Jack: Hi, my name's Jack.
Everyone: Hi, Jack.
Jack: It's been two whole weeks since I last playtested Codename: Vacuum. I need help!
Fortunately, that drought should come to an end at lunchtime today. I've a playtest session lined up with my office playtesting group of Chief and Dave, so fingers crossed we'll get our game on in a few hours' time.
It's been a fairly quiet week, we didn't have a chance to test Vacuum this week as I was called into a surprise quality audit (fun!) on the day we'd booked it, and I've not done much in the evenings as I've been hanging out with my family instead, seeing as I was away for the whole week beforehand.
All I have managed is printing, cutting out and inserting some updated cards for the June version of Codename: Vacuum last night and a start on the level 3 card art
stolen from inspired by the Eclipse iPad app.
The new cards replace the old population cards, which have remained essentially unchanged for quite some time. The old ones however had some interesting properties:
- The are the only deck where you can get rid of a weak card and yet still get some benefit from it,
- They are the only deck where the level one cards aren't pretty much useless by the end of the game (all other level one cards are superseded by the level two and three cards more obviously),
- They are the only deck where level twos are almost as good as level threes.
It wasn't until I got my arse handed to me a couple of weeks ago in the first game of the June version that I noticed these things in combination made the Population deck a bit broken if you knew how to use it (it didn't help that I thought I did and was show otherwise by Dave!).
Anyway, I'll give the new ones a run out at lunchtime and see if they improve things at all...