playtest notes:
the playtest used wooden eggs may affect how they manipulate them
players 2 - 6: 8yo - 12yo
player 1: >25yo
time :
40 mins
results:
P1 = 64
P2 = 62
P3 = 55
P4 = 74
P5 = 66
P6 = 38
notes during testing:
Start 10:20
-Players hold the eggs in their hands rather than leaving them face down in front of them. seeing as we are changing to cards, then maybe a card cover to hide current eggs in play is not necessary.
-Players' reactions to others placing their eggs are playful, such as "Oh noo" and "Ouiiiii".
-Players are social at the start, not being scared to place eggs on populated tiles.
-Not all players play the same, notably player one was playing higher values last. Different strategies that we didn't think of.
-Tough to explain the game's flow to six kids, but once one understood they managed to teach the others well enough to continue playing. Rule book needs to have no faff, keeping kids attention while explaining rules is vital for a fun and not confusing game.
-Players confused about egg number 6 put 6 instead.
-When placing eggs into their nest the players always instinctively placed their eggs face up. Again if eggs are cards this may change.
-Adults understood before the kids how to play. Normal.
-2 discard piles is confusing.
-Second round requires no interaction to explain rules.
-2 discard piles is confusing again.
-Player 1 waiting to see where others are placing their eggs before placing his higher values at the end when he was "certain" he was going to win. different strats are good to see.
-Player 5 playing antisocially.
-player 5 reacting to other players eggs placement, always chiming in and acting social, not playing social though. This doesn't affect as badly as unity tests showed, as other players tend to notice and stop them after they see they are winning tiles.
-player 2 looking out the window.
-Player 3 getting distracted.
-Players use their own egg in order to cancel out other cuckoo eggs, that's how they understood the rule of more than one cuckoo cancels out a cuckoo. Make clear rules / maybe change how cuckoo works, it's a big part of the game and it's a shame that most of the time it gets cancelled. its also the source of a lot of confusion and conflict in the game.
-When the players get given a cuckoo egg, they take the eggs they bet, mix them and then let other player shuffle, they like having the "choice".
-Players don't like when their cuckoo does nothing especially considering that most of the time both cuckoo eggs get cancelled. made a note about this above.
-Again 2 discard piles confuse.
-At 6 players, rounds take ages, players have a lot of time to wait for their go, where they have nothing to do. and then when they count the points for the tiles, it takes a while to sort 7 tiles, and considering that players wont have bet on all tiles, they tend to wait a while before one of their tiles is decided. Maybe add something for players to do while waiting for go, for example unos jump rule that allows players to jump in and play when another player goes.
game follows the following interactivity curve:
-Players easily get distracted, talking to each other, and looking out the window.
-Player 2 looking at other players' eggs.
-Players prioritise conversation over play.
-Players lost track of who's turn it was multiple times.
-Player 2 forgets each time it is their go.
-To much down time.
-players bluffed well and understood the bluff concept. bluff and mechanic always worked well in tests.
-placed their tiles on their nest in either a square or piled them on top of each other, was confused about nest cutouts when they were building their nest.
-The table is very noisy when players are sitting close to each other, and eggs mix a bit. Reducing the players' footprint on the table may help.
-The cuckoo egg was confusing to the kids and adults every time was played, it was a big process to:
collect tile.
place other players' cuckoo eggs in nest.
shuffle eggs player won with.
get cuckoo placer to pick an egg.
place one egg in the permanent discard pile.
take other eggs and place them in a temp discard pile.
simplify the process maybe.
-Suggestion to rename egg piles to:
Reserve (réserve)
Discard (défausser)
Dismissed (écart)
-round 4 10:55
-Takes too long.
-Every player realised that there was no cuckoo after the third round.
-Pace got quicker.
-They understand quicker how to play.
-There are anti-social players. It balanced itself out as they played some rounds antisocially, and then played other rounds socially.
-Had 13 bets on one tile at some point
-When a player was the only one to bet on a tile and it was a 0, the adult said the kid won nothing, I had little conflict before I came in saying that the player bet, and according to the rules I said before they would win. (unclear, write example in rules)
-round 6 11:00
-everybody wants the same time, only one at the value of 4
-People keep dropping eggs. Again these eggs are temporary for this playtest.
end of game 11:05
4 players wanted to play again after.
Kids find it hard to count and get confused when counting objectives.
players want the cuckoo to come back
Face-up objectives will add bluff according to player one.
players 1 - 4: 8yo - 12yo
time :
20 mins
results:
P1 = 70
P2 = 50
P3 = 64
P4 = 39
notes during testing:
Start 11:30
-players quickly understood the rules.
-First round was played flawlessly without many questions, understood the game loop and mechanics. no issues round one, no cuckoo played.
-when counting eggs they count and calculate multiple tiles at once, resolving them and then disturbing tiles simultaneously.
-great interactions with the players, two players played antisocially at one point, until other players came along and played socially with them.
-players couldn't agree on how cuckoo egg worked, causing confusion to change the process and flow of the game, once understood it doesn't cause an issue.
end of game 11:50
0 wanted to play again,
after one person changed their mind and 2 others said they would try it again but not now, 1 player stayed
they didn't want to play it at all.
0 cuckoo eggs were successfully used.
not all players enjoyed it despite having a smoother and more interactive game than the first group.
players found that there were too many eggs.