Ye Weekende
Sep. 2nd, 2003 03:15 amThe most significant part of Sunday was probably the trip to TE, where I broke down and purchased one of the cute little blue things from the collection of Final Fantasy plush things. I've sort of wanted one for a while, but wanted to wait until the next sale at TE. Well, I finally decided that if I waited too long and they sold out that I'd kick myself later, and if I wanted one that badly I should just buy the blasted thing. Since I was already purchasing things I didn't need and couldn't justify, I also got the Stikfa K-9 unit so I could make a Stikfa werewolf.
Monday was our gaming day with old friends from college. We got in 2 games of Nanofictionary, 3 games of Chrononauts, a couple games of Quarto (which I've never played before, and which is really neat), a game of Apples to Apples and, alas, just one game of Settlers. We would have gotten in more gaming, but the day also involved another trip to TE, some meals, and random catching up, since we hadn't seen one another for quite a while.
After dinner, Bill was kind enough to read the rules for my game. You see, everyone else who has tested my game learned to play from me, which is great for testing the game, but crappy for testing how clearly I wrote the rules. We also tried the actual game, and it went okay. Some of the new cards that I added in the last few days worked out well, and a couple turned out to be somewhat less impressive. After that test run, I finally decided to cut all of the remaining out-of-turn cards. Timing issues and waiting to be interrupted are gone forever, and I'm happy to see them go. No one ever held on to the out-of-turn cards anyway - they were always the first things they'd toss when they had to discard. There's no reason to leave them in the game complicating the rules if no one will ever want to play them anyway. I replaced the Earth ones with anti-movement cards, and the Air ones with yet still even more movement cards...though I think the existence of a few anti-movement cards greatly balances things even if there are more movement cards than ever. Now I need another test run, to see how these last changes affected things. Of course, I always want more testing, so this isn't really anything new.
Monday was our gaming day with old friends from college. We got in 2 games of Nanofictionary, 3 games of Chrononauts, a couple games of Quarto (which I've never played before, and which is really neat), a game of Apples to Apples and, alas, just one game of Settlers. We would have gotten in more gaming, but the day also involved another trip to TE, some meals, and random catching up, since we hadn't seen one another for quite a while.
After dinner, Bill was kind enough to read the rules for my game. You see, everyone else who has tested my game learned to play from me, which is great for testing the game, but crappy for testing how clearly I wrote the rules. We also tried the actual game, and it went okay. Some of the new cards that I added in the last few days worked out well, and a couple turned out to be somewhat less impressive. After that test run, I finally decided to cut all of the remaining out-of-turn cards. Timing issues and waiting to be interrupted are gone forever, and I'm happy to see them go. No one ever held on to the out-of-turn cards anyway - they were always the first things they'd toss when they had to discard. There's no reason to leave them in the game complicating the rules if no one will ever want to play them anyway. I replaced the Earth ones with anti-movement cards, and the Air ones with yet still even more movement cards...though I think the existence of a few anti-movement cards greatly balances things even if there are more movement cards than ever. Now I need another test run, to see how these last changes affected things. Of course, I always want more testing, so this isn't really anything new.