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Just in Time - 2nd Playtest including some revisions

David Gregg
United States
Asheboro
North Carolina
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NightfallGame.com/FAQ
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Just finished up a full game using some of the revisions discussed in my previous post. The game is playing pretty well, granted there's still a ton to tweak.

Revisions:
● Used resolve instead of willpower.
● Game each player 10 cubes to represent their resolve.
● Placed 1 cube from each player on each of the 7 timeline cards during setup to limit initial actions.
● Changed movement to be 2 spaces per action.
● Removed time-travel and willpower costs from other actions.
● Made time-travel a new action that costs 1 cube plus additional cubes to force results on the dice ( so 1-3 cubes ).
● Whenever a played spend an action, they placed a cube on their current day, tying up that action point until the timeline card left the timeline.

Good:
● The change to resolve was good and placing the cubes on the timeline to be returned worked really well. Trying to spend the majority of your actions to get the cubes back fast was hard since players in the future had first shot at the timeline tasks ( I nearly lost from staying in the past too much! ).
● Having the cubes trickle in during the start of the game was interesting and automatically adjusted each player's starting actions based on turn order ( P1 = 3 actions, P2 = 4 actions, etc ).
● Game length was good and my daughter really enjoyed the game ( woot! ).

Bad:
● The most obvious is the hexes as their effects haven't been updated yet and so several were now irrelevant, essentially removing 2 actions ( upgrade was only needed to protect buildings and special actions were near worthless ).
● Cards are now too small, will have to make a major revision to the components prior to next playtest.
● Timeline events are too easy currently with only a single card ever damaging a building and that was during the last turn as we didn't really care about damage at that point. So, didn't encounter a single disaster...
● Having the first week be safe made the game really easy, though it could also just be that the timeline cards themselves are too easy. We could have completely ignored the special effects and still won the game without a single building taking any damage.
● Allowing a player to spend cubes to choose day and location didn't feel right and negated the need to move.
● Having players collect up 3 of each color clue seemed weird, especially combined with the location chits that essentially allow you to choose your colors anyways, but this may change.
● Since the 3 clues per color was weird it also made mysteries seem odd and essentially just turned them into something that you just did every so often because it generated an additional clue.

Revisions:
● At this point I plan to redesign the game board and create a new prototype. I plan to completely eliminate the difference in timeline and disaster cards and instead just use 7 hard cards ( think Mr. Jack cards ). This means that I'll need to add a way to generate how many tasks per card ( I'm thinking a custom d6 with sides 1,1,1,2,2,3 ) as well as the time spans available for each task ( not sure on this part yet, maybe chits ). Moving to hard cards like this will let me make them larger, giving more space for the cubes and tasks, letting the players just move the old day to the front of the timeline and push the entire timeline down the row without having to move each individual one. I also plan to enlarge the hexes as they were getting pretty cramped as we fully built some of the larger buildings ( not sure yet if I'll use 4.5" or 5.5" ).
● Still need to update the hex effects.
● Time travel will still be 1 action and I'll probably allow 1 additional cube to choose the day, but you'll have to live with the location.

That's all for now. I'll post a revised rulebook with new pics once I get that far.
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Subscribe sub options Thu Nov 17, 2011 12:55 am
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