Design Workbench
Catching Up
In this round I am going to catch up on a few things that have happened over the previous rounds, but I have been building information over time.
Player Order
At first I was concerned that the player order would have some impact on which player went out first or the score (First Player Preference). Playtesting statistics so far don’t show a bias, even though in my testing statistics Player 1 is always the player to the left of the dealer, their average score is in line with other players at 2, 3, and 4 player counts.
In any case, I had some ideas to mitigate any problem that may exist which at this point are not implemented. On the shelf for future reference if needed are:
- Players draw from the market in reverse order during the Start Phase.
- The deal passes to the person who was the first to complete their Cabinet in the previous hand.
Round Dynamics
One of the issues that I wanted to work on in this game was the lack of variability in how each round, hand, and game played out. To be fair, each round has a slight arc, but the game is really just a series of rounds. There is not much difference in play one round to the next. Did the introduction of the Action Cards have any impact? With the introduction of some “Take That” opportunities there could be a pile on the leader in later rounds, but not so much if the “Take That” is limited or light as we have seen so far. So this is what a round looks like and how the use of Action Cards varies within them: