First Full Game - Our team playing
Although we have been play testing our board in parts, we tested the board for the first time today with everything present; chance cards, dice, reward cards, and pieces to collect for the towers and totems. For the most part our game worked well and we all enjoyed playing it.
The turntables are a great addition to the board as they keep the playing field even so that even though you might be far behind on your first lap of the board, with good use of the turntables to sabotage people in front, you can reach at least second place by your second lap of the board. This keeps our game interesting - you do not lose hope when someone jets off on the first go with a 12 on the die, and you only score 2, because you have a certain amount of control over what happens next.
Some points we found when playing were that the reward cards were a little complicated with 3 different types; "Move any turntable", "Reverse any turntable move" and "Freeze any turntable on your turn".
The reverse card meant that the players had to remember where they had been prior to them being moved on a turntable - we decided that the children playing either would not be able to remember or would not bother to remember their original position, and it would unnecessarily complicate the game play. So we decided to scrap the reverse cards and just keep to the turning and freezing cards.
We also decided that the freeze card would be used by a player if held by them, to counter-act another player's attempts to turn the table they were currently on. This can happen outside of the threatened player's go, and will use up both the attacking and defending player's reward cards in the process. A player can hold as many reward cards as they like, but only one card can be used per go, and all players start with only one at the beginning of the game. It is up to whether a player lands on a reward card space as to whether they have more cards. Because of this change, we will probably put a lot less reward spaces on the board, but may increase the number of chnce spaces as these added interest and sometimes hilarity to the gameplay.
Enemy squares on the board will freeze a player who lands on them for a go, and will be decorated with 3D cutouts that might slot into the board, as the squares themselves will be too small to fit artwork and writing on them.
All in all, I was very pleased with the first full run-through. The game works well with four players. We all have a better vision of how our game will turn out now which has reignighted our enthusiasm! Hopefully we will have a working (and good-looking) board to play with by thursday next week!
Playtesting - Another team playing
Monday we had the opportunity to play-test with another group, and we tested their board. The key feedback we received was that the rules were easy to understand, the game play fun and interesting, and the theme was appealing. Just what we wanted to hear!
Although we have been play testing our board in parts, we tested the board for the first time today with everything present; chance cards, dice, reward cards, and pieces to collect for the towers and totems. For the most part our game worked well and we all enjoyed playing it.
The turntables are a great addition to the board as they keep the playing field even so that even though you might be far behind on your first lap of the board, with good use of the turntables to sabotage people in front, you can reach at least second place by your second lap of the board. This keeps our game interesting - you do not lose hope when someone jets off on the first go with a 12 on the die, and you only score 2, because you have a certain amount of control over what happens next.
Some points we found when playing were that the reward cards were a little complicated with 3 different types; "Move any turntable", "Reverse any turntable move" and "Freeze any turntable on your turn".
The reverse card meant that the players had to remember where they had been prior to them being moved on a turntable - we decided that the children playing either would not be able to remember or would not bother to remember their original position, and it would unnecessarily complicate the game play. So we decided to scrap the reverse cards and just keep to the turning and freezing cards.
We also decided that the freeze card would be used by a player if held by them, to counter-act another player's attempts to turn the table they were currently on. This can happen outside of the threatened player's go, and will use up both the attacking and defending player's reward cards in the process. A player can hold as many reward cards as they like, but only one card can be used per go, and all players start with only one at the beginning of the game. It is up to whether a player lands on a reward card space as to whether they have more cards. Because of this change, we will probably put a lot less reward spaces on the board, but may increase the number of chnce spaces as these added interest and sometimes hilarity to the gameplay.
Enemy squares on the board will freeze a player who lands on them for a go, and will be decorated with 3D cutouts that might slot into the board, as the squares themselves will be too small to fit artwork and writing on them.
All in all, I was very pleased with the first full run-through. The game works well with four players. We all have a better vision of how our game will turn out now which has reignighted our enthusiasm! Hopefully we will have a working (and good-looking) board to play with by thursday next week!
Playtesting - Another team playing
Monday we had the opportunity to play-test with another group, and we tested their board. The key feedback we received was that the rules were easy to understand, the game play fun and interesting, and the theme was appealing. Just what we wanted to hear!
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