Today I ran another playtest of Clash of Empires.
Notes
- There was a $2 cost card that allowed a player to discard and draw up to five cards, which was broken.
- Players often ended up with $2. For the second playtest, I took away the $2 card, which annoyed players when they couldn’t buy anything.
- One player had a strategy of trashing cards, and then having cards that gave extra actions and cards. This player was clearly winning from the middle of the game.
- Players spent a lot of time trashing ruins.
- There were long periods within the game where players were not doing anything on the board.
Comments
- I love the idea, but it needs balance
- There is an issue with the “rich getting richer”.
- Allow players to upgrade low-value money cards more easily.
- Make it easier to buy gold.
- Encourage players to do stuff on the board.
- It feels like the board element is tacked on.
- I feel like I’m playing Dominion and not doing anything on the board.
- I like the way ruins are used in the game.
Balance suggestions
- Give players victory points for winning battle
- Don’t give players points for controlling territories until the end of the game.
- Make it more desirable for players to buy “Upgrade” cards to improve their deck.
- The board needs to be more integrated with the deckbuilding part of the game.
- Allow players to gain territory without attacking people.
- Encourage players to attack.
- Consider giving bonus actions to a player that controls a region.
- Have quick setup rules with set starting positions for each player instead of random territories.
Other
- Rules need to be more clear for new players.
- Make it clear that there are unlimited buys.
Things to Change
- Add neutral territories with a unit in each of them: This will encourage players to attack to get extra points and troops. Netural territories are a better option than attacking other players because the neutrals will be weaker, and will not counterattack.
- Come up with a balanced $2 card: The current $2 card I had was imbalanced, but the game needs a $2 card.
- Various modifications to the costs of cards: Some of the cards were broken because they were too cheap, and there were some expensive cards such as gold that nobody bought.
- Make it more difficult for players to avoid the negative effects of gaining ruin cards.
- Balance ruin cards to encourage attacking: Players were too passive. However, I need to be careful to make sure the changes don’t make it easier for someone to snowball.
- Consider switching to a theme about colonization: A colonization theme fits in well with the balance changes I plan to make, and is a theme that more people are familiar with.
- Modify end condition: A fixed game length of 20 turns has been a problem because it was forced, and did not accurately represent when a game was supposed to be over. I need to have end conditions that trigger when a player is pulling too far ahead, or based on some organic condition such as several piles of cards running out.
- Make sure board is more integrated with the deckbuilding: A couple of players felt that they were playing a deckbuilding game with a tacked on board.
- Make the rules more clear: The players were confused about several of the rules at the beginning, and there were instances where a player was surprised by an important rule in the middle of the game.
- Minor changes
- Make it clear that players cannot buy ruins.
- Make it clear that players have unlimited buys.