19 novembro 2019

Eminent Domain Origins - Starting Resource Testing

I got another 2 playtest games in today...

Game 1: simulated 5p game (Dave and I played 2 seats each)

I wanted to test the 4-5p starting resources, but there were only three of us. Dave has played a handful of games (last year), while Hoss hadn't played at all. I wanted feedback from fresh eyes on the game in general from Hoss (mostly about fiddliness and grokability), but had Dave and myself each play 2 seats so we could see the 4-5p starting cards in action. Dave had the Afterburner to see if he could abuse it. I had the Upgraded Cargo Hold to see if it felt way too good.

Playing multiple seats is never ideal, but it wasn't too bad. The worst part was probably when the blue player scanned, and then the purple player (both played by me) was able to act on that info :/

In the end, the 5th player (Upgraded Cargo Hold) won, but I don't think it was really due to the starting resources. In fact, I felt like I kind of squandered my start, but that seat just played a good game otherwise.

Dave tried to get the Afterburner online as quickly as possible in seat 4. He ended up in 2nd place by only 6 points. Only two points back was Dave's other seat (P1), who started with $20 and tried avoiding buying a thruster (he got a Hyperdrive).

My other seat (P2-shield +3energy) and Hoss (P3-Cargo Hold) tied at about 10 points back, both seats playing loie n00bs :)

Game 2: 4p, but with starting resources of players 2-5

Russell showed up right at the end of that first game,so next we played with 4, but to test more if the 4-5p cards, we just skipped the 1p ones. Hoss and I started with 2-3p cards cryo Chamber and Weapon+Crystal, respectivly). Dave starter with the Upgraded Cargo Hold and Russell started with Additional Module Slots+$20.

Hoss, still a newbie, didn't do great. He was doing better until a pretty devastating mistake - he left the Outpost to Colonize but forgot a colony marker! I worry a little bit that this may be a common error, but other than warm about it in the rules, I don't think there's anything I can really do about it witjwit making significant changes to the system :/  I did about as badly as Hoss, just taking way too long to actually put my plans into action.

But more importantly, how did the 4th and 5th players do with their starting resources? We'll, Russell had a pretty strong showing, getting 2nd place without ever using the Additional Module Slots. Though all three of us were close packed in score.

Dave however finished 25 points ahead... Which is like 2-3 big plays in this game. How much of this was due to the Upgraded Cargo Hold? We'll, probably at least 10 of it was from capitalizing on Hoss' mistakes, but he was also able to do a lot with the ability to hold both 2 colony markers and so many resources.

In the end, the Upgraded Cargo Hold is probably overpowered, and the Additional Module Slots is probably underpowered. That technologhy just isn't a "starting resource," and as such is not a useful thing to get at the beginning of the game. I'm going to try "$10+1 Energy+loaded colony marker" and "2 brown + 1 energy" instead of those two starting cards.

Also, originally each player started with 3 VP, in case you ran into an asteroid in the early game and didn't have shields. I've been trying the game without that, but I realized today that starting with 1 energy is irrelevant if you have nothing to lose by crashing into asteroids. So I think I'll add VP to all of the cards so that starting with 1 energy is relevant again. I think most of the cards will get 3vp, but I can tune up or down for cards that feel a little strong or weak.

A few other little details...

With the inclusion of the starting resource cards, I have deleted the stage 1 rewards, because they served the same purpose. This shortens the game a little bit, but I did add 3 tiles to stage 3, so it should not be too different than the old version. However, one of the stage 3 rewards is a free Thruster module, which is great (better the earlier you get it), but comes out fairly late, so there isn't much time to use it. But without the stage 1 rewards, that one can come out all the earlier, which may be too strong. I might move that one to stage 4 instead.

As for the Wormhole physics I talked about last time, I worry that "any OTHER wormhole" will be one of those easily forgotten rules. I guess the game doesn't break if players go in and out of the same wormhole, I've been playing that way. But should I have an easier to remember rule?

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