Playtest #69
Wed 10 Jun 2020
Participants: Bryn S, Roger M, Bryan K
Testing
- Incentives for building Department Stores
- Is the building bonus sufficient to motivate players to build department stores quickly?
- Does including mods in the intro game distract players from the core game?
- Including Princess and Kaiju mod
- Rules: v2 r6
- with change so that Dept Store bonus can be any customer type (don’t need to be select a single customer type for each token)
Game teach required ~ 25 minutes
Two languages is distracting - Japanese dominates the labels
Enjoying the Princess mod
BK: The base game has enough complexity that doesn’t feel the need to think about the mods (Princess)
BS: Dept bonus could have been 0 stars - there was still enough motivation to get them out.
Score
|
BrynS (R) |
RogerM (G) |
BryanK (B) |
4-sets |
8 x10 = 80 |
2 x10 = 20 |
4 x10 = 40 |
3-sets |
0 |
3 x6 = 18 |
3 x6 = 18 |
2-sets |
0 |
0 |
1 x3 = 3 |
single |
0 |
2 x1 = 2 |
0 |
total |
80 |
41 |
61 |
Roger
- Not used to heavy games
- Didn’t watch the queue (of upcoming customers) that much
- enjoyed the game
- princess - relied on big time
- after building the first dept sore
- liked the incentive - felt good
- struggled with the Japanese
- it overpowers the game
- fine once you’re familiar with it
- otherwise a lot of fun
- To aid in scoring, perhaps a player aid that made them easy to line up and count
Bryan
- cool game
- favorite part:
- doesn’t usuallly like games with strong themes
- but likes the theme here because he likes japanees culure
- like route building
- had trouble with strategy
- even at end of game
- doesn’t feel like he quite has a grasp of the best way to play
- Question: is that pos, neg or neutral comment?
- neutral, i suppose
- but would be a problem if it was a game I had no connection to
- but since the connection to theme was good
- liked mechanics
- liked it enough to play again
- similar to roger
- didn’t look at queue enough
- overall strategy didn’t quite click into place
- got a sense of customers, but didn’t look ahead to spend cards
- set collection was interesting
- but didn’t pay atention to it that much
- so didn’t score as high
- didn’t look at expansions
- I think i would like it more with repeated play
Bryn
Roger:
- what if customers “stuck” to the dept store
- leave it on top to change the game as it progressed
- Problem: dept stores are currently wild (all customers), so this might reduce their value. could be used to “attack” other players dept stores.
Bryn:
- Speaking about Brass
- Brass is what he initially thought when he saw it
- What keeps the puzzle in Brass interesting:
- is when the rules change
- the requirements change
- a different resouce - a new dyanmic
- Make building more challenging
Suggestions/Actions
- UX fixes:
- Adjust snap point for Ebisu - too close to some track Issue 53
- Shift Blue and Green hidden regions over a bit since they hide one of the cards on the hand (since the card overlaps with the hidden region) Issue 54
- Not a gameplay problem, but the players appear to be missing a card which can be a distraction
- Investigate changing outer ring around customers/stores so that each type is different. This can make them more easily distinguished from a distance. Issue 55
- Investigate putting marking on side of customers (like dots for double-customers) so they can be distinguished when stacked (like poker chips). Issue 55
- Consider adding a note on the board that the number of customers in the queue is always equal to # of dept stores + 2. Issue 56
- Rules clarifications:
- Can start a Move action from an empty station Issue 57
- as long as there is track leading out
- You cannot move/relocate a department store Issue 59
- Edge case with needing to move across track when there are multiple customers: Issue 60
- The segment connecting Shinjuku and Yoyogi counts as track
- With regards to playing a card for double-track: Issue 58
- Feels good to play card and then do a thing. Phrase the rule that way.
- Is there a better order of operation for placing customers from the queue/refreshing to make it easier to track the number of customers that must be drawn? Issue 56
- Draw all the customers first? But the order in which they are drawn sometimes affects where they are placed.
- Investigate making a player aid to assist with final scoring. Issue 61
- Can the department store perform double-duty and be more interesting?
- Can the puzzle ramp up as the game progresses?