# Playtest with danny crew
### Lobby only showed updates of joined players on refresh
### bugs
Rare starts at 3 but text says 2
Rich tooltip says 40 gold (possibly fixed by not deployed pr)
### Ryan's in game notes of dialogue
"I want a view my hand option when I have a pick card event"
two people mined beacons at the start unprompted
the rest conquered two. there was a vocal desire to do something different than the rest of everybody else on the beginning turn
* everyone went to the center along the most direct path except for one person
people needed prompting to upgrade their tiles
The invisible in play was a point of confusion, took about 2 minutes to explain that and how discard gets reshuffled
first couple turns was like 8 minute average
"seems kind of op" on new deposit silver
initial card selection could take over 2 minute sof discussion
lots of mining common and adding conquer to discard
"reminds me of dominion"
"what happens if I upgrade the tile? doe sit heal?" - on round 3
"if I do it like magic it compels me to go aggro"
no do it like civ you shouldn't go for the capital!"
Lots of "damn I should of done ...."
"i see there's like a "gem strat""
"what's crazy about controlling beacons is you need the actions to capture them and to defend them"
"If I play this invest car dit's like two thirds of a beacon." "go tall!" "yeah why go wide" - lots of civ analogies lol
"I want an option to deny a card, I do not want any of these garbage cards" - when mining lollol
"but a bad card should be the cost of getting 5 gold"
"they can deny you if they spam gems but if they just do that they don't win the game" - should there be a cost to gem spamming? Maybe -1 gold if a shield is active?
"key to efficency is using your tile health as cooldown timers and making sure they are always working"
Lots of taking deposit silver
someone mined 3 commons for 3 rounds even though everyone else had started mining rares lol
"at least for eco it seems liek there is gems and gold strats"
it doesn't sound like build tall unless you get an invest early (after discussion about how reroll costs more the more you do it)
someone took diamond in the rough twice!
diamon in the rough helps me get deposit silver more consistently
"I keep getting the same cards"
someone didn't pick smack up three times but they're pacifist
lots of taking diamond in the rough
game feels super slow with 6 people and possibly too busy???
should conquered becaons start at 1 health?
"this game is complex"
"we need to play faster"
"I could see a situation where two people beat each other up and that's all that happens"
"I think captur eis strictly better than inertia"
"how can you have two gems in your discard"
"hjow do you get two gems in your discard"
"at the end of your turn, every card that was in your hand or played goes to discard"
This is really hard to figure out if you haven't seen it before
The deck is confusing on when it reshuffles
people were getting really confused because they thought the discard always gets shuffled into the deck until danny said this - "When the deck is large enough, the discard stays there and doesn't get shuffled back into the deck"
We ended around when people were drawing their third or 4th epic card.
"exploit the earth is a really strong card early game" - this was verbally recognized during epic stage
super pacifist game. "I can't keep that tile if I take it there's no point"
in 6 player, last player has bigger disadvantage on card selection if a good card is taken away. how can we buff them?
people started getting worried about me at 21 income
someone never saw refine ouch
I think in a 6 player game the card pile counts and rpobabilities of drawing cards needs to change
someone took 4 diamonds in the rough. possibly this should replensih an action? If from the ashes does?
"what is that black rectangle with a plus 0?"
specify in compost next higher of what?
"i appreciate the mandatory card draw"
### Discussion Time, what are your thoughts?
Edwyn
* clarify what the discard is. in other card games, people think the card is gone when it is discarded
* explain the shuffling back (maybe a visual for this???)
* explain the concept of the common card pool
* I appreciate the glossary
* great to se the potential cards
Matt Seno
* exile I realized gets rid of it forever, it is gone gone. its the only thing that does
* this game is super fun I like it
* I'm pretty sure everything made sense int he end
* this game only has one winner right?
* at a certain point we should be working together I see
* I think deposit silver is so insane
* that card is mega insane
* I wish I could take out half my cards and replace with deposit silver
* I don't know how position is important, I would need to play more games
* I think turn order matters quite a bit (matt got left out of refine and smack cards)
* maybe there should be a standard way to choose spots and to also determine turn order
* slipping up on early turn is really bad, you get punished
* edwyn felt a turn behind
* being a turn behind with many people is pretty bad
* user interface: can I hover over special tile, something pops up wherever there is room, showing types of cards that have been played on the tile, want to see history of the game, good for understanding strategy, can go back and see what has happened. can say oh I see thats how we got to where we are
* each phase for card picking: can you offer the player doing the worse more choices? Is there a real way to quantify how well people are doing? (Fortune, lose streak gets better cards type thing)
* Andy liked that idea too
* its really skill based game but hard for behind ppl to come back
* Brian: world events good opportunity for catch up mechanic
Brian
* getting mroe and more insecure and anxious I was fucking up
* there is so much to learn about this game strategy wise
* had to remind myself i was the same way with 7 wonders
* deposit silver one of few ways to go plus on actions, early and later on, others are conditional (no abundance or rich cards were played in the game)
* if festival was in the communal pool and first to go, that person one, same way with ds?
* I think ds op basically or super crucial
* UI: all my buttons and text are srunched together (I forgot to tell them to zoom out)
* I agree with everything Matt said
* blue card seems pretty foudnational for strategies
* has anybody tried foregoing purples?
* and just trying blues?
Danny
* 6 people: from our magic group we are a little more pacifist
* in a 6 player game, I felt like its really hard for aggro to get in and defend from 6 other players, who can take a beacon here and there.
* no one went aggro but I feel like it'd be hard. they'd all decimate me
* layout of map make sit so naturally when you get center beacons, everyone in center attacks you
* when beacons were spread out, you were fighting against just one or 2 people
* this leads to stalemates, actions spent reconquering
*
Andy
* closest beacon is 4 tiles away
* in my view, it's a rush to the center
* always two people fighting for a beacon
* turn order is huge, best thing to do is to grab something, gem it up, then go for upgrades
* turn order matters too much
* because center beacon is only one tile away, you could have two people agree to avoid conflict at expense of everyone else and have one person take it and other go after other stuff, so the two people with turn priority have a huge advantage
* Matt: you need depsoit silver or capture to gem it to protect it, so RNG and turn order matters
* whoever gets smack or deposit silver or capture at start of game is way ahead of everyone else
* I don't think blue card should be there at the start for this reason
* Some blue cards are way better than others, they are completely at the mercy of others
* if attacking cards are mada available by card picker it shouldn't happen at beginning of game
* "should I upgrad e atile to rare"?
* "should I upgrade a tile to epic"?
* answer is no if youare never going to exploit
* andy didn't seem to see the importance of epic cards
* intent may not be clear for upgrading, gold is not as important as getting cards
* gold income from upgraded tiles is weak
* hard to get an economy if you don't get stonks and invest
* card pile should scale with players
* Last feedback: In dominion the strongest cards are thsoe that are +1 draw or +1 action that negate their cost and have another upside
* there aren't that many cards in this game so they really stand out and control the outcome
* either they all need to be tuned down or they all need to be tuned up
* Matt: it'd be great if the world events gave everyone another action, that would speed it up
* but cards would need to be reworked, this would not be easy
* Andy: maybe going to three eventually would help game close out, encourages more combat. I like Matt's idea
* Matt: not saying it is better, jsut an idea
* Matt: I should not have taken diamond in the rough so much even though I had gems. once I got and used crystal lattice once my deck got worse
* Matt: diamond in the rough doesn't replenish an action so scratch and sniff is always superior (Matt, Andy, Danny)
* Danny: DiR is a late game card that gives payoff for flooded gems
* Andy, in this case it should be a legendary with much better effects, I disagree with it in Rare
* Matt: maybe it could return two gems instead of 1. 1 gem and minus an actiona is bad. card draw almost doesn't matter. I just prayed I'd get deposit silver
* Andy: card draw is not as important as actions. it's the gatekeeper
* Matt: discard X amount of cards and gain an action? as a general mechanic? to reduce limitation of 2 actions?
* lots of focus on lack of actions, lots of discussion on potential ways to address it
* discard two cards or exile two cards
# **Big bug/thing that needs to change**
9 of each rares for 6 players is not a lot and players that don't have turn advantage can't get the "crucial" cards