Playtest Report from 4-19-2015

Today, I ran a playtest of Clash of Empires. Here are notes from the playtest.

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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.

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