Today, I ran a playtest of Clash of Empires. Here are notes from the playtest.
Results
- Red: 94 points.
- Blue: 87 points.
- Yellow: 97 points.
Observations.
- Players figured out how to play quickly.
- Turns were fast.
Playtester comments
- Players were all hardcore board games.
- Attacking to gain majorities is good.
- Rules were simple to learn.
- Not having dice is good.
- Random setup makes the game too dependent on luck.
- Scoring is tedious.
- Out of the 3 players who played, two players said they would not want to play again. One of them said that if he had time, he would prefer Risk.
- It is necessary to have an incentive to attack before all reinforcements are played.
- It was too easy to knock over troops.
- There is no incentive to attack until you lost your troops.
- Scoring is tedious.
- Random scoring intervals are annoying.
Suggestions for improvements
- There needs to be more tension between deploying and attack.
- Spend points to buy reinforcements.
- Have dice represent troop counts.
- Add cards to represent actions.
- Make sure each player is guaranteed reinforcements.
Based on the suggestions, I will be focusing on changes that fix the following issues.
- Lack of incentive to attack.
- Add base reinforcement value to each player regardless of territories controlled.
- Add more decision making.