Playtest Post 2 (11/22/2020)
Playtest Post
Games Played:
Plant Potter
Start-Up!
Hacking Mayhem
Variation of Battleship
Game Analyzing: Plant Potter
Formal Elements:
Players: 2 (You and your opponent.)
Objective: Obtain 20 VP before your opponent does by planting plants and sabotaging your opponent’s garden. (Pretty much a race.)
Procedures:
Distribute 10 cards on to the playing field.
Pick 4 cards out of the 10 on the playing field.
Flip a coin to determine order.
Play the cards (only 3 per turn!)
Keep track of how many plants you have, how many days it’s grown, and how many points you have by writing it down.
In the End of Day phase, calculate the amount of points you’ve earned (if any).
Redistribute cards onto the playing cards until there are 10 of them again, to start the next round.
Rules: Plan your moves accordingly so that you get more points than your opponent.
Players start with a medium plant already planted (not grown, so you still have to wait for it to do so).
Flip over the 10 cards on the playing field so everyone can see them.
To begin earning points, you must plant plants. Plants do not start growing immediately, so you must wait for them to fully grow before earning points.
On the turn that a plant turns fully grown, you cannot earn VP yet. You must wait for the turn after that to earn VP.
There are two types of cards: the plant cards, and the action cards. Action cards are used to help your plants grow and/or hinder your opponent’s progress.
The Cards:
Small Plant: 1 round to grow, earns 1 VP every round
Medium Plant: 2 rounds, earns 2 VP every round
Big Plant: 3 rounds, earns 3 VP every round
Seeds: Pick out a plant (if it’s available)
Water: Speeds up the growing process by one round
Fertilizer: If you have a fully grown plant, you get a free VP.
Drought: Delays a fully grown plant’s VP production for one round
Gopher: Destroys one plant
Shade: Delay a baby plant from growing for a round
Uprooting: Destroys fully grown plant
There are three phases:
Collection: Flip a coin to see who gets to pick from the playing field first. Then start picking, alternating between each player until both have taken 4 each.
Action: Each player can play 3 cards from their hand each turn.
End of Day: Points and the days plants have grown are counted. Also, put cards on the playing field until there are 10 again.
Resources:
Plants: You use this to gain points to win.
Actions: You can only play 3 cards per turn, so you should choose wisely.
Points: What you need to win the game!
Time: Before you can get any points out of the plants, you have to wait a certain amount of rounds before it can do that.
Action cards: You definitely would want to speed up the growing process, or hinder your opponent’s growing process.
Conflict:
Depending on your hand, you might not have anything to plant, and thus you could fall behind.
You have very limited actions, although as time progresses, you have more choices in what actions you can take.
It really sucks that you have to wait so long for the big plant to grow.
What can you do to speed up the growing process?
What can you do if your opponent has a lot of fully grown plants?
Make sure you’re counting correctly!
Boundaries: The game itself (a piece of paper and cards?) and maybe a calculator
Outcome: Who ever gets 20 VP first is the winner!
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