Notes from Playtests 1 and 2:
-Parts with 3 and 4 connection points are very valuable, and not common enough in the deck.
-Multi-connection Gadget parts are also much more valuable and more interesting than the single-stub ones (because playing one gives you something to work for, instead of closing off an option).
-Action cards, as a group, just aren’t as compelling as the basic mechanic of the game. Recommend scratching them.
-The “Points for Complexity” mechanic doesn’t really do anything, as contraptions tend to get complex at about the same rate.
-Because the smartest play is always going to be putting a 4-way splitter on each end of the Engine, why not just have long Engine cards with the things built in?
-Game also doesn’t really need a scoring track, as just looking at the parts in a machine tells you how much it’s worth.
-“It has some flaws, but even with them it’s fun to play. I’d like to play it again after it’s finished.”
1 year ago • 1 note