5 Things I'm Playtesting in Regime
Regime is one of those games that would really do best with a retail scale production. It needs too many cards to be a profitable POD product, but I didn't realize that when I first published it. It's still on DriveThruCards, and you can buy it right now, but it's pretty much at-cost. Since BGGcon, I've been taking the advice that I should work on more middleweight games with more components. Regime seems like the best fit for this new evolution. I've been working on updates to the components, which in turn led to some gameplay updates as well. None of these changes are final, they're just things I'm testing. 1. Faster Scoring So, our game design guild has a rule of thumb for game design we call Vicki's Law: A game shouldn't take longer to score than to play. That seemed to be Regime's main weakness. It doesn't break Vicki's Law, but it is most certainly a misdemeanor. At BGGcon, there was some talk of modifying the deck so so