Well I've done my very first TWO (2) Player playtest... Now for a "Micro" Deck game, the game has a lot going in just ten (10) cards per player. BUT there is something "broken" with the design:
I created operations and players specify the values (that total 12 points).
The problem is this:
The operations and coming closest to 0 was supposed to define the TURN-ORDER. However I find that player OFTEN manage to get 0 using +/- and then a / or x...
My first playtest was a bit "flawed" since I FORGOT that cards that reach 0 Health go into the player's GRAVEYARD. This is important because I feel like another end-game rule would be: when a player has less than 5 minions, he is defeated and removed from the game.
So it becomes a CHALLENGE to figure out ANOTHER "way" to determine the starting player... And the point of the whole system was to avoid a stupid way of STARTING the rounds.
The other aspect of having sufficient "resources" is not too bad. Yeah sometimes you focus on the turn-order formula and discount the "resources" but I find it's not too bad.
The MAIN problem is how several players get 0 score and some other method of determining the starting player is required!
Thoughts/Ideas/Comments/Questions all welcomed.
Cheers!
The idea could "in some cases" solve the turn-order. It goes something like this:
What this means is that the OPERATIONS used to make the formula can also be used to compute the starting score.
This might work, I will need to playtest again... Next playtest SOON (later today...)