Playtest #5

elysium design utopia

THIS POST IS IN RELATION TO MY GAME DESIGN. (MORE INFO HERE: 1 | 2 ) (OTHER PLAYTESTS: 1 | 2 | 3 | 4 )

THE FIRST PLAYTEST CARRIED OUT IN CLASS! WOO!

The people involved in this playtest (and links to their own game development) were: Ivan; Alex; someone whose name I’ve forgotten, but who had lovely hair; and myself.
Check out their games xo

In this playtest, I tried utilising the time board in a portrait form (as opposed to landscape), but found there was a problem bundling the cards, thus I have come to the conclusion that landscape playing boards are best suited.

Another board related issue which came up in this play test, is how easy it is to lose track of how many card ‘units’ are on field. You are allowed a total of 6 card units on field, with blue freelancer cards counting…

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2 thoughts on “Playtest #5

  1. Well if you are looking at different ways to separate the expansion packs. You can do something like what Super Fights does. All they do is have each pack in different colours here is a link of it https://www.superfightgame.com/. I think the trading aspect of the game makes it so much more interesting. You can have one rule for bargaining which is exposure can’t be traded out but leave the bargaining option as flexible as possible. Overall I think you did an amazing job with the game!can’t be traded out but leave the bargaining option as flexible as possible. Overall I think you did an amazing job with the game!

    Liked by 1 person

  2. It’s getting hard to catch up on everyone’s blogs this late in the session – they all require so much background reading! I wish I could’ve been part of playtesting your game, but I guess our class needs just never synced up.

    Liked by 1 person

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