[Home]AlexChurchill/SpaceDogsbodyPlaytests

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14 Feb




Changes for next playtest: Upgrade stations become reliable sources of most common upgrades. Clarify assorted ambiguous rules.

21st Feb



Changes for next playtest: Derelict Ship -> Advanced Tech Shop that charges full price for revealed upgrades, and redeals. When Pirate Lair is explored, it makes a pirate.

28th Feb



Changes for next playtest: Add Reputation board. Red asteroids work like yellows. Ship upgrade slots down to 2. Engineering Bay cheaper (just 1 Cubon). Cash-in-bank is secret. Laser gives you a 1 in 6 chance of getting caught when moving away from pirate, otherwise 5 in 6. Buy prices down 1. Geek gives you +$4 if you Upgraded. One red debris spot up to $2. Luxury cabin only gives extra for 1 tourist. At end of game, resources on ship score at sell-minus-1 value - ie 0,0,1,2,2.
Maybe: the initial tourist auction idea. Maybe: game is only over on 30 in bank.

6th Mar



Changes for next playtest: Redesign a lot of the space tiles. Aims: make it a little easier to move around (warpgates can now jump you 2 steps in any dir); make missions more doable by making lots more places where missions are acquired; make high-level upgrades more reliably available. As a nice bonus, it makes the buy/sell trick harder by splitting buy and sell onto separate tiles. Other changes: Business Cards are cheaper.

27th Mar



Changes for next playtest: Sheriff pays off at 2/4/7 not 2/4/6. Tweak some mission cards. Probably try initial tourists rather than random free upgrade.

3rd Apr



Changes:

More tentative ideas:

17 Apr




21st Apr



22nd Apr



24th Apr



Add to rules: clarification on ad deal.

Tile changes:
Trading Post G->Y
Bank Window Y->R
Dust Cloud R->Y
Debris -R, -Y  (and maybe change Hermit)
Planet Dishwater +G

Several new red tiles. Ideas include:


1st May







On flat Warpgate costs:
I want people to use warpgates and for people to bank. So perhaps I find other ways to make banking valuable?



7th May



12th May



13 May



Current deck breakup: 5 Tourists, 3 Requisition, 7 Shortage, 4 Package, 5 Passenger = 24

To do:
  - +2 Tourists -> 7
  - +2 Requisition -> 5
  - +3 Shortage -> 10
  - +1 Package -> 5
  - +1 Passenger -> 6 = 31
  - +2 Tech Request: give us one of your upgrades for $5 = 33.
  - Also increase Clara's bonus to $2; perhaps standardise every bonus except Calvin's at $2?

To do at some point:

To consider / try once or twice:




Before going to the UK Games Expo, I did indeed make pirates slower and scarier. This has worked out well.
My aim is to have "get income for existing" (ads/tourists) be an invisible fifth track, and to have all combinations of any two reputation tracks (including the invisible one) be plausible. Let's look at each:

Other changes before Expo:



Playtesting at Expo went great. One suggestion from an Expo playtester was developed into the Explosives Cache, providing a way for people to get a few Vigilante rep points without going all-out double laser. It works very well but might be fractionally too strong.

Other feedback from Expo:



I played the two-bags, resources-on-spaces version at Expo, but the deterministic-asteroids version was concluded to be better. You lose a couple of nice bits but it reduces fiddliness so much.


First post-Expo game: try with deterministic resources, visible Pirate Lair, and forced Explosives Cache, and stop there.

Played twice, on 29th and 30th.

Potential changes:


The game still feels like it's unbalanced somehow. A bit like several strategies are all unbalanced and it'll vary with luck & board layout which one is dominant this game.

Played with GreenOpal over the summer: He liked it. Likes the modular nature. Thinks it looks like it'll reward second/third plays due to knowing what's where. He won his first game due to Henrietta: perhaps she's deceptively powerful?

We misplayed destroying pirates: roll 2+ with double laser = kill pirate without needing an action. Possible alternative to bear in mind: it certainly simplifies pirate destruction between the explosives & lasers method.

Want another source of Explosives beyond the Cache. Perhaps Mineral Retail's mission slot turns into a "$2 -> Explosives" slot? Adds complexity to starting setup.




Since Expo, the game has been under consideration by a publisher. Accordingly I haven't made many changes (apart from proposing the SpaceDogsbody/FamilyVersion). I think the biggest problems with the current version (v0.6) are:

On 10th October I had the chance to play the game with a new group, and they gave lots of useful feedback and suggestions, some of which I hadn't heard before:

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