Tue 11 Sept 2018
Participants: self, JeffB, AdamB, SverreR, JoshO’M
Each player seeds 1 customer (for 5-player) and then places a store for free anywhere on the board.
Each turn take 2 different actions:
When last customer is placed, everyone takes one additional turn (with 2 final actions).
Adam played a winning strategy by building a dept store early and then gathering lots of customers.
Game felt too short with 5 players because there were fewer turns per player (8).
We apparently missed some of the customer actions at the end of the player turns, so we need some rules guidance on how to handle that.
The initial setup felt a bit odd because we went from seeding customers at the start of the turn directly into “now we do it at the end”. The setup should feel more different from the main game turns.
What if players only started with 5 stores?
Need to combine Build and Upgrade into a single action so that you can’t Build and Upgrade in a single turn.
Possibly make dept stores more difficult to build:
Some thoughts on Department Stores et al.
Having only 5 stores, and requiring a 2-stack to upgrade to a dept store, leads to the situation where someone could play 5 single stores and then be stuck.
“Tell people not to do that” is not a satisfying answer.
Another problem with 2-stack stores and only 5 stores to work with is that the 2-spot stations become (effectively) the same as the 1-spot stations.
There’s no reason to build a 2-stack store unless you intend to go up to a dept store.
But if Dept Stores could be upgraded from a single store, and match only 1 customer (of any kind), then it’s easier to upgrade, players can’t get stuck, and the delta between dept stores and normal stores would still be large, but not too large.
So that implies that the map should only mark the locations that are allowed to have dept stores. No need to mark , ** and **.
That means that the start of the game would likely be: place a station during setup and then upgrade to a dept store on their first turn (if possible).
And the rest of the game would be: (1) where to build rail - to my store and around other stores, (2) where to build my 2nd dept store, and (3) where to place my remaining stores to gain customers/block the other players.
Possible 60 customer distribution: 16, 14, 12, 10, 8
I would like the upgrade to Dept Store to be a little more difficult than just playing a matching card.
Possibly a min track requirement before the upgrade to dept store is allowed. I.e., it must have 3 connected track. That feels more theme-y. (Note: Adam doesn’t like this idea)
For next playtest: