Saturday, April 10, 2010

Updates

Factions is currently in playtesting mode. We've been playing some different style strategies and working out issues. One major problem has been game length. There's a lot to think about, so our turns have gotten faster since we've gotten comfortable with the cards and mechanics, but even considering we're just figuring things out it is clear that games take too long. I'm fine with the game reaching the 1 hour mark if it's a long and epic match, but we had one game last 3 hours. To deal with the pace issue, all of the starting cards have been buffed substantially, locations notwithstanding (they're awesome anyways).

The Faction has been changed to include a lumber camp and 2 workers from the start of the game which really speeds up the build order. A barracks first build is now possible since they cost 2 wood, and on the heels of a recent buff to light infantry it's a build that certainly needs testing. The Capital is the other big place pacing has been changed. All Capitals except Azji, which might be broken regardless, can produce 2 riches on the first turn. This means that you get a worker and man at arms with your barracks first opening. Hmmm. The Capital also ramps up faster now which makes it an alternative to getting two silver mines in the first 5 builds.

There have been all sorts of mechanical changes to the game as well. Fortifications were not restricted to your build order for a brief stint, and Technologies are no longer tied to the build. Fortifications are still separate from Buildings because they can be added to the build order more than every 5 turns. Fortifications may become a Building subtype in an effort to reduce the number of card types before Beta, but there are other options for that issue as well.

The three decks have been reduced to 20 cards each (maximum copies of a card overall: 3, per deck: 2). We are liking this size at the moment. There's just enough consistency and little enough size to make each unique. The options open to you for the three decks are very interesting. Early playtesting saw just early-, mid-, and late-game decks. Since then we have evolved substantially to see decks that are unique strategies or decks contingent on whether you are behind or ahead.

The whole goal of playtesting is to get the game polished enough for others to play it. I will be releasing the set files for a Factions CCG Beta when the game is ready and the card lists are sufficiently pruned. Pleasantly, the game is fun and things are coming along nicely. I'll conclude with a few cards that reflect the pacing changes:

Kingdom Faction
Kingdom Faction
You may use Kingdom cards.
Start with a manor, lumber camp, 2 workers, and builder in play.
All your nobles have +2 support and “T: Produce 1”
Starting Control: 20

Builder
Kingdom Builder
Each turn you may build the top building in your build order as long as it costs only riches and or wood.
Once each turn, you may research a technology.
You may research one technology on your turn.
3: This is level 2. It may build the top building in your build order regardless of the resources in its cost.
8: This is level 3. It may build twice. It must be level 2 before being level 3.

Galam
Kingdom Capital
Growth 1 (At the start of each of your turns, put one energy counter on this.)
1 energy counter: Produce 2
2 energy counters: Produce 3
4 energy counters: Produce 4
4: Draw a card.
Maximum energy counters: 4

Oh, and Reckless Illiteracy, the ignore words action, is the only banned card. It was far too broken and too wild for an easy fix. Such a pity. Maybe it will return someday.