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Escape from Hell, Playtest

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Amsheagar
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Joined: 02/13/2014

Hello everyone, i have been working on Escape from Hell for the past few months. Been through 4 different versions of almost everything on it. I think it is finally time to get peoples opinions on the important things, game play and how fun it is.

Escape from Hell is to be played with 2-8 players, all of the age of 14, due to crude language.
The board game was inspired by the description of Hell Dante wrote in his books. The encounters were inspired by different religions interpretations of evil. Each player has to gather Indulgences to escape from their imprisonment.

The game contains:
60 Encounter (creature) cards
8 Gate (Archangel) Cards
42 Item Cards
32 Trickery Cards
8 Character cards
Rules book
Sin/Indulgence coins
Map
(link to drop box of the game.)
https://www.dropbox.com/sh/vmapyj07dausn8b/siZdoleHIf

currently, there is no art for the game. for updates on art, please visit the Facebook page at https://www.facebook.com/madmanor2

let-off studios
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Joined: 02/07/2011
Escape From Hell

Had a look at the rulesheet and all the attendant materials. Here are a few thoughts and questions that came to mind...

- The text in the cards is sometimes HILARIOUS! I'm sure you had fun coming up with some of the monster descriptions and doing research for this title.
- I noticed the description for Michael was placed on another card. You may want to switch it back before printing out a legit prototype.
- in section 8.4, it is mentioned that the player "rolls two dice," while in the beginning of the rules and in section 9.1, the player rolls one d12 to determine the result. Which do you want to stick with?
- Additionally, I recommend some clarification of the rules regarding creatures. Do they also roll to attack, or do they always cause a certain amount of damage per turn?
- How do you suggest a player keep track of the items that have more than one use? I'm thinking of the various drinks/potions here. Mark each use on the card itself? Use tokens? Some other method?
- Are all the creatures (except for Archangels) shuffled together and drawn from the same deck? I think this is a bad idea. What if the first player to Encounter a creature draws the Black Dragon or some other creature with a Hit number of 15 or more? They're pretty much doomed to being thrown in the pit at the start of the game. I'd recommend organizing the cards based on the level of Hell, with a corresponding difficulty instead of complete randomness.
- When there's a Gang or a Mob, how do you resolve attacks from the multiple creatures? Does the player pick one at a time and suffer damage only from one of them? Or does the player attack one, then suffer damage from the others on the same turn? Additionally, have you tested the two- and three-monster fights? How long do they take, on average? Is the player ever successful in defeating all three creatures of a Mob?

I have a lot of questions, but hopefully your answers will help clarify the game and make it enjoyable. At this point, it appears to be a lot of "roll and move" kind of stuff happening, which isn't always my cup of tea. But good luck to you in any case, Amsheagar!

Amsheagar
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Joined: 02/13/2014
I did have a lot of fun with

I did have a lot of fun with the descriptions.
- The description for Micheal and Chayot got switched in the Exel file... thanks for the catch.
- The rule in 8.4 got over looked when i swiched the die system. Originally i had players rolling 1-2 d6s, depending on their location on the board. That got confusing.
- I need to add into the rules that creatures automatically hit and do damage.
- For items with limits, HP (both players and creatures) and anything else that requires math, i am making a tracker. That was pointed out to me last night and i had to agree.
- The creature mechanics of the game is my major trouble area. Currently, they are mixed in together so it's random chance, but i've also played with the idea that after every three levels players draw from a different stack of card. i could also have the mob/gang spaced more powerful creatures and have three different decks, one for each one.
- Currently for Mob and Gang spaces, the player draws one card at a time, defeats (or is defeated) by that card, then they go to the next card. Unlike a normal encounter, their HP doesn't replenish. an average encounter can take up to 1 minute for new players, 10-30 seconds for experience players. So about 1-3 minutes for an Mob.

Thank you for you input Let-off, I want to put more strategy into the game, but for the life of me, i can't figure out what would work.

let-off studios
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Joined: 02/07/2011
Game Mechanics

Have a look through this list and see if anything catches your eye. I'd personally suggest something that deals less with randomness (as in the Roll/Spin & Move mechanic), but as it's your game the decision is completely up to you.

http://boardgamegeek.com/browse/boardgamemechanic

EDIT: Keep in mind eliminating randomness in any area can add to player strategy. Movement, combat mechanics, combat opponents, and even items & treasures can all be more strategically accessed by the player. So my point is twofold: First, you can still keep SOME randomness in the game without it seeming to be too random and unplannable. Secondly, experiment with different options and different levels of randomness to see what may still be a satisfying experience for you and the players.

Amsheagar
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Joined: 02/13/2014
I've spent the last few weeks

I've spent the last few weeks editing the game. I have updated creatures, players, items and Rules. Please let me know what you all think about it.

https://www.dropbox.com/sh/yhwz01cobj8gg7f/fSFXfCsqaz

Amsheagar
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Joined: 02/13/2014
What feedback I am mainly

What feedback I am mainly looking for is; comprehension of the rules, any questions about the rules, time required to play, difficulties with the game play, ending score (total amount of Sin and Indulgence coins), and anything else that comes up.

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