Difference between revisions of "Talk:Day of the Thing"
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|user=[[User:Kevan|Kevan]] | |user=[[User:Kevan|Kevan]] | ||
|comment=In case anyone's reading this but not the [[events]] page, I'll be playtesting this game at [[Sandpit|Sandpit #7]] on October the 29th. Given that it's nearly hallowe'en, I'll be rebranding it as ''Night of the Vampire'', and making some tweaks to the cards. | |comment=In case anyone's reading this but not the [[events]] page, I'll be playtesting this game at [[Sandpit|Sandpit #7]] on October the 29th. Given that it's nearly hallowe'en, I'll be rebranding it as ''Night of the Vampire'', and making some tweaks to the cards. | ||
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+ | {{comment | ||
+ | |date=11:15, 4 November 2008 | ||
+ | |user=[[User:Kevan|Kevan]] | ||
+ | |comment=Big changes as a result of playtesting - collected "radio" cards were handed over to the game moderator, so there was no scope for a Thing player to steal them. Exponential infection did turn out to be a problem on the night, and this has now been fixed by giving the Thing players a limited number of "Infection" cards, which they have to use up to infect people. | ||
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+ | For the record, the good guys only collected four of the "coffin nail" cards, in ''Night of the Vampire'', and the game ended with all but one player infected, all of them milling around outside the churchyard's only entrance. | ||
}} | }} |
Revision as of 11:15, 4 November 2008
I agree. Seems like the "exponential" growth of the Things will make things too easy for them.
Also, an idea for a final phase of the game: once the radio is built, only 4 scientists can fit in the rescue helicopter. Scientists have to decide who gets to go in the copter to warn civilization. If 2 or more scientists are actually the Thing, then the Scientists still lose. (To give more incentive for Things to be sneaky in late game.)
Ah, although this got lost slightly in the writeup, I was imagining that "the laboratory" would be a single room known to all the players. So everyone would know where the radio was being built.
Perhaps it just needs a rule making machinery cards indestructable - a Thing would have to grab the cards and run, rather than tearing them up, which would give away their identity, and let the scientists give chase.
A helicopter endgame might be good - I was originally going to reuse an endgame mechanic from another Thing game I made (the scientists only win if they can identify all the Things), but felt that actually building the radio was probably difficult enough. Picking four seems like a good compromise - I'll certainly keep it in-hand for playtesting, if it turns out that the radio is really easy to build. It might make for a good "major victory / minor victory" ending.
This game looks great - can't wait to play it!
In case anyone's reading this but not the events page, I'll be playtesting this game at Sandpit #7 on October the 29th. Given that it's nearly hallowe'en, I'll be rebranding it as Night of the Vampire, and making some tweaks to the cards.
Big changes as a result of playtesting - collected "radio" cards were handed over to the game moderator, so there was no scope for a Thing player to steal them. Exponential infection did turn out to be a problem on the night, and this has now been fixed by giving the Thing players a limited number of "Infection" cards, which they have to use up to infect people.
For the record, the good guys only collected four of the "coffin nail" cards, in Night of the Vampire, and the game ended with all but one player infected, all of them milling around outside the churchyard's only entrance.
I worry that the Things can become too powerful. If a Thing knows where the equipment is kept (which might happen if a scientist becomes a Thing), they can just tear up every Radio part.