12 September 2014
Playtested two matches between three players each, included no MOLE PANIC cards. Things are looking good, and I'm not missing the MOLE PANIC cards like I imagined I would. However I'm thinking about two possible special functions:
- Playing two HAWK ATTACK cards allows a player to choose a hex and take out all the Moles in it.
- Another action, likely "Butt Out!," "Convert!," or something like that which allows a player to replace opponent's Moles with one of their own in a hex they control. It has the effect of closing off an opponent's Tunnel Network. I like the name Convert because it lends itself to the current theme.
Meanwhile, I'll discuss adaptations of theme in a different page. But to sum up there's been some discussion with playtesters about it, and some deliberation on my end.
Additionally, I think I will officially add more cards to the hands of the players who don't go first. That may assuage the general trend of the first player winning all the time. We'll see how that goes in future playtests.
GAME 1: ORANGE VERSUS BLUE VERSUS RED
True to form with my usual two-game sessions, this match was rather 'vanilla.' No real surprises happening throughout. Here's the setup:
Although Red made a late-game push to see if there would be a chance to take over some of Orange's hexes, their cards didn't play out as expected and Orange sealed the victory. Looks to me like Blue didn't capitalize like they should have. Red also fell short, having extra hexes (with small point values) nearest their Home Hex.
Orange handily and decisively won. Here's the finish:
GAME 2: ORANGE VERSUS BLUE VERSUS RED
This game was longer in length, and much more intriguing. The setup was different (in fact, the current components allow for a second game with almost a completely different setup, except for two repeated hexes), though I kept play order the same. I wanted to see if Orange would have another runaway victory because of being first player:
Throughout the match, there was an interesting "King of the Hill" dynamic occurring with the center hex. Being only 3 points, it was easily wiped out by HAWK ATTACK cards and switched possession several times until the game was done. Although Blue seemed to have locked it in by closing off their area of the field with Cave-Ins, Orange snatched up their Home Hex and it ultimately boiled down to the first-ever official tie-breaker between them and Orange. Orange wins again because they had more Moles on the game board than Blue. Also, note that both Blue and Orange lost ownership of their Home Hexes in this game (though it didn't seem to help Red any). Here's a look:
I'm not sure what to think of this trend just yet. I'll add more cards to the starting hands of the players who were not first and see if that helps anything, or at least slows down the tendency of the first player winning more frequently.
Summary of changes for future sessions:
- +1 card to hand for each player after First Player
- 2 HAWK ATTACK cards played = wipe out an entire Hex, no NUMBER card required
- Omit MOLE PANIC cards
- Add CONVERT! cards to each player's deck (replace MOLE PANIC)
If you've read this far, you're awesome! :D