Friday, June 02, 2017

I think Deities and Demigods is about done.

I played Deities and Demigods tonight at UK Games Expo... I haven't played it since Jan 22 at AZ Game Fair.

I've been thinking for a while now that the game is about done. There are a couple things I'd like to try, but they're small details... I think that overall the game is in really good shape.

Things I'd like to try:
Add 2 quests...
* Have 4 buildings in the same city.
EDIT: that would be too hard. Maybe just 2 buildings, as you could theoretically do that in the first cycle, but only if all the stars aligned. Maybe also 3 buildings in a city. But if these 2, in one case maybe you should have to lose a building marker too. So like "2-stack to 1-stack", and then "3-stack".
* Have 2 cities with 2 buildings each.
EDIT: that actually sounds kind of hard. But maybe that's ok.

Maybe try a rule that the same player can't be the start player 2 turns in a row. If they are at the top of the Zeus track, then start player skips to the next player in line (more on this later).

Maybe add 4 more Monuments that don't bump minimum devotion, but instead let you earn the favor of the deity. The current ones are good early but not late. These would be good late, not so much early. If that's too much for some reason then another idea is making the existing Monuments say "...or earn the favor of this deity". So at least they remain relevant all game when not snapped up early. And in my experience, they are only sometimes snapped up early (certainly it's uncommon that they're ALL snapped up early).

I had an idea (it might have come from a player) that maybe a 5th spot on each devotion track that lets you earn the favor of that deity might be cool, as another way to get a scoring card that doesn't require Zeusing. I'm not sure how necessary that is, and I worry a little that it'll be too easy to get a lot of those, but it would be easy to try.

I'd like to try the Hades expansion. I'm not sure if it should be a separate expansion, a promo, or a module included in the box.

Things that have been "on the list" that I don't think are necessary:
Adding any kind of terrain, or otherwise making the map more interesting. It's something Matthew has brought up a few times, and while it sounds decent, the more I play, the more I'm just not sure it's necessary. To me it sounds like promo or expansion material.

Adding more troops. I tried going up to 15 troops, but I think it may be a mistake. I THINK I want people who go for quests (and sacrifice guys for min devotion bumps and vps) to have a hard time fighting for city majorities. However, that fight is lackluster if everyone does do quests and therefore only has 1-2 troops to devote to each city. I keep thinking maybe 15 or so troops would make that fight more interesting, but whenever I try it I feel like it just allows players to do all the quests AND win a lot of city points. 12 troops is enough to do every quest and have 1 troop in each city. If you do the quests and still want to fight for city points, you'll have to fight for just 1-3 majorities, while players who don't do a lot of quests should be able to win more majorities than that, as well as some other points for being present in other cities. In tonight's game I only got 6vp from quests, and beat the guy who got 21 because I wasn't challenged for majority and got 3 of them with only 4 troops, for a total of 17 city points. So I got 23 total from quests + Cities, while he got 26 total. I think that's probably fair.

Probably my biggest concern is a player concentrating on Zeus, getting ahead on the initiative track, adding more Zeus to the deck, and upping their minimum devotion to stay on top. Not because it's an overpowered strategy, but because it means nobody else gets to choose the cards that go into the deck, and that kind of spoils the game in some ways (at least for the other players). The thought I had tonight to simply keep that from ever happening is to add a rule that the start player MUST change hands each cycle. I don't like adding rules, especially arbitrary ones like that, but I think it would completely solve that potential problem, so maybe it's worth a shot. As above, the start player would simply go to the player with the most initiative that doesn't already have it. Then you could concentrate on Zeus all you want, you'll get your scoring cards and other rewards, but you won't get to choose every card that goes into the deck. You'll probably get to choose 3 of them though (more than your share). I've found that the best plays are ones where the start player moves between the players a lot.

So if that's true, if the game is really about done, then I guess it's time to make a quote request and see if it's financially viable, or if I have to consider component changes and stuff.

I think I have a problem with waiting too long to finish my games, or to call them finished. Rather than leaving it sit for 4 months, I should have been sending it out for blind testing. I need to get better at that if I want to see my high-potential games get through the process...

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