2018-12-19

Open Up and Say Arrrr!

Scurvy Crew is my oldest game in development, going back to pretty much the start of this blog -- it grew from an experiment that I discussed in my first "proper" post.  It is a game that has repeatedly come back into focus, had some development and testing, and then been put back on the shelf for a period of quite a few months.

The last few weeks have been one of those periods of activity after the game came back to mind for some reason (possibly actually that one of my local friends who sometimes playtests for me mentioned it not that long ago).  The issue that had been vexing me throughout the game's development is similar to what I see in many of my games: it took too long to explain and too long to play for the type of game I was trying to make.  I was previously aiming at under an hour, but on reflection I think this is another game that feels to me that it should be playable in half an hour and take maybe 5 minutes to explain.  I was running at well over double that.

With a few months of distance on the design (never underestimate the value of leaving a design for 6+ months if you are stuck) I decided that the system I had for players using multiple actions to capture a prize ship and then score according to who had contributed the most to the capture, was interesting but just slowed the game down.  Similarly, the mechanisms I had for player-versus-player battles took everyone out of the main flow of the game and slowed things down even more.

I ended up just scrapping all that, making prize ships just a one-shot to capture (the capturing player just keeps the prize ship for scoring -- and I thus scrapped the treasure deck too), and bringing all the player-versus-player stuff onto a few of the crew cards that can be activated to use instead of having a whole subsystem for combat.  Instead of having merchants/prizes in a row that needed upkeep, I just dealt them out into a grid (a stack of two cards per location) that players could move around to hunt their prey.  A few tweaks here and there to support these other changes and we were able to play...

A four-player game of Scurvy Crew v7, still early days with a lot of targets out there.
First we had a three-player game that took almost exactly half an hour, towards the end of which a fourth player turned up.  I went off to make a fresh round of coffees, leaving the experienced players to explain the game to the newcomer.  This was a bit cheeky of me, but I wanted to see how that worked out.  As it happened, by the time I brought the coffee, the new player was pretty much fully briefed -- it turned out later that he had missed a couple of points, but the experiment did show me that the game was now far easier to explain that it was in previous iterations.

Our second play, this time with four players, took a little longer, about 40 minutes, which I was happy with under the circumstances.  End game scores in the second play were somewhat lower than in the first, which I think was largely due to the set-collection system I am using for scoring being a bit disrupted by the extra player.  I'm not entirely convinced that the game's scoring system is right, but it's not too bad and didn't seem to produce unfair scores.  I'm not going to worry about it too much right now.

The flow of the game was, overall, pretty good, and it was nice to see a few variations in strategy being used, with one ship repeatedly returning to port for refitting and then making use of navigation skills to skip around the "board" rapidly, while another was staying at sea for long spells by cycling crew in and out more, for example.  There are, however, a whole load of cards that are either over- or under-powered as they stand.  I am happy enough with the general shape of the game right now that I think I will start looking at getting the balance issues addressed.

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