Invasion + Badgerkastan Playtest Report

Good news for the blog: I’m back from a week-long vacation to beautiful, relaxing western New York.
Bad news for the blog: My sabbatical from work is over, so my days of daily blogging about games are over. Twice a week is my tentative goal.

I got to playtest both Invasion and Badgerkastan tonight. Invasion went very well. The new anti-kingmaker-problem mechanism I wrote about before came up and worked well. The player who first exceeded the VP threshold went on to win, although the margin was small; the game was exciting throughout and the player in last kept struggling for his own score. The playtest also brought up a few wording changes that need to be made to Gadget cards, and I might need to examine the costs of a few of the Gadget cards, but so far they all seem to be usually desirable. So congratulations to Michelle, and thanks to both Ed and Michelle for trying it out.

Badgerkastan worked better, but not great. The Despot starts off very powerful. Part of the problem is probably that I let the Despot start with all cards in play. Probably the Despot needs to start with fewer cards in play and the Fundamentalist needs to have a prescribed starting hand. It’s also clear to me now that the game lacks an arc. The Foreign Influence mechanism, which I hoped would lead to an unbalanced-seesaw, isn’t anywhere near powerful enough to actually matter right now, and I don’t think that just multiplying its effect by 2 or 3 would make the game interesting. I need to find some way for the nature of the game to change midway through; perhaps this could be done by slowly or quickly granting a different selection of cards to one side or the other. I am also starting to have doubts about the quick-turn structure of the game. Each turn feels very small and if you can’t do much, you feel pretty stuck. I don’t know whether I need to make turns “bigger” by letting you do more, or placing each turn into a bigger context somehow, or something else. Thanks to Ed for giving it a shot.

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