Watch Your Six master plan comes together.
Well, it at least is starting to make sense to me. The undeveloped lots on the board at the beginning of the game were looking too drab and lacked any sense of fun, so I decided to create face-down lot tiles that have to be “unearthed” at the outset of the game, and i’ll probably hide treasure, bonuses and the occasional dead body under them, which should tickle him, as he doesn’t mind when luck comes into play.
Looks like players will have activity points to spend on each turn, for things like movement, developing lots/adding buildings, acquiring additional team member player characters, and attempting the special skills/abilities that fulfill the player’s secret missions.
The main thing now is to balance how much an activity costs with what it could gain you, so there’s no cheap way to just do one thing and win the game. The best games leave you with a series of equally attractive choices, and that’s what i’m shooting for.
My two big questions, now that i’ve got the basic mechanics down, are 1) how long does it take to play this game? (good length? too long? too short?), and 2) do the winning conditions really tend to favor the person who played the best? Or just the one who was the luckiest?
Time to do some playtesting.