Four player playtest in the books.
Things that worked
* Individual decks! "This was the first time I felt like I was building a deck". Passing cards was really interesting in this context. In the new rule, cards you draft go on top of your own deck, but once you pass a card it will stay in the recipients deck (unless passed again, of course). The starter decks are color coded, so by the end of the game your deck had a hodgepodge of other people's starter cards mixed in.
* VIP orders! The hexes/boons on these were working well mechanically.
* Card design. Things are getting more layered and synergistic, and drafting cards always felt fun.
* End of round grid draft! I set up a grid draft where you had treasures on the diagonal, and cards on the off diagonal. So whatever you chose you would get 1 treasure and 2 cards. It was a little weighty (lots of cards to see at once), so maybe in the early rounds I will have to adjust things, but the idea had potential.
Things that need work
* Game flow. There's a lot to discuss here. In the previous version (with the schedule), there were many potential issues. One non-trivial issue is table space. We had to keep the piles of recipes nearby, and the schedule itself. Then, when we flipped a number of recipes at the start of the turn, we allocated them amongst the players, but to do that we had to put them
somewhere on the table. Allocating them was always kind of a chore, and had other issues (which we'll get to in a second). AND, sometimes people were left without a recipe.
The new system will be that at the start of the round you shuffle together your set of recipes that you need to complete. Players can take new recipes whenever they want (and have up to two simultaneously), and recipes can spoil (
@Onderzeeboot). Having two orders in front of you means you have more flexibility in terms of where you put your ingredients (get around bottlenecks).
BUT, any order you flip off the top can have a hex that really messes with your gameplay, so there's always some risk.
So we remove:
- the need for space for laying out recipes before assigning them
- the schedule
- the recipe allocation step of the turn (which wasn't fun)
Also, I think the recipe allocation is just bad. We would assign them to whoever was best suited to do it, but this a) removed some of the need for teamwork and b) made the game too easy.
The playtesters did comment that the game was too easy, which for a cooperative game I think is probably a cardinal sin.
For each round you'll now have a card that tells you how many of each recipe type need to be completed, and a table giving score bonuses and penalties for how many turns it takes your team to complete the entire round.
New Ideas
Since we're not allocating the recipes anymore, I think there is now design space for the ability to pass recipes. I'm thinking that this can be a mushroom ability, and I would make the most basic form of this effect be.
You may
pass a
new order (
an order that was revealed this turn).
This lets the players do some regulation of the allocation, and there are incentives on when to (or not) reveal a new order based on the contents of your hand. Then you can decide to make
some progress on the order before passing it. Will have to playtest that though, maybe you will only with the basic effect be able to pass an order that has had no progress made on it.