Trickster: Fantasy - Playtest Results
It was a fast, productive playtest period for Trickster: Fantasy the past few weeks. It was nice to get back into that rapidly iterative process again for a new game. What began as a paper-thin activity is now becoming a very easy-to-learn but surprisingly deep strategy card game that works for groups as big as seven players. Biggest Challenge: Needing More Choices As usual, I began playtesting this concept ASAP. That meant the bare minimum of a functioning system that I knew wouldn't completely break down. Essentially, I had a core loop and not much else. At that point, it was only the second-player who really made a critical push-your-luck decision. Everyone else was sort of on autopilot. To be a truly interesting game, I needed each player to make a decision on their turn. Solution: Hero Powers I always planned for the "Trickster" franchise to be a series of games with uniquely themed artwork, which naturally implied different characters in each deck. That ...