Changes to Espionage [Prototype C]
I wanted to share some new revisions to Espionage [Prototype C] that developed after testing with a completely new game design group last week. I've tested this about fifteen times with different groups so far. The game is much faster and might fix one of the less fun elements of Liar's Dice. Read on! Additions: Each player should have a "Safehouse" card, with a day side and a night side. (In playtests, we just used magic cards.) All Safehouses begin each round at the day side. In the center of the play area, there should be nine "Report" cards, each with one attribute a spy may have. (So, a card with NYC, a card with HACKER, and so on.) Revised Goal: Your goal is to put all of your contacts into your Safehouse. In doing so, you get less information the closer you are to winning, so there is a nice elegant catch-up mechanic baked right into the goal. There is no longer a point-based victory condition, it's just a race to shed your hand. ...