Dec 102008

A LOSS FOR WORDS

Last night Ian, Toby, and I played my prototype for A Loss For Words, a party word game. The game involved getting your teammate to guess your randomly-chosen photo from an array of stock photos using only one word. That one word must start with a letter from a card in your hand. Your team has a deck of each letter, so even the bad letters must be used at some point. You get points (which are bad) for each letter card in your hand, and you can choose to draw cards as you wish. The more options you have in your hand, the more bad points you get.

It played like I imagined, thought I can see room for improvement. Toby gave some important feedback – there is a lot of downtime. That is true, and I need to alleviate it. While one player is being clever in their head, other players are just sitting and waiting.

STELLAR UNDERWORLD

We also played Stellar Underworld with two new changes:

  • You can ship cubes to any sector, not just your own, but at a cost of twice as many cubes.
  • The black market got an overhaul. Now, the player draws cubes from a bag and swaps them with theirs if they wish. They can assign more henchmen to pull more cubes.

The new shipping freedom was used a lot more than I had imagined, even though it wasn’t really efficient. It has the added benefit of messing up your opponent’s plans, if you choose to. I’m calling this one a keeper!

The new black market also worked well in my opinion.  It has a bit of push your luck to it. Most importantly, it solves the problem that the older version had: Using a market on landing AND launching gave the player no benefit. Now, the player can benefit because they get two shots at pulling the right cubes they need. Before, if you recall, they were fixed cubes.

The final score was 101 (Dan), 100 (Toby), 92 (Ian).

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