Sunday, May 7, 2023

Under a Violet Moon: the "game of dancing and deception" needs more dancing

I brought Violet Moon to my regular board game group today.  Technically not ideal because it's supposed to be a two-player game (we played in teams and that worked well enough), but a couple of them are medieval dance enthusiasts, and I wanted their feedback on the medieval dance aspect of the game.  Their conclusion was that it felt more like a chase than a dance - most of the movement was focused on a handful of characters, while everyone else on the board pretty much stood still the whole time.  One player compared it with Scotland Yard, which I can kind of see (although I think I was maybe 10 the last time I played that game, so I'm a little hazy on the details).  So after the game we talked about some ways to make feel more like dancing, and I've been thinking more about it since then.  The basic idea was to keep people moving more, as a whole group.  I'm not sure yet what the solution will be, but right now I'm thinking to add a "group move" phase in each turn, where a basic move cards is randomly drawn and everyone on the board who is in the right starting position will make the indicated move.  That should increase the dance feeling, but I'm not sure what it will do for strategizing.  Future testing will tell...

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Dolomball - a new season

PAX is over, Werewolves is in competition limbo, so I'm finally back to focusing on Dolomball.  I ran a test game with some minor change...