Yet Another Brain Dump
I took The Citadel of Madness to the Board Game Design Guild meeting, and played it again. This time with entirely new playtesters, so I got to see what a first time player feels again. I asked for first time players, so I am glad that I got them.
Here are my notes (*** means that I am going to do these things first)
Here are my notes (*** means that I am going to do these things first)
- Level up converters?
- Feels slow to take one action at a time
- Keep track of who to pay?
- Swap white cubes for brown***
- End score: 17-1-2-6
- Encourage people to build more machines - how?
- Award points for more machines? ***
- Hiding actions in rooms failed - the game is just complex
- Drafting one card feels lame***
- take multiple cards as an action ***
- pay extra to take extra cards ***
- free cards every turn?
- drafting (or crappy actions) yield time
- balance energy felt more valuable than others
- remove balance
- balance costs 2 generic energy
- don't make start device give specific energy
- starting device not able to upgrade?
- minions that can upgrade
- auto refresh minions
- activate all your minions as an action***
- upgrading is luck based?
- dice for damaging machines?
- repair damage
- "failure is not an option"
- build the citadel up from the bottom
- high rooms cost more
- only have devices = to number of rooms built
- rooms attach to other rooms with color scheme edges
- energy storage caps out so that you need to spend it ***
- repair rooms at the end of turn
- splitting machines
I have also been involved in a 2 player board game design competition which is currently in the judging phase. There is pretty much no way that I will win, however it made me work on the game, and that alone was worth it.
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