Monday, 14 May 2018

SESSION 5 OF A REVISED KAIJU CONQUEST

Several nights ago I played two games of Kaiju Conquest by myself, conducting a four player game. The first game was played using the following:
1. The Objective was to control the most zones, earning VPs. Land zones were 1 VP, City zones were half their HPs (rounded up), and destroyed city zones were 1 VP.
2. Trying out the Resource Points being earned on the odd numbered rounds. There were six rounds in the game, with 20 RPs on Round 1, 15 RPs on Round 3 and 10 RPs on Round 5.
3. I would not be using the Tactic Cards for this game as I wanted to see how it would play out without them. Also, because the Tactic Cards were not used, I tried an older version where the RPs would be used for movement and extra dice rolls.
4. There were no Bases to be bought in the game. Each city would be its own Base. Even if the Sazzarran player were to control the zone, they would get the benefits of using the city as a Base for themselves. Which really means when a MECHA or Kaiju is in a city zone they control, they can use RPs to heal back to full health by spending half the Build Value of MECHA or Kaiju.
5. The UNRF player would start on Round One with one Military Unit (MU) at each land and city zone on the game board, which actually covers all of them (24 zones). These would not be paid for in RPs.
6. Both sides an use RPs to get the GSWs (Giant Steel/Shield Walls) to protect the cities from the opposing forces.
7. Lastly, each battle would be played until only one side or the other remained in the zone.

The first game lasted almost 60 minutes exactly, and that was with me playing as four people. The RPs on the odd numbered rounds did not work for me as by Round Four I had no points to spend on either side and there were no battles to occur. A dead round. At the end of Round Six, there were barely any forces from either side on the game board. I would go back to playing one turn of battle between players at each zone rather than elimination. The Sazzaran side won the game with a lot more Victory Points than the UNRF side.

During the next game, I went back to the following:
1. The Objective was still the same: to control the most zones, earning VPs. Land zones were 1 VP, City zones were half their HPs (rounded up), and destroyed city zones were 1 VP.
2. RPs being available on all six rounds, starting at 15 RPs on Round One to 5 RPs on Round Six.
3.  I still did not use the Tactic Cards for this game, but I went back to using the dice to activate the special abilities of the MECHA and Kaiju.
4. No Bases to be bought., The cities would be the bases.
5.The UNRF player would start on Round One with one Military Unit (MU) at each land and city zone on the game board, which actually covers all of them (24 zones). These would not be paid for in RPs.
6.  Both sides can use RPs to get the GSWs (Giant Steel/Shield Walls) to protect the cities from the opposing forces.
7. Each battle would only be fought once in each zone. So there could still be surviving units from one or both sides at each zone.

The second game lasted just under 70 minutes. The Sazzarran forces won again.
1. The Objective and VPs still works.
2. RPs being available for all six rounds was more ideal.
3. Not having the Tactic Cards made game play quicker but less thematic and flavourful.
4. Having the cities as bases of operation was good. It allowed the UNRF player to deploy his MECHA and MUs at any city he still controlled. It also allowed the Sazzarran player to use them to deploy and heal their Kaiju when they were able to control a zone.
5. Having all the UNRF MUs deployed on Round One helped.
6. The GSWs were still a good idea in the game. The UNRF were able to build a couple each Round to protect their cities and hopefully claim the VPs for them a the end of the game if they still had control (Just having a friendly GSW in a city zone would give control to that player).
7.The battles only being fought once in each zone allowed more MUs, MECHA and Kaiju to last longer and at least have more on the game board by the end of Round Six to control zones.



Yesterday, I had my daughter, KeleighAn, and her boyfriend, Justin, over to conduct a 3-player game. They each played the UNRF as I played all the Sazzarran. I wanted them to play the UNRF this time, as they usually win a game.

The game was played the same way as the points listed for my second game. The game lasted about 63 minutes. They won the game as the UNRF with more VPs, mostly in city zones controlled. They used a good tactic by building the GSWs as much as possible to protect their cities. Myself as the Sazzarran forces just could not get enough rolled 6s to destroy those walls.



So, it is possible for the UNRF side to win, if working together and using good strategy to repel the Sazzarran invaders. KeleighAn and Justin had played the game before using the Tactic Cards, and would still prefer to have them played in the game, even if the game lasted a little longer. It does allow me to use the Tactic Cards as a possible Stretch Goal, or just Advanced rules when I go to Kickstarter.

If the game continues playing well like this, I will soon be able to get prototypes made to send out to Indie Game Alliance. I still need blind playtesters to try it out before going to Kickstarter.

No comments:

Post a Comment