Playtest, Playtest, PLAYTEST!!!!

We later got a new version of the game sent to us giving us a new board to work with including classes for each unit in the game and finally a Saloon and coins added to the game.

Just a few suggestions I took note of that could improve the flow of the game

Coins to use to make obstacles in the pathway and the saloon to revive team members if necessary, each unit has a different class and they can all do various things and shape the game, but there are 5 classes, so each player can deploy 5 units which I initially thought it didn’t work, and it did pose a problem with the the pacing, but then overall I did send over a document explaining the my thoughts on what could be changed if anything.

Play-testing it was essential to getting the results I think helped, then moving all sort of variables and rule changes, it really put into perspective how the game would be played and how important play-testing really is, because even if you think you have the best design in the world in theory, the practical session can tell a bigger picture and can present questions which is inform you where you need to improve on.

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Why how-di-do? I think we done it

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My Tomato, Your Tomato (Analysing Group Ideas)