The More Was Too Merrier


So I finally got a few friends together for a proper multiplayer playtest of 4+ players and there was a problem... the game became too easy. Fun fact though, since we had 8 players at one point, we decided to add a second deck to the dungeon which kept things interesting and I would recommend it for larger groups or if you just want some extra difficulty. Would've mentioned it in the PDF proper but I am really trying to keep it to a single page.

Anyways, in an effort to ramp up the difficulty even further and maintain the feel of danger with more players, I have made the following changes. I am not apologising.

Changes

  • Jokers in hand now must be played via the search action as soon as the actions will allow.
    • No more keeping jokers away from the group. Simply opting to search with it for a chance at a gem was not enough incentive anyway, especially with the idle action.
    • This should keep the tension up since the jokers will now almost always be lurking.
  • During the new round reveal, a darkness card can now take out all kindling of equal or lower value.
    • In a deck of 54 cards, having only 2 jokers cause an immediate end game just wasn't risky enough.
    • Playtesting showed that with 4+ players, the torch stack would end up becoming a non-issue. At one point we even had around 15 cards or so on the stack and the darkness couldn't even make a dent.

Files

Crawl v2.1.pdf 197 kB
Oct 01, 2023

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