|Cards, meeples and cake, the recipe for a good evening of playtesting.|
After bringing My Name Is... to a Playtest UK meetup, I've been looking to see if there is anything to be done for the end of the game. Other game designers had observed that, at least in the test game they played, the last couple of turns can feel a bit trivial and maybe there needs to be something to provide some sort of finale, so the game ends on a bit of a high. We tried out the idea I had to make people have to remember any cards they have left in front of them in order to score them, but this felt really clunky and unfun, so got abandoned pretty quickly. Further plays seemed generally fine as it is, though it sometimes feels a bit weird when one player builds up a big stack of cards, and the game seems very variable in its feel depending on how good people's memories are and how confident they are at making challenges. What I need to do next is to use a rule where players grab a token in order to make a challenge and see how that goes.
One of my old 24 hour games, Treasures of Atlantis, has been busted out of deep storage for another look, and we have had a few plays, now working in a limited number of meeples that each player can use through the game -- originally you could take part in all rounds, however many there are, but now, if you place a meeple during a round (which you do to claim treasure, and you might miss your chance if the waters rise too quickly), that meeple is used up, so you may run out before the game is over. This approach actually seems to work well and adds a little more tension, but it does sometimes mean that one or two players have to sit out the last round. There are also possible issues when one player can sometimes collect enormous amounts of treasure if other players wimp out too soon, and also there is a non-zero chance that the game will end before anyone has collected any treasure. I'd also like to rethink the set collection rules and possibly make monsters and boats work a little differently.