Playtest #24
Thu 17 Jan 2019
Participants: self, JeffB, SverreR
Overview
- Testing:
- Paris map
- Thief expansion - Thief customers that match a good and cancel out a matching customer in scoring: 4 thieves: 1/each type
- Flash Mob expansion - Customer token that immediately draws customers into that location: 4 mobs: 2/3/3/4
Components & Rules
Same as previous
Note: No need to remove customers for Flash Mob. Rules are already written this way, but I accidentally tried to do this when removing customers for the Thief.
- It might be nice (for consistency) if none of the expansions required removing customers during setup.
Paris Map:
- Need to place the dept store icon outside the circle on the map because it is covered up by a store during gameplay.
Oops! Forgot to have a burst of customers when we placed a dept store
- Corrected (after we noticed) by placing 2 customers per turn until end of game
During game, RobinS: How many of each customer type are in the bag?
- 60 customers: 18 ◯, 16 ⤫, 14 △, 12 ⭐︎
- It’s in the rulebook, but should place that information on the board somewhere
Scores:
- Jeff: 4◯ 5⤫ 4△ (4-1t)⭒ = 11 (-1thief; ignore 4◯)
- Sverre: 5◯ 5⤫ 4△ 3⭒ = 12 (ignore 5◯)
- Gary: 4◯ (5-1t)⤫ (5-1t)△ 0⭒ = 8 (-2thieves; ignore 4◯)
Game took longer than normal - ~1h20
- And felt like it should have been over since we all had our engines and were just trying to pick up the remaining customers.
- Why?
- We forgot to burst the dept stores
- Possibly took more time thinking about the new map?
During endgame, we had a bunch of single customers on the map. These are less interesting since you want to Move a group.
Sverre:
- Possibly have a larger number of small Flash Mobs
Jeff:
- Thief added an interesting decision to the game.
To make endgame more interesting:
- Add more customers
- Draw them faster from the bag
- Draw 2 customers/turn once the 2nd dept store is built
- Should both go to the same location? or separate draws for each?
- This may have to be adjusted based on number of players
Possible expansions:
- “Lock” customers so they can’t be Moved
- Pick up customers along the way (perhaps by playing a card)
-1VP penalty for thief is too high. Benefit of thief is being able to skip a store during Move. Perhaps player with most thieves at end of game loses 1pt?
Suggestions/Actions
For next playtest:
- Add more customers (up to 80)
- Accelerate the customer draws after 2nd dept store is placed
Also, note on board how many of each customer type