The group I partnered up with for our Unit 3 Playtest made a game called Gold Rush, which was the first one I play-tested with my partner. It was a pretty fun game to playtest, and we were able to get it moving pretty quickly once we started playing.
When reviewing it to give them feedback, one of the first things I did was run some probabilities. In the game you receive amounts of gold by rolling dice, and I was really struggling to get anything. However, upon doing the math, it seemed to be about a 50/50 chance every time you roll, so I was just getting unlucky. However, there were upgrades to assist with this issue, but all of them costed more gold than I was getting. As my partner realized, with his luckier rolls he didn't really have a need for them. So through our testing of the emergent properties of the game, we found that the pretty narrow price range for their shop was too steep a price for struggling players to have access too, but for well off players it was more worth it to just save your money for the win condition of getting 200 gold. However, I praised a lot of the upgrade designs, with some good variety as well as good limits and breakers (for example, increasing your storage space per mining trip to allow players to possibly return with more gold each time to catch up).
- For the players of the game, it's two-player and player-versus-player.
- The objective is to get 200 gold.
- The procedures are rolling dice and using a spinner to return gold, as well as buying items from a shop.
- The rules determine how much gold is given based on each roll and the utilities of the shop items.
- The resources are gold and shop items.
- The conflict is that the game is a race between players, as well as being able to buy items that sabotage the other player.
- The boundaries are fairly abstract, but mainly encompass the two actions you can do as well as the limit on how much gold you can make per turn.
- The outcome is based on which player wins by completing the race first.