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The mAIden Voyage Update #3


New Wren Games Project, Playtest Feedback
& Future Developments

Sorry we missed an update last month but this comprehensive update will bring you up to speed with everything that's been happening!

New website


Last month we launched a website. It's a little basic at the moment but has everything you might need to know about the game. So if you know anyone who might be interested please refer them to: www.themaidenvoyage.co.uk. And of course, if you haven't already, make sure you have liked our Facebook page for micro updates.  

Mike Jessup our artist has been busily working on individualising all the locations and we are planning to be adding some updated location art to our Facebook page over the next couple of weeks so keep an eye out for it!



New Wren Games Project: Spaceship Builders

In other news we have a new work in progress: a little 1-2 player game called Spaceship Builders. Our plan is to enter this game into the BGG Mint Tin Game Design Contest which closes in mid-December. The game is still in the early stages but if you'd like to give it a go (3 pages of low ink A4), you can find the PnP files on BGG. The solo game works quite well already but the 2-player variant is still in need of refinement. Take a look and let us know what you think. Any playtesting would be greatly welcomed including feedback. If you like it please vote for it when the contest closes in December!


Spaceship Builders is a quick, cooperative, puzzle card game. You control a spaceship production line and you're working to a deadline. Unfortunately the factory designers didn't think you'd need to do much and have allowed a very limited set of commands. Can you complete the ship in time?
 

Playtest Feedback & Resulting Improvements


Photo: Playtesting session
Courtesy of Chris Short.

Firstly I need to give a big thank-you all the playtest organisers and playtesters that have given really useful and constructive feedback over the past couple of months which have directly contributed in the changes detailed in this email. We sent out 4 prototype sets and 1 PnP with a total of 6 groups playtesting.

We've also The mAIden Voyage to Stabcon South, Essen Spiel, UK Table Top Jam and to the new Playtest UK group in Southampton. As a result we've made quite a few changes which we hope you will also think are improvements.


As a benchmark our playtesters have given us an average BGG-equivalent rating of:
 

6.83 out of 10 

Note: Based on more than 20 ratings from public and blind playtesters only! Ratings based on the game in its current form.

Needless to say, we're pretty pleased with this result! This puts us in the same league as games like Forbidden Island, Spacehulk: Death Angel and Sentinels of the Multiverse. But we're not going to be complacent. We are continuing to work on making The mAIden Voyage even better: implementing improvements, re-blancing and then ultimately getting it back out to our playtesters for them to tell us if we've been successful.

Anyway, onwards to the changes!

A summary of the changes we've made are:
  • Official Solo variant has been successfully playtested.
  • Smaller and overhauled Event Deck with more player choice or ways to reduce the card's effect (example pictures of cards are lower down).
  • Updated Encounters Deck with now only good cards which either have an immediate effect or are a Free Action which can be activated in a specific location (example pictures of cards are lower down).
  • Updated Player Turn with players able to do 'move then action' or 'action then move' and being able to substitute a set of 2 cards of the same type for a card of any other type. Additionally, the 'Discard Hand' action has been replaced with 'Draw 2 Cards'.
  • Improved scaling for number of players in terms of win conditions plus a reduced size Player Deck.
  • The rulebook has been rewritten with the main rules contained on 8 sides of A4 plus an alphabeticalised Rules Reference book. We're currently looking for proofreaders for them so let us know if you're able to help out.
We've also got a couple of other ideas up our sleeves which we hope will add to the theme of the game:

The Saboteurs are planning a second major attack that you need to stop by the end of Round 6. 
  • At the start of the game you'll draw a random challenge.
  • This will have 2-3 mini-challenges which can be partially or fully completed through-out the first 6 rounds.
  • An immediate lose will result if you are unable to stop any of the attack. If you manage to stop part of it you reduce its effect and survive but with a negative effect. If you fully stop the attack you gain a bonus.
  • We will aim for the game to be able to be played with and without these new challenge cards and we think they will really improve higher player count games as well as making 1-2 player games more interesting.
We haven't got anything drafted up to share with you about this yet - you'll have to stop in next month for that, but in the meantime tell us what you think: do you think this would improve the game for you?
 
If you'd like to know more details about each of these changes, keep reading, else thanks for reading and there'll be more updates next month! 

Janice & Stu

Details on the Improvements

Solo Variant

Since we know there are a lot of solo games out there, we've made the addition of a formal Solo variant to the game. It doesn't involve the playing of multiple characters (unless you want to!) and has a few modifications to make it more suitable for solo play.


The key changes are a greater hand limit and and completion of 2 full turns before moving on to the Progression Phase. It's been playtested a fair few times and seems to work which is a positive outcome.
Event Deck
 
The feedback we had was that the Event Deck felt too harsh and too random with insufficient player choice - so now most cards either have a 'Current Player Decides' option or some way to reduce the card's effect. The result of this is that the deck is way too easy for play!!

The job now is to balance this deck while maintaining the new content. We are also aiming to reduce the deck down to 54 cards, removing all duplicates. Given that a 5-player game should use a maximum of 60 cards (assuming they play all 12 rounds, which is unlikely) we hope that 54 will be more than enough to give a variety of events between games whilst also making the deck less cumbersome.

A couple of example new-style Event Cards (still a WIP) are shown in the pictures below:
Encounter Deck

We had some feedback that the Encounter deck
didn't feel 'Special' especially given all the effort it takes to visit a planet (and that so few are visited in a game!). So we've changed this. All Encounter cards are now 'nice' however only some of them activate immediately, whilst others are either put in your hand or attached to a location and can be activated as a Free Action when an AI-bot is there. The exact number, for now, is being kept at 18 but ultimate the number of these cards will depend on manufacturing constraints. Some examples are shown below:
Player Turn

To give more flexibility there have been 2 key changes to the player turn. Firstly, you may now take an action before you move or you may move then take an action. This is to help stop players getting stuck doing a single task and to allow for better planning about movement around the board.

The second change is that a player can now play 2 cards of the same type as any card type as long as they also play at least 1 card of the required type for that action. For example, you may discard 1 Heal card and 2 Fly cards in Medical to Heal 3 Scientists (in place of the 2 Heal cards normally required). This gives more flexibility with your hand and initial feedback is positive.

The third change we've implemented is to remove the 'Discard Hand' player action. This has been replaced with 'Draw 2 Cards' instead. This means a player will always have an action they can do and if they don't like their hand they will ultimately draw up 4 new cards in their turn, discarding down to the normal hand limit at the end of their turn.

Finally, we are also now trialling drawing an Event card at the start of a players turn rather than at the end. This way you always have a chance to fix things before the Progression Phase commences. I'll let you know in a future update how this goes.
Player Count Scaling & Win / Lose Conditions

The Event Deck is not the only deck that is shrinking. The Player Deck has been shrunk from 108 cards to 72. This means in higher player count games the deck will need cycling but it should be easier to shuffle and tighter in terms of a lose condition. The number of cards included in the cycled stack depends on the player count and should 
better act as a timer. The deck size has been calculated assuming the players reaching a certain round (round 12 for 1-2 players and round 9 for 5 players) and allowing 1 visit to the Repair Bay for each player. This still needs a lot more playtesting but it's an improvement over the unwieldy 108 card deck.

The number of Scientists required in Deep Stasis has also now been changed depending on the number of players. This can also be varied depending on the game difficulty that you want to play. 1-2 player games need only send 8 Scientists into Deep Stasis, whilst 5 player games required 12. 

The Win / Lose conditions have also now been streamlined with only the win conditions being checked in the Progression Phase - all other lose conditions occur immediately. However, as before, to win, no lose conditions may be met - this is now a 'Win Condition'.
Thanks for reading to the end of this huge update. We hope you have time to check out our Spaceship Builders game and like the look of the changes to The mAIden Voyage. Happy gaming until next time!






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