Today, I ran several playtests with modified rules to simplify the game and add strategy for picking territories to expand to.
Here are the major changes.
- All your territories must be able to trace a supply line to an empty territory or your capital. You lose control of any territories that cannot trace a supply line.
- Claiming territory does not cost troops, and you can claim any empty territories on the board.
- In order to take an action on the board, players must play an action card.
- Combat is resolved by playing a combat card from your hand and picking the highest value.
- Each territory can only have one troop.Overall, things went well, and players enjoyed the new mechanics. For the next playtest, I plan on fixing balance issues.
Here are some of the comments
Gameplay
- “Great game feel”.
- “Combat feels off”.
- “It felt like playing Go with a combat subgame”(The area control mechanic is very similar to the one used in the board game Go).
- Combat felt like a stalemate.
- Combat had too many draws
- “Ties are weird”(The combat mechanics had a lot of ties)
- Add a better end condition.
- Improve theme.
- The game ended too quickly(Players did not have enough time to build up their deck).
- As the game ended one player said: “I feel we are getting to the interesting part”
Ease of learning
- “Make territories more clear”.
- “Change colors”
Suggestions
- Add an action to upgrade cards in deck.
- Add bonuses for controlling territories.
- Increase incentive to attack.
- Give bonuses to territories.
Changes for next version
- Figure out the optimal starting deck.
- Change map so that is it bigger,and the territories are more clear.
- Improve theme.
- Have a better end condition.
- Figure out a way to deal with a useless hand. In one game, I ended up having a hand without any actions for several turns, and I had to come up with an immediate fix for that.