Hi, folks.
In my playtests recently, players have mentioned wanting the ability to "build" or "upgrade" the technologies in our game. If you have time, I'd love help brainstorming.
What we currently have is players spend 1 Power to roll 1d6 and draw Technology cards equal to the roll + any Develop Technology bonuses. They can take one card from the lineup. But what we've consistently heard is that doesn't feel as fun/interesting as other parts of the game.
Taking the "upgrading" idea to mind, we tried altering the tech cards to have level up abilities, where the 1d6 + bonuses gave the players cubes to spend on upgrading cards. We only playtested that idea once, but it really didn't feel right in that game.
I'm having trouble coming up with ideas that aren't too complicated, and I'm hoping you folks can help me brainstorm.
The object of the game depends on the scenario, but usually it's "survive # turns."
Thoughts?
You can learn more about us on Facebook, where I post a lot about the game and share pictures of the prototype: https://www.facebook.com/omengames/
And here's a copy of the rules: https://docs.google.com/document/d/1MtJLg0FLC71w7g-EpsFHpEypb5MDGxAW_jzD...
I like it, and at the same time I'm not sure it would work in this game. Reason being, they need to spend resources to Develop Technology, and should be able to choose whichever they like (because it's difficult to get Power) and it would suck to whiff on the tech. Plus, we try to make the Hero Phase the only time where good things can really happen (really, it's the place we aim to relieve tension -- the rest of a turn builds it).