An Elemental Battle – Board game

Play test 3 20-11-2012

This play test ran smoother than the last. There was less confusion as a ‘How to Play’ book was ready for the players to refer to. The boards and cards were reproduced to a better standard and this seemed to help with understanding and added interest.

Problems and Possible Solutions

Rolling the dice to see who went first for the battle didn’t seem fair.

The player who calls the battle would go first.

An Elemental Battle – Board game

Play test 2 18-11-2012

The game was a lot more developed this time and the gameplay was easier to assess. A simple structure was added to the mine and garden whereby the player just moves along to the next circle if they decide to stay. The teleporter with it’s ‘random move’ or ‘pay to move’ seemed to work well. Extra move cards were added to vary the play. A lot of information was collected as regards the rules and what needed to be specifically outlined in the ‘How to Play’ section. It seemed to take a while to get the strongest ingredient so the spells and consequently moves that need them should be powerful. The players enjoyed the game and managed to play through to the end.

Problems and Possible Solutions

Players getting constantly sent to the garden due to 3 numbers on the dice sending them there.

Make it a even 2 numbers for each area.

Let one number mean ‘miss a turn’.

If a player chooses the Fire Lord for example, and this entitles them to skip to silver straight away, what happens if they need bronze for a spell?

They will automatically receive bronze as well.

The players found the spell book a bit awkward, as into quickly relating spells to the ingredients they were collecting.

Use symbols in spell book as opposed to words.

The players did not think to turn their attack and defence cards (move cards) in other directions.

Remove text from cards and make them square – no right way up.

Have 4 diagrams on cards illustrating the different directions.

The players were unsure if the square they were on counted as the first square of their move and whether they could reuse their move cards.

Stipulate in rule book.

A move indicated that the player move out a further square beyond the board before moving across.

They just move as far as they can and then move across. Stipulate in rule book.

The battle finished quiet quickly.

Add the barriers mentioned in play test 2.

Restrict the players to a certain amount of squares per move ie. The sum of the squares in their attack and defence move must be 9 or less.

An Elemental Battle – Board game

Play test 1 16-11-2012

The first play test was conducted in class between two players. The game was not entirely ready to play through but trying it out regardless allowed a lot of gameplay decisions to be made quickly. Dealing with the issues immediately, as they arose generated ideas and alternatives to solve problems. Problems that were just speculation during development and planning became much more apparent and concrete and therefore easier to address.

Problems and Possible Solutions

Both players ended up in one area, both skipping turns in order to collect stronger/better ingredients.

The first option considered was to add the rule:If a player was already in the mine and had decided to stay, they other player could not enter.

The second option was to add structure in the mine and garden so you pass through and move along as opposed to wait motionless.

A dice move mechanic had to be replaced as the method to move between garden, forest and mine.

In keeping with the magical theme it was decided that the players could teleport. To add to the gameplay there would be two ways to teleport. You could roll the dice and accept a random location.

1 or 2 go to mine;

3, 4 or 5 go to garden;

6 go to forest.

Otherwise, you could pay(from a sum of money you would receive at the start) to teleport exactly where you wished.

The moves in the battle area were a bit boring and needed to be made more interesting.

Barriers could be added that the players wold have to move around.

Extra moves could be added to give the players more options.

Final Playtest of Colourz Game…

The final overall play test for the colourz game took account of the following…

Started timer to begin the game

Both players try to race through taking note of the pairs that they have matched by marking the corresponding table cells at the top of the page

As the game progresses it becomes quite intense as you have reduced chances of matching pairs and thus becomes more difficult

Once the timer stops the game ends

The scores are added to reveal the total amount for each player

Player 1 – 31 Pairs

Player 2 – 29 Pairs

Player 1 wins the game…

The revised rules are successful as the game mechanics are simple to understand and the game is easy to play and it takes much less time to add up the total scores

The play through was very enjoyable…