| Playtesting therefore defines your own views on
what you want your game to be. I wanted a game that lasted about 2
hours (it takes 2-3 hours, including rules explanation). I can enjoy
shorter games, and longer games, but around 2 hours is just right for
me. Sometimes, a diet of shorter games feels like eating a couple of
entrees - just not satisfying! Sometimes, a long game can drag
interminably (especially if you're losing with no way back) and feels
like either you've over-eaten, or you just ate a meal that's gone
cold. I also included a mechanism in the game whereby the player with
the least to do gets to control the Neutral(s) for a turn, and to
allow the players to manipulate the Neutral(s) to their own advantage.
The other thing I wanted to try was to present players with the option
to score points for helping each other. I knew this would be
difficult, and most new players steer clear of these cards until they
see what a hindrance this "help" can be in game terms.
The free population doubling limits are a little subjective and
arbitrary, though the exclusion of a limit on The Asteroid Belt
quickly became a determinant in ending the game. The game also ends
when all population tracks are colonized, and it frequently occurs
that either could happen on the last turn (this was not by design, but
chance, and works well). The special rules to make Pluto and Mercury
harder took some refining, as did the use of the Discovery cards for
the minor planets. Different map configurations were tried, which
caused minor changes to the rules (mainly terminology). The mechanism
of using face-up cards to draw from is probably the only game
mechanism I borrowed from other games. I like it because it reduces
the luck factor and increases choice in which cards a player draws.
I maintained throughout the design an abstraction of the patterns
of colonisation followed by migration. I think it works well,
especially with the generation of the Neutral migrants each turn.
I dislike games where it is impossible peg back the leader, so I
worked hard to allow the leader to be nobbled. But I also hate games
where it is possible to calculate everything, and see precisely who is
winning and (this is the critical bit) which of your many moves will
maximise your points. Very skilful, but often way too slow and a big
problem in a multi-player game. Hence, the face-down Hidden Agenda
cards dealt at game start. Then again, I didn't want to restrict
players to just those fixed goals, hence the Discovery Card rules
whereby players can potentially work through the Discovery Deck and
adjust their goals. With the Hidden Agendas and Discovery Cards it's
hard to see who IS winning, but possible to see who MIGHT be winning.
And I wanted players to be able to try different strategies, even in
the middle of a game, depending upon the cards and options available.
But above all I wanted to present an optimistic view of our future,
with humanity spread throughout the Solar System, in a playable and
entertaining game. This article
was provided by David A. Coutts. Thank you again David!. Pickup with the
conclusion of this great article as David tells how 6 Billion was
produced. |