Playtest 1 Game Maker’s Notes – “Shipping Craze”

What questions did your players have? Players asked if there were any ways to interact with other players beyond collecting products, such as trading or sabotaging each other’s progress. Some also wondered what happens if the Product Deck runs out and how the game progresses without available items to purchase.

How quickly did they learn to play? Players picked up the rules quickly. The basic mechanics of rolling dice, collecting products, and spending money were easy to understand. However, the more strategic elements like when to save money or plan purchases took a little more time.

What kinds of interactions did the players have? Players interacted primarily through competition for products, with some mild discussion around which items to buy. However, there weren’t many deep interactions, as the game lacked elements like trading, blocking, or disrupting other players. It felt more like everyone was working independently in their own “house.”

What confused players? Players were a bit confused about the bankruptcy rule, especially if they couldn’t afford products for multiple turns. Some also didn’t fully understand what to do once the store ran out of products, leading to a sense of being stuck.

What made players excited? Players got excited when landing on “Pick up a Product” spaces, revealing what product they’d collect, and when they purchased high-value items that helped boost their house value. Rolling doubles and getting extra turns also added a fun burst of excitement.

What did your players enjoy doing? Players enjoyed collecting products from the board, strategizing when to spend their money on higher-value items, and watching their house grow in value. The anticipation of each dice roll and product draw kept the game engaging.

Did any aspect of the game frustrate players? Yes, players felt frustrated when they were unable to make any purchases due to lack of money or when the store was out of products. The bankruptcy rule was a bit too punishing for some, as it left them waiting without much to do. The feeling of falling behind due to poor dice rolls or lack of money was also frustrating at times.

2 Replies to “Playtest 1 Game Maker’s Notes – “Shipping Craze””

  1. The picking up the products does sound like an exciting part of the game! You could also potential explore having mini physical versions of products (kind of like those Miniverse things) to add to the excitement!

    1. Yes, there is always a fight over the items. omgggg, I like that idea though.

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