The game now looks and plays differently to the last time i showed it in these devlogs
after playtesting at the clockwork door, I decided that the rules and flow of the game needed to be revised and structured better
Before the rules were botched due to the fact that I kept changing elements to the game. This time I'll take a different approach and design the rulebook to be modular, where each section is independent, meaning if I change one thing, I don't need to change everything about the rules. This will add more order and allow me to iterate on rules quicker.
with the rules change, it also allows me to change how the game is played
Before, the challenges and the van driving/events were separate, and both could overlap. Now I will make it so that you can only announce you have completed a challenge, while the driver is changing seats.
This means that the flow of the game is as follows:
Start turn
while time tokens <= 4
Use time tokens to do actions
resolve action
End Turn
"swap seats" with next driver
Swapping seats will be when the time tokens are being placed on the van. This gives a clear time for when players need to announce they won a challenge and allows people to call them out on a challenge if they didn't realise it was one at first.
I have also decided that the rules will play like a video game tutorial, where the players are instructed to take a specific package to play through the instructions; this makes it easier for the whole group to understand what is happening by involving the players and the reader.