Second Mission: Morning of the Big Game

Just as with the first mission, this one is still in its gray-box form. If the term gray-box is new to you what this means is the game is playable and ready for playtesting but the graphics are not done. The graphics used are just place holders. The illustration will happen after the playtesting is complete and we are sure of our design. This is where you can download the second of eight (8) missions.

This is a print and play version of the game. After you download the zip file then print the cards (both sides, turn on the short end), cut the cards apart, and assemble the deck. The rules of play are included in the deck so just follow what they say. There will be some blank cards that were used as spacers in the card files. Keep these extra cards you will be happy you have them later.

The playest on June 6th revealed that this mission is also 15 minutes to play. The initial set up instructions were to layout the cards in a grid on the table. It was during this playtest that I began to think that this was not going to work. There is a point where the story branches and the player chose not to take the branch because it would have been too much work to pick up the cards and set up a new deck. I only took note at this point and didn’t change the design yet.

(Spoiler Alert) Do not scroll past this point if you want to avoid the spoilage.

The other major takeaway from this playtest was the need to add a "Vibe" card to the Prologue, allowing all "Gears Jammed" puzzles to be solvable if the player takes the branch. The number of Vibe cards will match the number of Jammed Gears, enabling players to neutralize them all. However, if the player does not take the branch, the accumulated Jammed Gears will exceed their ability to counter them.

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The first optional branch: Archibald’s Workshop

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We have a gray-box prototype. :)