October Playtest

Today, I ran several playtests with modified rules to simplify the game and add strategy for picking territories to expand to.

 

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Here are the major changes.

  • All your territories must be able to trace a supply line to an empty territory or your capital. You lose control of any territories that cannot trace a supply line.
  • Claiming territory does not cost troops, and you can claim any empty territories on the board.
  • In order to take an action on the board, players must play an action card.
  • Combat is resolved by playing a combat card from your hand and picking the highest value.
  • Each territory can only have one troop.Overall, things went well, and players enjoyed the new mechanics. For the next playtest, I plan on fixing balance issues.

Here are some of the comments

Gameplay

  • “Great game feel”.
  • “Combat feels off”.
  • “It felt like playing Go with a combat subgame”(The area control mechanic is very similar to the one used in the board game Go).
  • Combat felt like a stalemate.
  • Combat had too many draws
  • “Ties are weird”(The combat mechanics had a lot of ties)
  • Add a better end condition.
  • Improve theme.
  • The game ended too quickly(Players did not have enough time to build up their deck).
  • As the game ended one player said: “I feel we are getting to the interesting part”

Ease of learning

  • “Make territories more clear”.
  • “Change colors”

Suggestions

  • Add an action to upgrade cards in deck.
  • Add bonuses for controlling territories.
  • Increase incentive to attack.
  • Give bonuses to territories.

 

Changes for next version

  • Figure out the optimal starting deck.
  • Change map so that is it bigger,and the territories are more clear.
  • Improve theme.
  • Have a better end condition.
  • Figure out a way to deal with a useless hand. In one game, I ended up having a hand without any actions for several turns, and I had to come up with an immediate fix for that.