posing the question and the options will help me thinking through the problem. Either way, thank you all in advance for any suggestions you provide:
Okay...heeeere we goooo....
OVERALL GAME CONCEPT: Co-operative Revolutionary War game:
1) EVENTS TIMELINE & SPYING: The original concept is as follows: There is a timeline of events with 4 event cards (may turn into 5, 1 card after each of 5 phases). The deck is on one end of the timeline, and the current event is on the other end. There is also a "spy" phase in the course of gameplay. During the spy phase, if you deployed a "spy" to any of the 4 unrevealed cards, you can reveal that card and make the event known. If you reveal a card using a spy, you now have the choice of playing it as the next current event...or you can take the chance on the next unrevealed event (or technically ANY unrevealed event). However, because the phases are randomized, the spy phase could occur last after all the events have played...so what is the point of the spies then? So now an event reveals immediately at the start of the round (before any phases), and the spy phase applies elsewhere during the game. After all phases are worked through, 4 new Event cards are revealed for the next round of play. During the playtesting, after "playing an event" players wanted to slide the event cards down the timeline and reveal the next card that got to the spy. QUESTION: DOES THIS MAKE MORE SENSE? Or should the cards stay put until all are revealed? Personally, I thought that sliding them down made things too easy considering they would really then only need to deploy one spy if the next card that slides into position gets revealed. I think changing the position of the Events deck away from the timeline might interrupt that flow (depending on how this ultimately plays out). THOUGHTS?
Also, my "spy economy" on the timeline needs changing. My original concept is that the cards are frozen, and your first spy is applied to the first card. The next card required 2 spies; the third card requires 3 spies; etc. The fourth card cannot be "spied." Considering the spies also provide information on the win conditions, additional "spying" beyond the first event on the timeline never really emerged in the gameplay. QUESTION: Do you think that more spies are required for the next card (1 spy for first card, 2 more spies for the next card, etc) with a total of 6 spies for all three of the four cards?
2) HOW TO HANDLE MILITIA: Original concept: Labor cubes (which produce troop upgrade supplies) would be conscripted into militia cubes with no way of returning to labor cubes. As a result, the battlefield became full of militia, and there was little labor to produce supplies needed to upgrade other troops. So, I moved to a simpler mechanic (thanks to my niece's suggestion) where players can freely pull laborers into militia (as minutemen when battles happen) and then put them back into the labor pool at later time. QUESTION: After they fight their battle, WHAT SHOULD THE PLAYERS BE ABLE TO DO WITH THE MILITIA? Do these militia cubes immediately go back into the labor pool, or do they stay on the board as militia "defending" after a battle. I currently have them staying on the space if they win. If they lose the battle, my thought was that you lose a cube, but then then other three "break ranks" and flee back to the "campaign space" (a space where all the troops start from before being allocated to the battles). Each player has action cards, one of which is "ORDER SUPPLIES" which allows them to take "white cubes" (from Militia) and put them back as labor producing supplies.
3) STRONGER CAVALRY DICE: Each troop (Militia, Infantry and Cavalry) has their own unique dice (4 each; see attached image-Cavalry Dice Explainer). Infantry and Cavalry are upgrades, meaning that some cost is added but for better result (see attached image-Troop Upgrade Cost Player Aid). In my battles, I have each troop type rolling against a specific number to win the battle. For example, I might have a value of 8 for Militia, 12 for Infantry, and 4 for Cavalry. The total of ALL troops is then compared to an OVERALL BATTLE VICTORY (OBV) number. If the players beat the OBV, they win the battle which counts towards winning the game. Each troop that rolls better than its respective value affords some "spoils" bonuses. Whereas the militia and infantry basically had "pips" that you simply counted up, I tried to make the Cavalry more specialized, with less pips but other "powers." For example, reroll a die. When fighting the battles, the playtesters quickly determined that the cavalry were low in power towards the victory condition considering their upgrade cost. QUESTION: HOW CAN I MAKE CAVALRY MORE POWERFUL or GREATER VALUE USING SPECIAL POWERS rather than just "pips?" What dice roll mechanics should I consider to bump up the Cavalry so they are more impactful to the battle when rolled?
Thanks for your ideas!
Mark
I appreciate the input.