In today's meeting with Dylan Schouten, we play-tested the current version of the game; the elements are displayed further down, I'll share the mechanics and how the elements work individually; these are how I have them in my document.
The Package card
Shop Cards
Event card
The van (values subject to change)
The shop is where players get an effect card, for lack of a better term.
Effect cards can either be exhausted to play an effect, or stay in the person's hand until they get a new effect card to replace it.
The player can hold 3 cards at once
They are hidden from other players and can be played at any time
Players can also get challenge cards, which have a negative effect if not completed in time
Cards are placed face down in front of the player, each time they pick up a card, they slide all their cards to the right, and place the new card on the left,
If there are more than three cards, they discard the rightmost card
Players can play other people's cards, but they may not work if placed at the wrong time (this will be more of a challenge)
The Van will be passed around from player to player as they take turns driving the van.
At each go the player places a time token onto each available time slot
They will then spend each time token with what they want to do (prices in Price List)
Once they have run out of time tokens their go at the wheel ends and their go ends.
The van has multiple purposes,
It is a tracker for the players to know who is at the wheel of the van (aka the decision maker)
It also serves as an action reminder, players can take up to 4 actions, but may not be able to afford all of them.
It also carries the packages, this will be important as the van has a limited capacity.
And finally the engine health, which is the loose condition of the game, no engine = no delivery
Packages will have a die and a package info slip with them
The info slip will tell the players the following info:
delivery address
Reward for delivery
Time for delivery
Story of package
When events and what events will play
The player will spend time tokens when it is their go and will place them on any available package that is in play.
When spending time tokens, all-time tokens are placed onto the packages (for example, if 3-time tokens are spent, then the player will place all three-time tokens), and if any or multiple events are covered, they are played from the first package to the last package in the van, and/or from lowest to highest place on the time grid for a package, one at a time.
Once all events are played, the player resumes their go until they have finished their turn.
Events will be cards that state a story,
3 options
3 outcomes
These events also have to be Drunk Driving eligible (with the exception of the campaign events)
They will also have to be easy to pick out from each event (if you need to get event 20, then it shouldn't be easy to mistakenly read another event)
Drunk driving packages should only have one event with short delivery times. This is to make sure they don’t take over the focus of the game during campaigns, keep them quick, and bring down the cost of the drunk driving edition
the objective of the game is to deliver as many packages as possible.
If the van breaks down or you run out of time/packages, then the game ends.
Players take turns driving the van
A player turn consists of placing time tokens in the van and then spending those time tokens on actions (move, repair, shop).
one action at a time, the player places the time tokens onto a package of their choosing.
If an event slot is covered the event is played immediately.
their turn ends when they have no more time tokens to spend.
Packages can be collected at anytime
Moving is when the player drives the van on the map, they move the van from hexagon to adjacent hexagon. Adjacent hexagons are hexagons that share the same edge.
one move is moving one tile.
Repairing is when the player decides to use time tokens to remove one damage token from the vans engine.
shop items work as follows:
the player can buy a card at the shop
the item is not shown to other players
the item is either a consumable or a challenge card
Consumables are cards that can be activated during the game, activating their effect and discarding them after.
challenge cards have a task on them that the player needs to complete, if it is they are rewarded, and if not they are punished with a negative effect
Players can hold a maximum 3 cards, they slide each card beside each other, and when they receive a new card, they discard their oldest card (assuming they have their hands full)
So we spent the first thirty minutes talking about each individual element in the game.
Shop cards, aka Consumables or Challenge cards, look visually similar, but that causes an issue for the readability and accessibility of the game, it's confusing as the box at the bottom, visually looks the same but functions differently. We need to make them distinct or change the way they function here are 3 potential changes sketched up:
option 1
option 2
option 3
the first set is more "fun" and simple in my opinion, while the second options are more direct and straightforward, the last and third options are completely visually different, and the challenge card takes the same design of events with circles for the different outcomes
Moving in the game is ok, but its a mathematical mess. Their is only one right path to take depending on your packages, and no reason to deviate from the path. Some potential solutions may include the following:
Add more time slots to the packages (makes time more lucrative and therefore players spend it more)
expand movement options (adding more cards or actions that move the van, free or lower cost)
more ways to move around on the actual map (tunnels, motor ways)
Another place to put your time (instead of spending time on packages, put them on the engine, or have another component that slowly fills up)
What I was thinking was to do a mix of these things, Here are a few ideas that I think may work:
to combat the time issue in the game, by making movement cost one time, and increasing the amount of time per package, we can make movement a lot more forgiving in the game.
Change the board design to a changing one.
the board can be recto verso, so that way the map can change as the game plays.
When the van goes over an event tile, like in Mario Party, or exits an area, then a part of the map will flip, these sections can go from day to night, this will increase the strategy of movement, as now the map is no longer static but also now offers new locations and delivery criteria.
new moving options would be a nice way to make the board more diverse, for example having a motor way that goes around the map, like the M50 around Dublin or the peripheric around Paris. this would make the map more accessible.
it would cost one movement to get onto the motorway, and then instead of the usual movement distance, the players would go from exit to exit.
alternatively i could use a tunnel system as that would not obstruct the view on the map, it seems comical that the city would have a metro tunnel, or probably more inline with the story, they found out the van fits the tunnels and decide to use them, this could lead to rather comical interactions.
Packages originally were going be die, they would be used during events and decide outcomes. I would like to maybe bring this back for movement.
Each package would be a different number die, not just a 6 die. the player would then use the time tokens and spend it on a package, the package they spend the time on would be the die they use for movement, some packages would have higher potential roles, or maybe lower ones, so the player would actively make a choice on which package they want to spend time on.
In the game, I have a little story for the packages, the players pick one up, read it, then place the package in their van. there lay the first issues.
reading aloud the packages
reading aloud the events
placing the packages in the van
The effects of the packages were sometimes "obvious".
there was no replayability with some memorable events
During the play session what I noticed was that there was no incentive to read out loud the package, this is of course hard to force, but rather something I should emphasise in the marketing and the rule book for the game. I had added little sections in the test that add a voice to the character e.g. "[Shaky old granny voice]". Hopefully in future playtests people read out loud. a few ways i could nudge the player in the right direction would be to hide info in the story text, such as the address, but i don't want to run the risk of having accessibility issues due to this.
The events were more successful as its funnier for everyone to know about the scenario and necessary as some players may want to butt in their opinion or play a card, I would like to make the event story longer and more in depth as some where to short for my liking.
When collecting packages, we often forgot to place the package in the van, this wasn't an issue, as we can count to 4, and we are already counting for the cards in our hand. seeing as I'm not yet using packages as die in the game it was rather useless for the playtest and just clunked up the user experience.
An idea I have is to add randomness to the outcome of the events.
If i make an outcome have for example:
"roll the package and move x spaces"
then it adds both randomness and replay ability to the event!
To the side is a full example of a reworked event:
This randomness will make each event a little more interesting and add replay ability. I also think that if the chosen option in a game has a negative and a positive outcome, the player that choose the option will be praised / blamed for the outcome, even if its random, this adds to the players interaction.
This playtest was really helpful. I think I still have a lot of work to do, but I am almost ready to start tweaking the little things. After all the mechanics are working, I can begin working on the game's story and artwork.