Playtest #62
Thu 19 Dec 2019
Participants: Jeff B, Sverre R, Gary K
 
  
  
  
  
  
  
  
  
  
  
 
Testing:
  - 3-player
- Remove Upgrade action
    
      - Upgrade during match when that store gains a cuatomer
- Player pays card but keeps customer
 
- gain 4 vp for each dept store
- customer queue is expanded based on number of dept stores:
  
    
      | Dept Stores | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 
  
  
    
      | 2-player Queue | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 
    
      | 3-player Queue | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 
    
      | 4-player Queue | 2 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 
  
Played with 3-player queue size
The ramp for 3-player felt too slow. When we hit 4 dept stores, we changed to:
  
    
      | Dept Stores | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 
  
  
    
      | 3-player Queue | 2 | 2 | 2 | 3 | 4 | 4 | 5 | 5 | 6 | 
  
Adjusting customer ramp:
  - move to 3 customers one step earlier?
- move faster: # customers in queue = # of dept stores?
Note: when describing the rule that customers must cross track if possible
  - Can it be phrased as “can’t drop back into the same spot”
- because that rule would affect some locations
- e.g., Chiyoda, where you can pick up in one station, follow track and drop back in Chiyoda.
- Is that OK? Or is it easier to describe this as “you must cross track”
- “must cross track” feels more thematic
Score:
  
    
      |  | Jeff |  | Sverre |  | Gary |  | 
  
  
    
      | depts | 2 | x4 =  8 | 2 | x4 =  8 | 2 | x4 =  8 | 
    
      | 4-sets | 4 | x3 = 12 | 1 | x3 =  3 | 5 | x3 = 15 | 
    
      | 3-sets | 0 | x2 =  0 | 7 | x2 = 14 | 1 | x2 =  1 | 
    
      | 2-sets | 2 | x1 =  2 | 0 | x1 =  0 | 0 | x1 =  0 | 
    
      | double | 10 | x2 = 20 | 5 | x2 = 10 | 9 | x2 = 18 | 
    
      | single | 11 | x1 = 11 | 18 | x1 = 18 | 15 | x1 = 15 | 
    
      | total |  | 53 |  | 53 |  | 56 | 
  
Jeff:
  - “No useful feedback” “awesome”
- strategic; not super deep
- had agency. knew what was going on
- liked not allowing “turtle” moves
    
      - turtle = pickup; take single customer; drop in same location
 
- no feel-bad moments in game
    
      - no times when I was stuck with no useful cards
 
Sverre:
  - always had cards
- game kept moving
- would be nice if the ramp went faster
Suggestions/Actions
next:
  - test again with Upgrade during Move