Round Six Playtest Notes
When: Saturday, Feb 8, 2003, 2pm
Who: Me
Notes:
4-sided representing number of games won is sketchy because I don't know where to put the 4-sided die when I haven't won a game yet.
Spot revision: Everyone starts with their 4-sided die on 4, then takes it down a pip each time they get eliminated from a round
This seems to create too negative of a game. The nature of the elimination means that any given player gets eliminated from the round fairly often, and making teh game total into a negative countdown means battling against a negative at the round level and the game level. They should be striving to reach a goal, not to be the least bad.
Also, the 12-sided die seems to work much better than the 20. It makes the first round more relevant.
Also-also, adding the greater goal solves the problem of too-few rounds before a player can run out of stones. When you only have enough stones to bet full-tilt for two rounds, you have to think much more carefully about calling and folding, and how a bet this round will affect your store for the next round of play.
When betting, you need to keep a careful watch on what color pebbles you have left, so you don't stick yourself with whites and force yourself to reroll when you have to call a bet and you have only whites, or let others force you to reroll by raising because you have only whites left. In this situation, any other player can take a direct hand in your roll. This is really, really cool. Except when it happens to you.
Thinking: Sitting here in front of $50 worth of dice and markers, I'm trying to solve the problem of keeping the game score (the number of rounds won by each player).
Possibilities include:
Using a 4-sided die as a score marker:
Winner takes one of the white stones as a 'prize' for winning the round. When the whites are all gone, the one with the most wins.
Round Six Revisions
No revisions as a result of this playtest. I want to try the current rules in a three-person game before making changes.