We’re taking a little bit of a gamble, but with only a single playtest, I’m going to make a drastic change to the game before I go to Ducosim today!
Check out Upcoming Events for info on how to playtest it, or keep reading below if you want to know about the change.
What’s new
Since introducing Activity, I’ve noticed that the game has become too difficult. Especially with Ducosim rolling around, I want players to have a good shot at beating the game, because that will hopefully increase their enjoyment of it.
There were several approaches that I could take to make the game easier, each with their own pros and cons. I considered increasing the starting Sanity to 5, but that will make the early game longer. I’ve noticed that there is a certain tipping point where the game becomes about rushing to the finish instead of clearing Activity, and I want that to not become later than it already is. I’ve thought about Sanity recovery on Clue Identification, but that makes it very random when you get this, depending on your luck finding Clues and Equipment. You could get it too early and not recover any Sanity, or get it too late and not benefit from it at all. I could remove the Stressed condition, but that has only a limited impact, and again mostly during the early game.
No, the change that I’ve made is one that I noticed players were kind of desperate for, even though they didn’t say so. It should increase the decision space of the game by a load and give more power to the players. Each player now gets 4 actions per turn.
If you want to see how that plays out, come visit me at Ducosim today! Check out Upcoming Events for more info! Hope to see you soon!
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