Got in a bit of a test game last night. Only a bit, but a big bit.. an hour long bit. Since I want this to be a quick playing game, this is obviously a clue that things aren't working right just yet.
Here are a few notes I came up with during the test:
1) Need a track for keeping track of the budget. Stopping to count the open Budget spaces each turn is time consuming and BORING. It's also hard to see the Budget Icon under LAWW counters sometimes.
2) Originally the player could build a precinct anywhere on the board as long as they had the Budget for it. But I quickly realised that the player could build a precinct right next to the Kingpin and make a really short game.
My solution for now, is that the player can burn a LAWW counter and place a Precinct on that spot. This made for an interesting situation where the LAWW would be wadding into criminal territory and then setting up an outpost from which to launch future attacks. Which was pretty exciting.
3) The game is WAY TOO SLOW. The LAWW units need more movement per turn. Like WAY MORE. it took 4 turns before there was any contact between forces, and if I want it to be a quick playing game, well... That dog won't hunt.
4) It took way too long to mop up the Perps after arresting a Big Boss. So I've added a BURST which wipes out any Perps surrounding the Big Boss when he's arrested (They lose moral and run away when their boss gets nabbed). This also had the added benefit of feeling really satisfying.
5) Originally the Budget was a resource that could be spent each turn to buy more and more officers. Instead I think I'd like to beef up the stats of the officers, and make the Budget represent how many points the player can field at any time. I think this will cause the player to get out there quicker and take down bosses so they can.
Putting together a new rules sheet tonight, with Budget and Crime Rate Tracker.
Best,
Steve.
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