P1: Tiny playable prototype (Aiden Pinuelas, Xingyi Zhang, & Emma Wong)

Playtest #1:

Liked

  • Special achievements (gives bonus points if collect a special set of objects) → helped motivate players to choose unethical methods (no one could play “clean” game)
  • Good mechanical incorporation of thematic ideas including creating a “cabinet of curiosities,” the notion of the “universal museum,” and most importantly why and how museums have stolen artifacts.
  • Appeal of investigation action → mirrors how museums don’t always know method of collection and need to investigate
  • Mechanics work!!!
  • Coins were fun mechanism

Didn’t Like

  • Too easy to do repatriation 
    • Need to increase $$ or something else
  • If method of collection (i.e., war, black market, donation, commission) is attached to card, players who replay the game know which method used because the cards have pictures of the object 
    • Need to separate collection method from individual cards
  • Players just chose cheapest objects and didn’t need to investigate to still unlock special achievement (which gives bonus points) → how prevent players from choosing cheapest?
  • Last round was only repatriation ← avoid
  • Need more clean cards
  • Lot of legit cards (“clean” collection method) in round 1 because randomly assigned 
  • How obvious is learning? 
    • Need to add object facts + historical events (focused on mechanics working first, which themselves provide learning experience of being in position of a museum)

Edits/Ideas

  • Score tracker 
  • Be first player to complete – collect special achievement card (so multiple people can’t unlock same achievement)
  • Increase price $$ of investigate and repatriation
  • Dice? Determines method of collection
  • Example: generic Greek vases that were donated → rolling a die can determine if ethically or unethically collected
  • Separate method from card 
  • Less legit/“clean” cards in beginning ← create history cards which add additional modifiers/rules to what players can/can’t or must/must not do
  • Add history event cards (the modifier cards) that punish players with obviously stolen throughout eras ← that way, players who choose unethical methods might still be punished throughout the game, even if they repatriate all stolen objects by end (accountable for entire “purchasing” history)
  • From certain regions, +/- to die roll (depending on history era card)
  • ACHIEVEMENT CARD TRIGGERED AFTER final round: Player who stole least gets bonus 
  • EVENT CARD TRIGGERED AFTER final round: Card or roll die → result determines how many points (%) lost if you have most stolen in your cabinet of curiosities

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