Anyway, I was expecting to not have a chance to playtest this week, but I received an email from a friend, saying that he and his wife had a change of plans, and asking if I wanted to do a playtesting session. When testers are a very limited resource, having people actually volunteering to help is a gift horse whose mouth should not be looked into. So they came along with another friend, and I was able to watch a 3-player game of Invaded, managing to keep out of the way most of the time other than to act as an interactive rulebook and to give a reminder or two here and there.
|Three players have been invaded. Halfway through round two, and red is about to feel the pain.|
I don't often sit out of playtests, sometimes as I want to increase the numbers in the game, and sometimes because I find it useful to play and get a feel for the game as it develops. With a game in a relatively late state of development, though, it becomes increasingly useful to be able to just observe, and to be free to make notes without interrupting the flow of play.
I do miss playing though. Despite playing 20-odd times myself, I do still like the game, which has to be a good sign.
The output from the playtest was good: I have some data about scores, choices made at various times, and turning points in the game, which should all help me find the imbalances and wonky parts. Aside from a few clarifications to some rules, I don't think I need to change anything of substance before next play. And I definitely need to get in a load more tests...