One and a Half hours into the play-test of what’s supposed to be a 45 minute game, the players didn’t want to quit. It’s a great sign, when the players want to see the final outcome. In fact. was doing my happy dance inside my head when this happened. The game has a few kinks at this point, but it seems to be firing on all cylinders. Happy Days!
We ran into an energy shortage at the end of the game which intensified the game-play but also caused it to drag on very very long. This can be fixed. I will introduce a deck of cards which will control the generation of energy throughout the game. The end condition has to be tweaked as well as as the number of ships for each player and a few other things. The Pirate theme doesn’t quite fit so I will be changing it to scavengers or something more suitable. It is worthwhile to spend some time on the graphics to make it more clear and shore up the theme a bit, now that this game seems to function well.
I will also introduce different types of energy with special effects, as well as reworking the dice tokens a bit. The Marauders market mechanism I planned on adding may not be a good fit for the game. I can encourage more player interaction through other means so the player negotiations will emerge more organically. This will have be in later revisions, for now I just have to fix what’s broken.
You can check out the latest TTS version here Pirates of the Black Hole.
The rules are coming soon. If you have any questions you can send me a quick email at rogerdogergames or leave a comment on the post.
Recent Comments