shinjuku

Playtest #11

Thu 13 Sept 2018

Participants: self, AdamB, JeffB, JoshO’M

Overview

Components

Rules

Setup

Turns

Place a random customer at start of turn

Each turn take 2 different actions:

Final turn

When last customer is placed, everyone takes one additional turn.

Comments

Customers are currently public information. Consider whether or not they should be hidden.

Needed to shuffle cards twice during game.

Oops! Accidentally had one extra ▢ for 10 ▢ total (49 total customers).

Mid-game switch to allowing dept store everywhere because one player played all their stores on places where dept stores can’t be built.

Ran out of actions to do at endgame. If you can’t get a customer, then there’s nothing good to do. No track or stores.

Need to have more than 4 stores per player.

How to have more customers without having the game take too long?

Another feel bad moment: If the number of customers is supposed to be exact then players feel bad at the end of the game when they discover that the count is off.

Game duration: ~1hr

Leftover track: 0 except for Josh: 1, Gary: 1

Further Discussion

What felt bad?

Stuck. No track or stores.

JB: Possible dept store fix: ability to move store

Lack of endgame actions.

JOM: I can only cycle cards

JB: Maybe have customers come twice as fast near end of game.

Action to draw customers. Play cards to place random customers.

AB: Add screen to hide customers to discourage AP behavior.

Suggestions/Actions

For next playtest: