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Prophecy Fulfilled

We said farewell to Cindy and Will a few days ago. That’s the bad news. The good news is that we were able to get in 2 solid 4-player games before their departure.

Cutting out the prototype

Cutting out the prototype

I had printed out a version of the prototype with the Prophecy changes shortly before Xmas. I tried it out over the holiday and quickly discovered that the Prophecies were coming up too frequently and the reward for playing them was too great. At the time, a player was given 2 Power (2 points toward their final score) and 1 Renown (draw an additional Influence card at the end of their turn) for playing a Prophecy. With the reward being so good, it became the focal of the game, which was not the intent.

So before our farewell playtests, I made some quick changes to reduce the number of Prophecies in the Influence deck and changed the reward for playing a Prophecy to just 1 Renown. I decided to keep the Renown, because I wanted to encourage players to play Prophecies early in the game. I feel that if I had chosen to keep the Power instead, then the player would probably chose not to play them and thus drag out the game. Power has no benefit until the end of the game, so playing a card that only rewards Power merely slows down a player’s early game.

The game in full swing

The game in full swing

During the playtests, I was really starting to feel things click. I dare say that I was even having fun. That’s a refreshing feeling after having spent so much time analyzing and tweaking. The Prophecy cards were definitely an improvement over the rounds based system that we had before. This was also the first time that we tried randomizing which Shrines and Followers would be available for purchase. This went as well as we could have hoped. The first and second games that we played were very different in terms of the strategies we were using. Everyone seemed to enjoy discovering what they could do with these new options and combinations. The randomizer is definitely going to pay off in terms of replay value.

I’d say the biggest challenge we are facing now is creating a satisfying ramp up. During the games, it was taking too long to get the engine moving. The first few turns felt really slow, because you couldn’t really buy much yet. And just when your strategy was just starting to kick in, the game would end.

Fixing this is going to come down to tweaking what the game is charging to complete an action. I plan to start with a dramatic reduction of costs across the board, which will likely swing the game to the other extreme. After I get a glimpse of what the game feels like with a speedy ramp up, I can start doing more careful nudging of individual cards.

It’s going to take some time, but we’ll eventually get the game to follow a satisfying progression.