4. ALPHA VERSION
● Tokens:
o gold: printed
o trust: physical token
● Regions were removed
● Defined a clear travel path
● More than one action per
turn
● Balancing game element
ALPHA
TEST
● One action per turn
● Lots of action cards
● Unequal starting point
● Tokens to count trust and
gold
● World divided into regions
● No defined travel path
5. 1st PLAYTEST SESSION
Main critics
● Action card is not as powerful as
it should be.
● Trust doesn’t seem to be
valuable.
● Number of gold player received
double in the latter part of game
make game unbalance.
● Some missions are easy to fulfill.
Second version
● Change some action cards and
remove others
● Redesign game tokens
● Remove some missions and
change some details
● Consider to have more options to
use trust and gold
6. 2nd PLAYTEST SESSION
Main critics
● Trust still not used effectively
● Missions collisions resulted in
dead ends
● Specific combos of resources
were too powerful
● Some action cards were too
powerful
Final Version
● More dynamic missions by
using trust to discard and
change them
● Block is more expensive
● Trust used for more
offensive actions
8. TARGET AUDIENCE
Kinds of fun (from the MDA Pattern):
● Challenge
● Expression
● Submission
From a commercial perspective:
● people older than 10
● may be used in companies, for educational purposes
9. What is original in our game
● Real World Setting: World Economy, Politics and
Corruption
● Non Linear movement in the map
● Different player goals but paths collide
● Action Cards intervene unexpectedly in players strategies
● Monopoly → non predefined path, predefined
missions
● Risk → pawn, “free” movements on the map
● Pandemic → non cooperative
COMPETITORS
10. CONCLUSION
What we should focus on in further steps:
● Corruption
o Maybe make it more obvious
● Balance
o Gold/trust
o Missions/actions
● Maybe complexify the gameplay
o Missions could be more complex, but it would affect the timing
o Change the number of missions