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Test of Time

Page history last edited by Tyler Sandersfeld 14 years, 8 months ago

Yes, I know this is a bit late considering the course, but since I switched ideas, I think I made good time. This is the first time I have ever used Scribus, and I think I did an okay job with it. Let me know if you see any issues with the game (which there will be, I know it), and enjoy!

 

Test of Time v2.pdf

Comments (4)

Eve Woodman said

at 11:09 am on Aug 15, 2009

Okay then, the setup of the game seems simple enough, however, some of your rules confuse me. I just found myself unable to play the game. Until I reached the last page of the instructions. I would probably advise you to put the information about the testaments and scoring before you go into the detail of the various moves. If I were to read back over the moves now, I would probably be able to understand them that little bit more.

But saying that I found myself thinking, I'd like to see some examples of this game in action, to see if that would enable me to got "Oh so thats what you do. That's actually quite simple" So in that respect I would advise you to re-read your instructions, and try to read them as if its your first time seeing them. Then you maybe able to spot where the problem is. You don't want your Target audience to be drawn in by the idea of playing God and the pretty designs to be put off by how the instructions are presented to them.

And as I just mentioned I actually really like the concept of being a God and testing out the power and ability of a God.

I hope this helps a bit, but sorry I wasn't able to play it, hopefully I will be able to once you've looked over your instructions. Oh and I did have one question; How do the followers die exactly?

=) Good Luck
Eve

Tyler Sandersfeld said

at 2:42 pm on Aug 15, 2009

Thanks, Eve. Yeah, I really rushed through these instructions, so I'll get to fixing them.

Also, the original idea for preserving and decaying was to use completely transparent card for preserving and similar cards with opaque strips as decay cards. I didn't think this would be possible to recreate for a cheap prototype, but then I got an idea: clear card sleeves split in half, with opaque tape used as decay strips for some of the cards. If the sleeves are clear enough, you can get 200 or so of these cards for about $5. Do you think that would work?

mr.cruet@googlemail.com said

at 4:36 am on Aug 19, 2009

I'm afraid a lot of what I'm going to say is going to be negative - and at least in part for the same reasons as Eve.

I found the rules very confusing - in particular I was unable to work out the time travel rules for shamans in anyway shape or form. I think I managed to puzzle it out.

Regarding this I think you need to seperate out some of the rules - create a turn sequence for example. Because the rules on decay are placed under the preverse action. Equally it was unclear if the preverse action prevented decay for a single turn or if it permimentally prevented decay. As an example of confusing rules the preserve action asked you to put a preverse token on a space but these had never been mentioned before. It also never mentioned when these would be removed.

I managed to puzzle out the rules (I think) in the end. But that jsut left me more confused as to what I mighta ctually do. You start with a large pool of workers - you use these to do stuff. However when you use them - some of these die - are removed from your pool. Because you start with so many workers you can do anything you want in the first turn - which in turn made me wander why I would want to build anything? A burial site seemed like a good investment - it would save lives over time - but then there was nothing else I wanted to build. I could preverse my burual site - but why bother if it did nothing really? Perversing kept one building alive but nothing else ever happened.....

Equally the single action rule seemed rather limiting - and meant that most of time there was little point to the building. Reduce the numebr of workers required seemed like a good idea - but when I had more then enough workers to build what ever I wanted pointless.

Attacking might have worked if the opponent had anything worth attacking - and if the way it's writen the last person could just choose where to attack and if a player had already gone had no way to defend....

mr.cruet@googlemail.com said

at 4:37 am on Aug 19, 2009

Sorry had to split the comment into two....


I think it would be better if players were limited to actions - but somehow invested there men in certain things. So those men were a) not avallible and b) automatically did stuff. Like automatically preversing a testiment.

Sorry if this is very negative - I'm hoping it's constructive. I certainly want to keep playtesting this game - so work on rule set 2.

I'll end on a psoitive note - the quality of the cards was very good so you've got a good sense of asthetics - especally comapred to my terrible efforts. What program did you use to make them?

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