Although I've been pretty quiet on the 18GB front over the last few
months, I have been doing some development. The main task is to tune
the train mix, both at the start of the game and at the game end.
I intend to run several tests before I ask people to play the game
again, as it wouldn't seem fair to table the game without these tests.
Maybe if I had more regular gaming sessions I'd take a different tack
but this approach seems right for my current circumstances.
In
my most recent solo game, one of the questions I tested was what would
happen if a player decides not to buy any Private Railways. I wouldn't
mind if this were a viable option but it would be a disaster if it were a
game winning tactic because in that case no-one would want to buy any
Privates at all. Fortunately the game confirmed my paper calculations:
the players who bought no Private Railways were at a significant
disadvantage.
The new rules for ending the game seemed
to work as well. These will be hard to confirm without real players, as
a lot will depend on the choices that people make, but the rules
performed well in a solo game, enough for me to stick with these rules
until they are tried in anger.
The other question that
I'm investigating with these solo games is how quickly the trains come
out, given different player choices. If my expectations are met, a key
factor will be how many companies players choose to start in the first
Stock Round. In most of my playtests, one player has had enough cash to
start two companies, each of which has bought trains. An alternative
would be for each player to start one company, probably slowing the rate
at which the trains come out. It may even be a valid tactic for one
player to start no companies and play the investor role; I will need to
see how this affects the train progression (and indeed how well it works
as a tactic).
In summary, progress is being made, but slowly...
Saturday, 6 October 2012
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