Gnome game play test
After excitedly composing my rule set and the game pieces for my gnome game, I put it to the test in class on February 28th. Unfortunately the game play didn’t last 5 minutes without immediately seeing what corrections were needed. Overall I am pleased with the different components and how they fit together, at this point this is my biggest accomplishment. From the conception of this idea, I wasn’t sure how everything would play out and fit together, but after a lot of time on the drawing board I think I found a good overall layout of the game in how each aspect will work.
The main issue I found through this first play test was that there is not formula or ratio of cards. Therefore, it is takes a big handful of turns to even start any sort of motion on the board. It also didn’t help how unorganized and luck reliant the card aspect is. This is mostly due to the large variety of cards I created. I have learned that instead of 12 different action cards with 2 sets a piece, I should limit the actions to 5 or so. Same goes with my trouble maker cards. I also need to figure out a formula on the ratio of resource cards to the action/trouble maker cards. For instance, the cards that give the most positive feedback should require resource cards that are harder to come by. With all of this taken into consideration I now know that I really need to think about this mechanic and how it affects the interaction of the players as well.
Some suggestions to fix these issues include:
– having a key card that shows what different combinations are needed to perform the action or trouble maker cards-this will help players dictate which cards to hold onto and which to discard
-incorporating more aspects to the house blueprint-whether it be to include hallways, or sections in the room so its not a simple 3 spaces by 3 spaces. It was also brought to my attention that the instructions are unclear as to which direction you can move in so I will need to elaborate on that portion
-do not show your cards in front of you
The last aspect that I personally need to focus on as well is the suspicion meter. I think I need to think of a different type of punishment for the suspicion meter hitting its max. Initially, you would get sent back to start and I think eventually players will grow sick of this, so maybe instead incorporate a lost turn or have everyone steal a card from you.
All in all I am excited to move forward with this game and explore the different possibilities it has, the first step is just getting the gritty details down to a t.