shinjuku

The First Week of Playtests

Game Design Rule #4: Double it or cut it in half. You are more wrong than you think. – Sid Meier

Once the prototype was built, I ran it through 6 playtests over the following week: a variety of 2-, 3- and 4-player games with 5 different players (including myself).

During these first tests, I was still making big changes based mostly on how the game felt while being played.

Game Changes

Because there were so many changes during this week, the changes here are grouped by type rather than the exact order in which they were made. Each change is accompanied by a brief note describing what motivated the change and the result.

Store/upgrade/track

Change: Raise the cost of stores/upgrades/track: Stores cost ¥10, upgrades cost ¥20 and track costs ¥2 (pay out remains the same). Later, these upgrade costs were raised to ¥20/¥40/¥80.

Change: Allow 2 pieces of track to be built at the same time for ¥16.

Change: Reduce player components to: 15 stores (3/type), 2 dept stores, 15 track

Change: Make department store the 2nd upgrade (instead of 3rd)

Department Stores

Change: Department stores can match 2 of any customer type, except for the type that the dept store was upgraded from

Change: Department stores can match 1 of any customer type.

Customers

Change: Increase number of customers to 40

Change: Change customer distribution to 10/9/8/7/6 of each type: ◯ ⤫ △ ▢ ☆

Moving Customers

Change: Rather than forcing customers to go to the largest store globally, customers must go to the largest store that they are is connected to

Change: You don’t need to match all customers when moving, but you do need to move them all. Any unmatched customers are dropped in the final location

Turn structure

Change: Place customers on map at end of turn (rather than start)

Change: Make “Move Customers” a separate action

Change: Give players two actions per turn

Initial Setup

Change: Seed 2 customers on map on each player’s first turn.

Change: Give each player a starting location on the map

Change: Players get a free store build anywhere on map on first turn

Money

Change: Allow loans from the bank when players run out of money. Borrow 10 and pay back 1 interest each turn until it can be paid off.

Cards

Change: Remove explicit wildcards

Change: Allow players to play doubles as a wildcard

Change: Allow discarding when drawing cards

Map

Change: Restrict max store height (from 1 to 3) at each station

Endgame Scoring

Change: Customers collected give scoring bonus

Change: Don’t score stores and rails

Summary (after week of playtesting)

Overall, the game plays reasonably well and is steadily improving. It is definitely worth continuing even though there are serious issues remaining.

The big remaining open issues are:

Cards

Money

Scoring

The Plan (for the next round of playtests)

Next article: New Card Distribution