Well it took me like 2 hours to playtest "Crystal Heroes" (CH) with the new Crystal Count and only one (1) Single Crystal Pouch. This was for many reasons, from Manufacturing costs (now lowered by 33%) to too much confusion (it was difficult to keep track whose Crystals belong to what player -- Now it doesn't matter, they all come and go into one Pouch) to finding a purpose for the Champion cards (aside from them being your Victory Points, now they also HIDE the top of each player's Deck).
Super-stoked about all these changes because each one SOLIDIFIES the "core" game experience and makes the game more "user-friendly".
I also re-worked my Reward Tiers. No more "1 Player Versions" of the game. This was like "Tradewars" (the original box set). Again the assumption was that many players would buy their own sets and play together with their friends and fellow gamers. Again, WRONG! So, I naturally removed the 1 Player Version and added more Crystals to the 2 Player Version and lowered the Crystals to the 4 Player Version ... And voila... The costs balance each other out... And the price remains almost the same.
Other than this was a minor price increase and reasonable price drop. Let me explain. So again, with the Pouch being larger and more Crystals ... The 2 Player (Duel) option was increased by a few dollars ($35 USD to $39 USD). Still very affordable at the 2 Player Level. But there was a drop in price for the 4 Player (Multi-Player) option ($65 USD to $59 USD).
My guess is that these should round-out ... And give $+4 USD and $-6 USD a bit of a savings or just average out if there are more 2 Player Rewards sold than the 4 Player ones.
Really pleased at how this "streamlining" of the game has made for better (or similar) pricing in addition to improving the game overall.
About the playtest: Player #2 won in the 11th Round by drawing the last missing resource she needed (Lady Eloin). The game was controlled much by Player #2 ... By +4 Draws ... Which meant more Conquests (Player #2 did have 3 extra) and luckier rolls (only 1 of those). It wasn't run-away ... And it wasn't about sheer luck either.
Just better odds/probabilities because it came down to the wire (so-to-speak). But it was Player #2 game to lose, since Player #1 had no hope of winning in the 12th Round...
Anyhow the game is still reasonable to play and I've improved the overall "product" to something more "cohesive" too!
OMG during my latest Playtest ... I FORGOT that the "6s" are supposed to be WILDCARDS (player's choice from 1 to 5)!!! I knew something was wrong... it felt too "difficult" when trying to collect Crystals.
I'll conduct another Playtest this week. Man ... What a stupid omission.
It's my own game ... and I forgot. See now THIS is exactly WHY the games NEEDS "custom" D6S: so that the 6s can be replaced with a STAR ... And then NOBODY in the World will forget that LUCKY 6s are wildcards... Sheesh.
Ack ... That would have had such a BIG impact (I remember rolling 6s and thinking is there a 7+ resource drop???) I think the game would have ended earlier and the game would have been a bit closer too. To the point that I THINK Player #1 would have been in closer contention to WIN the game!
Okay we need another Playtest with the 6s...! Will post an update after this happens, explaining the nature of the results from that game.
Cheers!