I thought I’d do another quick update on gameplay and where we’re at with the design around gameplay.
We’ve had a couple of play throughs and a couple of things that have been really interesting that to come out of the test plays that we’ve done so far is the rule in the game around social distancing and we’re toying with that idea of having to stay a certain distance away from each player.
The idea is that if you are set in a space, there are social distancing rules within the game mean that nobody can land or pass in the square directly beside you. So if somebody is coming up to a certain location that they will have to actually spend their movement points to go around you unless they’ve got one of the booster cards that removes the need for social distancing, like your essential workout or your mask.
One of the little things that we’ve came across in our test playing that we need to decide if that’s going to be a thing or not is what happens within a store. During one of the test plays somebody sat right in the front door of a store which meant that nobody else could get into that store. So we’re deciding whether we want to keep that as an option or whether once you’re in a store, social distancing is removed so that other players can get into that same store and you’re not locking people out from being able to find toilet paper in that store.
Not sure which way we’re going to go yet.
We might keep it open and then throw the option for social distancing in stores to be an optional extra in the rules.
The other thing that we found was during the gameplay, just simply looking for individual rolls of toilet paper meant that the minute somebody hit a majority of the toilet paper, essentially the game was over.
We were looking for a way to ensure that gameplay could continue and added that element of not being sure where things were at until the end of the game.
So what we’re going to do is actually turn the toilet paper cards that you’ll cut out into packs and then each pack will have a number on it, and that will be the number of roles within that pack. So you might have a single roll, a double a four, six, eight, 12, which are the standard sort of sizes that you can buy. And at the beginning of the game we will mix these up and place them into the reserve pile, but they will stay face down and it will be a random selection about where they end up on the board.
So you won’t know until you choose that particular pack, how many roles that you have in your pack, which means that you might pick up a one, you might pick up a 12. It will mean that there’s a little bit of a randomizer there in, in who might win.
We have the basic layout of the game decided however I want to be sure that movement does not become a major impediment to peoples enjoyment while playing.
Welcome to our first update on where we are with design right now.
So a couple of things that we really love the idea of.
Firstly the shops being randomly placed by the players around the board edge so that each time you play it’s going to have a slight variation on what it did before.
It means that the different shops can be in different locations each time you play and it’s completely up to the players how that setup happens. It randomizes the actual game design a little bit for you, which we quite like.
One of the important things that I really wanted to have was the ability to move quickly through the shopping centre. The idea being that you will be starting at the escalators and moving through the shopping centre into the stores to find the toilet paper. I didn’t want that actual movement process to be something that becomes arduous and draws away from the fun of the game because you get stuck.
We’re making the tiles big enough that it might take you two good roles to get across to the other side of the shopping centre. Obviously that’s part of the game play, but I really don’t want movement to be something that hinders people’s joy of the game.
So I am trying to find a way to make that easy and one of the ways that we wanted to do that was give players the ability to move through the store in any direction.
We started with hexagons being the floor tiles, which works really, really well in that idea of being able to move in any direction from a location, but it posed a little bit of a problem in the way that we get in and out of stores when we placed those stores around the edges because the shape of a hexagon changes when you’re looking at it from one side to the other.
That might be an easy fix. It might be something that we can solve quite easily, whether that’s by making the stores have entries and exits on both sides so that depending on which side of the board you place it on, just depends which way you rotate the shop.
The other option is to actually change the tile design. The next iteration of that became diamonds.
An issue with the diamonds was that it’s not clear when you’re moving that you can move from diamond to diamond rather than from flat side to flat side, from point side to point side.
That to me felt, as a player, that it would be very unclear, so I didn’t want to keep it like that. We’re now looking at the possibility of actually just making them circles that will sit in a similar design to what hexagons are.
It gives you that ability to move in all those directions and we’ll be a little bit more of a universal shape around the board edge.
We only need to put one entry and exit point on the store is we can design that so that it will sit against those circles and create entry and exit points easily no matter which side of the board is on.
So again, it just simplifies the setup, which is important.
So that’s where we are with that part of the design process at the moment, looking at what’s going to be the best player fun in the way that we move through the space of the game itself.