Play Notes & Other Opinions - jeutn/omg-research-project GitHub Wiki

After playing the game ourselves, here are some notes about gameplay which may be useful for digitisation:

  • Without hosting the multiplayer game via networking and servers , how do we not show player's each others hands as this information should stay hidden
  • At times, when Market Office was in play, players forgot that it was available to use or didn't realise till later that they did actually have all the resources available to produce
  • The value of the goods in coins should be more visible
  • In a digital version, it might be visually more appealing to have the 'goods' cards show the type of good it is + value
  • At times, it was very hard to get all the resources needed as some required a large amount
  • It was more interesting and fun when there was a 'host' to narrate and announce what phase of the round it was - helped the game move along, but it was a bit of effort for one person to narrate the whole time - perhaps automate some of this
  • Through playing the game, getting to 8 buildings sometimes took too long and it got a bit repetitive, perhaps lessen amount of rounds or make some parts more efficient
  • If all players make choices simultaneously, after a small amount of time, players would announce their choices - digitising could involve time limits and symbols representing other player's decisions
  • The multi-use card is very interesting and unique design, although it could be more visually easy if the buildings and resources were separate (but then when paying with resources, players lose the chance to build it as a building) - how to balance this when digitising
    • Perhaps the card has 2 sections, clicking one part allows the card to be played as either a resource or building
  • Actions are declared during planning and resolved later, maybe keep a history log?
  • At the end, we had to spend time calculating our VPs as we did not keep track during the game - digitisation could show this as the game progresses and then do a reveal to other players at the end

Some noteworthy comments from real players include:

  • "In fact the only interaction really is trying to gauge other players' tempo, but that's what drives so many of your decisions. Do you hold on to that 19 cost building in hopes to build it or do you use it as a resource? do you push your luck and risk an efficient action? Do you bother picking up that extra worker in place of building? Additionally, this is not a euro game where you all sit quietly and the only sound you hear is the occasional shuffle of cards. Because of the push your luck and excitement of a revealing market, players very audibly express their excitement or their disappointment." - @Etward, Oh My Goods! Base Game review, BoardGameGeek.com