An evening of 2 back-to-back playtests

We played two back to back games of Kotay last Monday (July 10, 2017) . Yes, Monday (thanks to Karthik’s work cycles)

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Players – Game 1 – Filippo (replaced by Karthik in the 2nd half), Pavan, Pushkar and I

Game 2 – Kshiraja, Karthik, Vignesh and Pavan

We implemented the new victory condition as follows

When 4 players are playing – 20 gold to win, when only 3 players remain – 25 gold to win

Game 1

In the 1st game which lasted about 2 hours (after accounting for our food break!), I didn’t get to build a lumber camp till round 3. This set me back but I did make a productive two gold producing economy. As usual, I was the first to be taken out (by Pushkar!).

Filippo built a very balanced kingdom which was stable and resource rich. Karthik took over for him post dinner.

Karthik and Pavan had drawn up battle lines and were having a few skirmishes of their own before realizing the threat that was expanding towards them.

They combined forces (perhaps a little too late) against Pushkar. Their attack however suffered from lack of co-ordination and places to spawn forces.

They also choose to fight rather than plunder (destroying buildings). This meant that at one point in the game Pushkar was getting 6 golds per turn.

Vignesh suggested we move the mark up to 25 gold when the game came down to 3 players. Pushkar won with 25 gold. His capital had 2 forts outside and survived 6 attacks with a D4. It was a close game.

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Overall, this was a more satisfying end point, but it seemed (n=1) to make the first attacker quite powerful. We will have to test that out over time.

Game 2

In the 2nd game, within the 3rd round, every one had a gold producing economy. Pavan and Vignesh teamed up forcing an alliance on K and K.

Karthik took out Vignesh’s explorer and about 35 min into the game he built a Kotay on the central tiles. This unfortunately did not last very long.

eWe drank a lot of Lapsang souchong from the special banaras cups

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About 2 hours into the game, many Kotays had been destroyed and the impetus to build more was waning.

Pavan mobilized his army units which had some difficulty advancing.

We had to resolve a rule ambiguity – Character Pieces (explorer, cannon and cavalry) can move over tiles occupied by their own pieces. The rule is that at the end of the turn, only one character piece and one building can occupy a tile.

The fogginess of this rule created some problems. Pavan wonders whether building Kotays is actually strategic given this rule. As it makes Kotays accessible to cannons ((which move only one step per move) within 2 turns.

Karthik seemed to have a good strategy but some really bad luck with the dice. Here is the thing with the dice throws though – they were routinely bad and unexpectedly good – and a lot, though not everything, hinges on them!

Pavan won by aggregating 20 gold.

I am afraid the game is tending to become a quest for gold and prompt annihilation of gold hoarders. We will have to play more to see if this alters the balance. So far it seems to be enhancing the battle phase of the game.

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Playtesting at Sugar&Dice – what’s not to like

Chris, Simon, Jodie (who replaced Koen early in the game) and I played a super intense game of Kotay today at Sugar&Dice

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Game time: 2.5 hours

I got rid of of an unsuspecting Chris very early into the game (first 20 or so min) with a super aggressive strategy of going after his village early on.

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After this, Simon and Jodie sort of formed a permanent alliance against me. They played fairly defensive strategies and missed many opportunities to take on each other.

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The game ended with oscillations and stand-offs, and the final capital destruction was purely luck based.

And while Simon was able to destroy me and amass a fortune (which he then was unable to split with his ally for “loss during transport” type reasons),  he was defeated by Jodie after several misses.

We also tried different dice and types of rolls today – eight sided dice and six sided dice etc). Simon rolled a 8,8, 6 on 3 dice

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Thanks for playing guys!

Some comments:

Th overall feeling from the game was that the battle dynamics need to be more balanced.

One possible solution to the oscillations is make an alternate victory condition – like 15 gold.

Have better representations of what can destroy what – range and which dice to use etc.

Simon initially felt that games like Kotay may need a bit more in-depth analysis to arrive at feedback and therefore repeat testing.

He also suggested modeling the dice outcomes, to actually test which pairs work well. We may not be able to do this for the whole game, but it may be critical to do this for the battle dynamics.

Koen pointed out that Chris’s exit for example was pure luck based, hit-or-miss startegy, and it should be more balanced. I think this is somthing that Velocity had mentioned as well when we played in Sweden. Which was the reason why we brought the cannon power down a bit to match cavalry. This needs to be tested more.

Koen suggested damage on the Capital as an alternative to death in one blow. Which is an interesting idea.

Simon suggested having a flag or some other way of physically representing taking over of another player’s buildings.

Queries: Can allies share personnel support? we have said no to this, this may need to be explicitly mentioned. While we are allowing passage through enemy territory.

About Playtesting at Sugar&Dice

Sugar&Dice is an awesome board games cafe here in Liverpool. People were super friendly and I even got to playtest Koen’s lovely dress-making game.