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