P1: Tiny playable prototype of “Sunnyvale, CA”

Internal Game Test Observations:
  1. Gameplay Adjustments:
    • Consider changing the shape of single-family homes for clearer representation.
    • Add more cards to include more players (33% increase suggested).
    • Modify some objection cards to be more realistic to Sunnyvale (e.g., replace “National Park” with a relevant local issue).
  2. Countdown Mechanism:
    • Find an alternative to using a dice for countdowns.
    • Consider ways to remind players to count down (e.g., visual markers or prompts).
  3. Player Board Suggestions:
    • Include a turn flow chart on player boards (e.g., actions, countdown reminders).

External Game Test Observations:

Participants: Jason, Arnav, and Allen

  1. Gameplay Mechanics:
    • Players were confused about what replaces what—a diagram could help.
    • Clarify the game’s end condition in the rules.
  2. Building and Strategy:
    • Players were unclear about building over single-family homes.
    • Increase density rules need clarification.
    • Some confusion around when and where you can place new buildings.
    • When players only draw cards and take no visible action, it’s not clear they’ve completed their turn.
  3. Player Reactions and Comments:
    • “I can’t build here, I can’t build here, I can’t build here…”
    • “These guys are racist so I’m gonna put them in the racist zone.”
    • “You’re doing the community a great service.”
    • “Can single family housing replace single family housing?”
    • “I’m extremely racist”–A funny moment, but consider if this is teachable or should be reframed.
  4. Visual and Physical Design:
    • Icons’ shapes and symbols can be confusing (e.g., circling faces for +1 modifier).
    • Consider alternatives to erasing (e.g., using cards, legos, or other markers).

  1. Game Balance and Timing:
    • Mastery took a while, and strategies only became apparent toward the game’s end.
    • Evaluating multiple projects created combinatorial explosion, slowing the pace.
    • Autonomy over game end encouraged point counting, leading to a slow pace.

Positive Feedback and Potential Improvements:

  1. What Worked Well:
    • Good mechanics; liked how players figured things out as they went.
    • Emphasized empathy by putting players in the mindset of someone opposing affordable housing.
    • Easy-to-grasp mechanics after a few turns.
    • Social interactions and strategy discussions were engaging.
    • The lack of clear optimal strategy made the game more dynamic.
  2. Balance Suggestions:
    • Consider balancing affordable housing: As time runs out, it’s no longer a major concern.
    • Maybe allow all remaining actions to be played when the timer is about to end.
    • Timer resetting when cards pass helped maintain flow — consider adding more time for certain scenarios.
  3. Scoring and End-Game Considerations:
    • Scoring system makes affordable housing quite punishing.
    • Maybe everyone finishes one more turn after the last card is drawn.
    • Consider modifying score rules or resetting the timer when specific conditions are met.

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