Nine Muses design journal (Mar 10, 2022)

Balance tweaks have come to Nine Muses!
After a few playtests, some problems arose:
• Some players noted that it was difficult to see some iconography due to a lack of contrast between icons and background art
• There were some instances where a Muse couldn’t be released as players couldn’t get the proper resource
• There wasn’t enough distinction between resources (Why do I care about craft vs science vs ethics?)
• There was at least one instance where I had accidentally created an “infinite loop” of stealing that could only be broken by players doing something that wasn’t to their benefit to break the loop for everyone
• Some Muses were too highly favored over others due to their market gains
• It was missing a certain “je ne sais quoi?” that could take it from a good game to a great game

So how did I solve these issues?
• Special abilities! Poetesses don’t just give you victory points! Each Poetess has one unique ability that players can take advantage of as long as they have the Science
• I carved out some mechanical importance for each resource: Craft is best for changing the board up but VP turn in is low; Science is the only way to use Poetess abilities and has decent VP turn in, but it’s harder to hold on to; Ethics is the rarest resource but has a HIGH VP turn in compared to the others.
• I added a white stroke to the icons to make them stand out more against the background
• Slight tweaks to each Muse’s marketplace to ensure that players can get Craft with every Muse

Both the PnP & Digital have been updated. Let me know how these changes fare as you call upon the muses!

Rules
PNP Files
Playincards.io room


Discover more from Mutant Pizza

Subscribe to get the latest posts sent to your email.

Leave a comment

Discover more from Mutant Pizza

Subscribe now to keep reading and get access to the full archive.

Continue reading