Wed 12 Sept 2018
Participants: self, AdamB, JeffB, JoshO’M
Each turn take 2 different actions:
When last customer is placed, everyone takes one additional turn.
Note: Spent customers are removed from game since there should be exactly enough customers so that each player has the same number of turns.
However, we apparently missed some of the upkeep since we didn’t end on the right turn.
GOOD: Game has multiple viable strategies that work
GOOD: Decision when to transition to gaining VPs from building economy
Possibly reduce track based on # of players.
AB: Is the upkeep an issue?
JOM: Would it be easier to remember at the beginning of one’s turn?
I think it would be marginally easier because you care more: if you drop the customer at the beginning of your turn, you might be able to take advantage of that on your turn.
GK: The reason for it at the end is so that it doesn’t distract the player from their planned actions (and as a reminder to take your turn). But the incentive to see if a new customer arrives in a good location is probably good enough [for a player to remember at the start of their turn].
And if you forget, you primarily hurt yourself (as opposed to the next player).
JOM: right, that’s the flip side
but I agree that it will almost certainly cause your turn to take a bit longer as you reconsider your options
GK: Certainly in some cases, but many cases won’t be relevant to your immediate plans.
For next playtest: