Version 8

'Kill your darlings' is an expression generally used for writers, but it also applies to game design. (I guess it could apply to any type of artistic endeavor.) That's what I did for this version; that is to question every part of the game and ask 'why do I need it?', or 'can I make it simpler'. Here's the results...

THE MAIN BOARD 

mech map v8.jpg

Major Change 1 - Reduction in the number of areas

  • Players had more fun when there was interaction. Interaction was forced when the battles were difficult as they needed to work together. Battles were difficult when they were multiple enemies to attack in the same area. This event rarely happened with 20 seeding areas in the previous version. So I reduced the number of regions to 6.

  • As there was more chance of an 'overflow' occurring, I added arrows to push the extra enemies into the next region.

  • I increased the number of player regions to six too. America was now split into North and South, Oceania became a separate region. (I had to knock up two more mech templates)

  • All this meant I had to create specialized seeding, or 'Invasion' dice.

invasion dice v8.jpg

Major Change 2 - The simplification of gaining mech mods

  • Previously, players received a number of resources at the start of each round which they spend on mech mods. This, on retrospect, was 'ass about face'. If the players were indeed protecting the planet from external forces, why would they need to buy upgrades? And where's the resources coming from in the first place?

  • So, I did a change where most mech upgrades were free. However, some required extra resources. And these resourced were now earned by killing enemies.

  • The Workshop became the Foundry, and was simplified. Gone was the two round revolving shelf. 6 mods (4 in a two player game) were placed on the board. Any left over at the end of the round were removed and a new set was added.

Major Change 3 - Introduction of the 'Workshop'

  • The Workshop morphed into a different way for players to upgrade their mech using collected resources. Discounts were available if they chose the reconfigured 'Workshop' perk.

  • I reduced the number of recalibrations each player had access to down to 1. Now players had to upgrade their mechs during the game to gain more.

Major Change 4 - Removal of the Shield and Health tracks off the board.

  • Trying to keep track of multiple enemies on one track was problematic. So I shifted the tracks on to the Enemy cards (see below). Only the Engagement Track stayed on the main board.

Major Change 5 - Simplification of the Threat Track

  • Trying to manage the separate damage bonuses was a pain and was mostly forgotten about. Also, it wasn't required, the several tweaks to the enemy cards made them tough enough.

  • Also, the track now never decreased, only climbed, a la Pandemic, creating more tension.

Major Change 6 - Extra skills earned by leveling.

  • Instead of arbitrarily giving players extra skills at the start of each wave, now they got them by reaching markers on the Victory Point line, adding a sense of achievement.

Change 7 - Upgradable Sidekick die

  • Originally, the die damage was fixed, so it was potent in the first wave, and a bit naff in the third. Now the damage upgraded with each wave. (shown on the board.)

Change 8 - Dropping to 11 rounds

  • Another effort in reducing the length of the game.

Change 9 - The Gym Perk

  • The new 'Gym' perk now allowed a player to make more use of their skills, as previously they felt like one shot wonders and were barely used.

ENEMY CARDS

enemy card v8.jpg
  • Reducing the number of enemies on the board meant that I could increase the size of the cards, including adding the much needed 'personal' trackers. I designed special markers, which in hindsight, just added another unnecessary asset. I sorted that out in a later version after coming to my senses.

MECH TABLEAU

mech v8.jpg
  • I added a maximum recalibration marker to the tableau. As the players upgraded their mech, they could place a new counter over the '1' to show their new level.

MECH MODS 

mech mod v8.jpg
  • Because I removed the resource costs from the cards, I could expand the icons, which made them a lot clearer.

  • 'Advanced' mods, i.e. those that required resources, were given a patterned background. I made around 30 to 35% of the total number, advanced mods.

RESOURCE DICE

reource dice v8.jpg
  • I created another set of specialized D6s that players rolled after defeating an enemy to determine the amount of resources earned.

VERSION 8: WHAT I LEARNED

  • It played so much better. Taking the constructive criticism onboard and learning from it made for a better game.

  • We were getting through full games now, but it was still taking too long.

  • De-powered the 'Fusion' attack power. Far too gross, even for a top tier ability.