I'd wager that Kem is a little bit past the "new game" stage, as I've already run ~50 playtests, but I would still love to hear if anybody has any ideas for rules or mechanics changes. Unfortunately, I do not have a "print & play" playtest kit made up as this started as just kind of a fun hobby project - then, after a majority of the playtests, players started saying, "You have to get this to a publisher."
So, Kem is a resource management and trading card game based on the principles of Alchemy in a fictional "middle ages" Middle Eastern themed world.
I think the artist I've been working with has done an amazing job capturing the theme, so I will attach some card art.
Here are the rules: https://docs.google.com/document/d/1HY19dC5fHYa1UFiJx4Jvw2bZiBCtM9k5NFYB...
Here are the deck compositions: https://docs.google.com/spreadsheets/d/1OLQgcoUYdjqTJwu6Qx0NQm1rx6u1erYz...
Here are some specific areas in which I'd love some fresh ideas:
-Ways to make Merchants more exciting/attractive
-Ways to make the luck aspect of the game a tiny bit more viable
-Any possible expansions to the "Alchemy" turn action group - is there anything else a player should be able to do?
-Ways to emphasize the "trade" aspects of the game - I feel it is pretty "alchemy" heavy at the moment
-In the event that I remove the duplicates in the Event Deck, I will need ~20 more ideas for Events
Thank you in advance for your time. I hope you enjoy reading about the game :)
I like this idea, but I would be nervous that it would clutter up the turns. Right now, the rounds are very smooth once players get the hang of knowing that there are ~8 things they can do, and they can only do 1 of them.
One of the praises I've received is that the turns are never boring, as is sometimes the result in multiplayer card games where a player cannot act on an opponent's turn.
Then again, if players could freely trade Reagents, it would really ONLY slow the play if they made the decision to do it, so it could be viable. I'd have to remove the "Barter" Event, haha.
I will definitely take a look. One of my playtesters actually just emailed me and suggested increasing the amount of gold to win to 30 instead of 25. We discussed in more detail than this, but essentially more gold to win means more overall Merchants get drawn in a game, and therefore, more chances to capitalize on their more valuable rates.
Unfortunately, the side effect is longer play time.
Thank you so much for your comments! I really appreciate the feedback and kind words.