- Win/loss ratios for different numbers of players
- A couple of Army Perimeter options
And I'm struggling to find the time to do it all myself - that's where you come in! I missed Newcastle Playtest again last week (and I'll be in Japan during the next one), and have volunteered to babysit for a friend next weekend which means I'll miss Newcastle Gamers too. I'm going to be restarting playtesting in the office at lunchtime, but by itself that would take ages to get the required testing done.
The second edition rules can be played with the first edition cards, so I'm enlisting the help of those of you who have the first edition and fancy helping out to try out the new rules. As mentioned a few weeks ago, the initial starting hands have changed (so the set-up described on the first edition first round card will be wrong) and the Guru rules have changed quite significantly.
In addition, there's a couple of different Army Perimeter options I'd like to try out:
- Single use (same as the first edition) - when targeted by a Overrun you can choose to discard it and block the Overrun or keep it and suffer the Overrun (that's what it says in the rules linked to above).
- Permanent - Using it doesn't force you to discard it, so it protects you from multiple Overruns for the rest of the game.
I feel the single use Army Perimeter is a bit under-powered, the Permanent option might be an improvement (or it might totally break the game!).
I'd appreciate any feedback you can provide - in particular, the number of players, won or lost and in which round the win happened if it did.
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