Hello all. I've been fighting with trying to cut down the time of each game for my current project. I'd ideally like to bring it in around 90 minutes (since that's about all I can get my wife to play ;-) and through the first 6-7 playtests we have yet to finish a game, with several sessions running 2+ hours. I have two theories as to what is to blame for this situation:
1) My game involves an intense amount of decision making for the players. Each turn, players choose to buy or sell four different resources, then have chances to build four different parts, which can be turned into four different ships. Especially for new players, this level of complexity seems to be time consuming, although my repeat testers seem have successfully navigated the learning curve.
2) Purchasing resources during the market phase involves a fair degree of mental math (or calculator math for those who so choose), with players often buying resources costing 1-25 in lots of 1-10, and needing to do the resulting multiplication and subtraction.
As an aside, I should note that player turns are already fully simultaneous, so adding overlap is not an option.
I've just made a major revision (as yet untested), adding some measures to help players out (guides as to how many of each good should be produced, and printed multiplication values of x3 and x5 for each price now visible on the board). However, I'm not sure this is enough. I've been wondering if adding a timer might help speed things up a bit more. Currently, players have three chances to buy and sell resources during each market phase, with prices fluctuating between each chance. My current thought is to put a 30 second timer on each of these times, so that all told, players will have 90 seconds per turn to complete their transactions. Unless players want to do a lot of transactions to play the market within one turn, most will do no more than four transactions, one for each resource available. If the time expired while someone was finishing his or her calculations, they would be allowed to finish that one transaction. I see this presenting the following pros and cons:
Pros:
Possible faster game time
Adds excitement and a stock market feel to the market phase (current mechanics led to sacrificing this vibe)
2nd and 3rd buying opportunities become significant (right now many players do everything in the first phase)
Cons:
The game begins to feel like elementary school multiplication drills
More mathematical errors when rushed
Issue resolving transactions as time expires
Any thoughts on this prospect? Pros and Cons I missed? Does anyone know other games I could reference that might have a similar feel? Thanks as always, and happy gaming.
Thanks for the input! I've been suspecting for a while that the solution is not to keep slapping on band-aids, but instead to do some surgery, and I think I'm convinced of that now. While the "making change with the bank" issue is not a strong concern (rather than physical money, each player has four tracks that run 0-9, with a counter on each representing one digit in their current amount of money), I can definitely appreciate how easier decision making will speed things along. One thing I'm still wrestling with is whether or not encouraging more and smaller transactions will actually lead to time savings, because decision making time is cut down, but players will need to do subtraction several additional times, which could slow things down. Grr, if only my whole playtest group wasn't in grad school so I could try these ideas out with some regularity. Thanks again. - GR