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If you want to playtest my new game

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14 Apr 2019 19:52 - 15 Apr 2019 07:54 #295490 by hotseatgames
Go here: drive.google.com/open?id=1ZRXzgmEyXuAV7_oNrjGQzJM_0Fdh9ckD and get printing!

It's called Total Party Kill, and currently has a Dungeons & Dragons theme. It features drafting and lots of dice rolling. High strategy, this is not. Plays 2 to 4 competitive (there is a solo mode but that's not the focus) and takes 30 minutes.

Even if you just read the rules, I'd love to hear if you think they are easy to understand.
Last edit: 15 Apr 2019 07:54 by hotseatgames.
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15 Apr 2019 01:33 #295497 by WadeMonnig
Did You consider a "Inis" draft where you can put previously drafted cards back into the draft? (Only read the rules so far).
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15 Apr 2019 07:53 #295500 by hotseatgames
I've never played Inis. And no, I like the idea of choices being final. I try to minimize analysis paralysis because there is a serious AP player in my group. When I'm working on something, I always think "how can I make this Tim-proof"?
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15 Apr 2019 10:49 #295515 by Gary Sax
"Special thanks: AP Tim."
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16 Apr 2019 21:13 - 16 Apr 2019 21:14 #295600 by hotseatgames
I'd like to get some opinions on something...

My game is very dice, and thus luck, driven. Your whole party might get wiped out because of someone rolling great, or you rolling poorly, or both. Do you think that's alright, when framed in the context of a 30 minute game that is squarely in the "filler" range?

Further, scores might be all over the place.
Last edit: 16 Apr 2019 21:14 by hotseatgames.

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16 Apr 2019 23:40 #295601 by Space Ghost
Yes, that is all fine
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17 Apr 2019 01:07 #295604 by WadeMonnig
I'm cool with it but Maybe consider a pre game roll where you are allowed to "bank" dice to use later in the game? Or a card that allows you to flip a dice to an opposite side?
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17 Apr 2019 07:44 #295608 by hotseatgames

WadeMonnig wrote: I'm cool with it but Maybe consider a pre game roll where you are allowed to "bank" dice to use later in the game? Or a card that allows you to flip a dice to an opposite side?


That gives me an idea for a new token type I'll experiment with... a +1 success token that is essentially a successful die roll you can spend. All players will start with 1, and you gain another any time you kill a hero or monster, or disarm a trap.
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17 Apr 2019 14:57 - 17 Apr 2019 15:47 #295656 by WadeMonnig
Maybe a "lucky coin" token that is secured the way you describe but can either be used as a reroll or add to your exp at the end of the game. So, if you don't use them, you don't feel cheated. (Not looking at the rules at the moment, just popped in my head, wanted to post before I forgot)
Last edit: 17 Apr 2019 15:47 by WadeMonnig.
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17 Apr 2019 15:58 #295661 by hotseatgames
My current plan is to only allow them to be used by the Hero player. They can add 1 success to a hero roll, or subtract 1 success from a monster roll. This makes them not terribly powerful / game changing, but could save someone's ass in a pinch.

I don't want to make them worth anything to keep... this game is heartless and I want people to use any benefit they can. Also, there's no way they won't need them. None.

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