I found when playing this game the player didn't have to think very much only when their pieces were in the 'attacking zone' which its referred to as, which is the centre spaces for both players have to move down. I wanted to change it so the player had more threat and conflict. So instead of the pieces finishing at the end the rules are now to line all your 5 pieces to the end of the board. these pieces can then also come back into the game because it is a fight for the last two spaces. We had to create a Design Document to show our iterations and how the board will look.
This is a
good example of how someone might use the rosette square as a tactical
advantage. This counter can stay there safely and can pounce on an opponent if
need be. This might need to be iterated further because I don’t want players to
start ‘goal hanging’, so there may need to be a rule that prevents them from
staying on any rosette square for more than, say 3 turns. It is however quite
difficult to get on one in the first place because of the exact number of moves
the player needs to use.
The Player might use Counter X to attempt to knock out their
opponent’s Counter Y, but this could
be a sacrifice because it would only take a role of 2 moves for Counter Z. This also means that that
counter would have to get back in the queue, when those moves may be better off
moving counters that are closer to the start, and saving Counter X for the last two of the opponent’s counters. So
calculating the best way of defence in the second conflict zone is quite
important in winning the game.Overall I think the game is slightly more enjoyable and create more tension for the player which is what I think ultimately drives this game.



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