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How-To Publish Games, The Tasty Minstrel Way

Tasty Minstrel Games was started in early 2009 with initial releases (Homesteaders and Terra Prime) coming out in January 2010. Despite many problems to overcome, TMG quickly grew in popularity. This blog is meant to make some of TMG's business practices open source.
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The Importance Of Initial Gameplay - Grab em and keep em!

Michael Mindes
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I should have a better understanding of the sheer number of games that are published in any given year. They are staggering and I have heard reports of as many as 500+ in 2010 and 2009 alone. As a publisher or game designer, how could you reasonably expect your game to be a top game release for the year.

Even more difficult is being a top release for the year to compete with the established top releases from prior years? That is why I strive to reduce risk and maximize hit potential.

One way to do this right is to get the initial game play to be fun and easy to learn. We at Tasty Minstrel Games learned a lot from Terra Prime about this. While I believe personally that it is a great game, it failed miserably in one majorly important aspect.

The initial game play ranged from great to horrible. That is to say the players would have a horrible time if they ventured out further than they should without being properly prepared.

While this is fine for the design of the game, it makes becoming a commercial success very difficult.

Why Give Terra Prime Another Chance?

This is exactly what many people would be thinking. The fact is that a first time player would quite possibly venture out early, get destroyed, and then proceed to suffer through the remaining 1-1.5 hours of game play.

Not exactly what you would expect to drive sales!

Should Designs Be Dumbed Down?

Absolutely not. It is hard to get a design to have simple rules, a wealth of strategic depth, and provide exciting/addicting initial game play. You also need to avoid trying to design a game to meet everybody's gaming needs.

Think of who or what type of gamer is going to not only like, but LOVE the game you are designing. Then proceed to design the game for them. Without a sizable group of people LOVING your game, then you will not proceed to hit status.

For example, when we went through the process for creating Martian Dice, we were specifically trying to appeal to the following types of people (in no particular order):

* Gamers with children that they want to bring in the world of being a gamer.
* Casual gamers that play various other dice games.
* Retailers that want a fun game they can recommend and sell at their checkout counters. One of the keys here is to be easily teachable and fun to teach.
* Serious gamers that want a time filling game that packs a number of meaningful decisions is a short time period, combined with the fun of rolling dice. I personally miss the sheer tactile fun of throwing a fistful of dice. I miss it, because I usually do not like games that result from the randomness thereof.

Those are the kinds of people we made the game for. The core here I believe is to think of gamers that you know and design the game specifically for them to LOVE. That will make the process easier and less abstract.

Back On Track - How To Improve Initial Game play

Sorry for the tangential "design for a target gamer" bit. Initial game play is essential in a world of hundred of new games released every year! Since if you want a hit, then you will need people to play the games that you produce. If they play it once and then shelf it, you are unlikely to build the user base required for a hit.

Through the process of publishing board games, I have found that there are some factors that can help initial game play to go more smoothly and be more fun.

* Provide clear, concise, and well organized rulebooks. Reading through a rulebook is bothersome enough. Having 30% extra that is unneeded, confusing language, or poor organization makes this even more difficult. We have all played a game where it took an hour longer than it should have and were not even sure if we played correctly... This is not good for initial game play!

* If there is something that a player can do early which will prevent them from winning, then that should be removed from the game. The idea here is that every choice in a game should be from a pool of good choices. If the game allows me to do something stupid and I lose as of a result, then I will blame the game...

* Make the total length of game play time shorter, but don't truncate the game so much that you don't get the full feeling. When Tasty Minstrel Games started development on Belfort, the game lasted 9 rounds. As a result of dropping that to 7 rounds, the game became more interesting and shorter (which is a great combination).

* Give players something beautiful to look at. I know the rare arguments about how artwork shouldn't matter so much, that it is the game system which matters. Not so. If players can visually bring themselves into the world surrounding your game system, then they will more greatly enjoy the game. I personally think of Puerto Rico, which is a fantastic and innovative game for its time. I also think it has been somewhat lacking in the visual awesomeness possible.

* Make it fun! Laughing will make your game much more likable.

* Provide a learning game variant. After receiving feedback about the first plays of Eminent Domain taking a very long time due to the tech decks, we introduced the learning game which ignored technology completely.

Conclusion

Board game publishing is a creative endeavor. Playing board games is an inherently viral activity.

When you combine there to, it is imperative to get the game into as many people's hands as possible early, have them want to play the game, and create a game which will provide fun initial plays.

Cheers!
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Michael Pearsall
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Quote:
* Provide a learning game variant. After receiving feedback about the first plays of Eminent Domain taking a very long time due to the tech decks, we introduced the learning game which ignored technology completely.


I think you need to be careful with this.

I think with some games (and groups), it's hard to ever get the full experience. The first time, everyone is new and they play the learning game. The next time, 3 of the players played before but there's 2 new players, so you do the learning game again. This continues on and on. Eventually, people get sick of the learning game and never even got to try out the full game.

Of course, it's less of a problem with some groups, but it's something to keep in mind.
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  • Posted Mon Sep 12, 2011 1:17 pm
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Mihai Stanimir
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Great post as always. Keep up the good work, Michael!

Lately we play 10+ new games each month. Our time is limited and initial game play is crucial as most games won't get a second chance. Even if it's not an instant hit, all players should feel like trying it again.

You got it right with the rules. Learning rules is the hardest part for me as I learn a new game every other day. Most games have ambiguous rules or don't cover special situations. We often have to stop in the middle of the game and look for clarifications in forums and FAQs. Some rule books cannot be used for reference as it's very difficult to figure where to look. Good thing some people here on BGG write concise rule summaries that you can use while playing. Even games in top 100 suffer from loose language or components described in rules not matching the actual ones.

Preparing the game for first play (or for learning it) sometimes require a lot of patience. Game components take a lot of time to separate from their frames. If you ever removed plastic pieces from Twilight Imperium you know what I mean.

Storing components is commonly overlooked and I completely hate the designer of the box when I see components don't have a place. There are games with hundreds of components and no reasonable way of storing them so that they fit in the box, are easily accessible while playing, and you don't have to spend a lot of time sorting them before play. Many times you get a ton of pieces of all shapes and sizes and an empty box (or useless insert); how are you to fit them in? Plano boxes are sometimes useful although pieces are not easily accessible especially if you have thick fingers. But just in case, I got boxes in all sizes and shapes for when games require them, and most do.
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  • Posted Mon Sep 12, 2011 1:47 pm
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Oliver Kiley
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Nice write-up.

It's interesting to think about what causes a game to click with people (or not click). I'm probably exactly the type of gamer this game is targeted/marketed for, but for some reason it never quite capitvated my attention/interest. I don't want to be critical, but for me I think its the artwork. It is good quality and well done clearly, but style-wise it doesn't grab me and make me think "ahh ... space!!"

I agree that humor is important and can be a great tool. But humor can take a lot of different forms. Many games try to be humorous and end up being cartoonish. That can work well for some games, not as well for others.

Cheers!
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  • Posted Mon Sep 12, 2011 1:58 pm
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Lee Fisher
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fanaka66 wrote:
Quote:
* Provide a learning game variant. After receiving feedback about the first plays of Eminent Domain taking a very long time due to the tech decks, we introduced the learning game which ignored technology completely.


I think you need to be careful with this.

I think with some games (and groups), it's hard to ever get the full experience. The first time, everyone is new and they play the learning game. The next time, 3 of the players played before but there's 2 new players, so you do the learning game again. This continues on and on. Eventually, people get sick of the learning game and never even got to try out the full game.

Of course, it's less of a problem with some groups, but it's something to keep in mind.


I agree. I'm sick of every game having multiple sets of rules!
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  • Posted Mon Sep 12, 2011 2:03 pm
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Mihai Stanimir
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lfisher wrote:
fanaka66 wrote:
Quote:
* Provide a learning game variant. After receiving feedback about the first plays of Eminent Domain taking a very long time due to the tech decks, we introduced the learning game which ignored technology completely.


I think you need to be careful with this.

I think with some games (and groups), it's hard to ever get the full experience. The first time, everyone is new and they play the learning game. The next time, 3 of the players played before but there's 2 new players, so you do the learning game again. This continues on and on. Eventually, people get sick of the learning game and never even got to try out the full game.

Of course, it's less of a problem with some groups, but it's something to keep in mind.


I agree. I'm sick of every game having multiple sets of rules!


I also agree. The only game I think requires a shortened version (from what I've played) is Through the Ages: A Story of Civilization. Even there I completely ignore the Simple Game version. We only play Full version, but Advanced is good enough for new players for one reason only: the game is unforgiving and a mistake in the early turns will be followed by many hours of agony. Of course that's not the case if new players are accustomed to playing complex games, can plan ahead, and don't mind having their civilization destroyed by wars devil.

Oh, and games should be playable in 2 players. And please, no dummy 3rd player.
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  • Posted Mon Sep 12, 2011 2:24 pm
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Kenny VenOsdel
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Nice insights as usual. Even though I'm not intending to be a game publisher ever I've really enjoyed following your blog though. Of course there are points I disagree on though.

For example, your mention of a learning variant in Eminent Domain. Personally I have never used it, and I've taught the game to a score of different people. The reason I've never used it is because in my mind the tech cards are what should drive your strategy. They enhance the game so much that I think its more worthwhile to play an extra 20-30 minutes on a learning game than to keep the game shorter and easier. You just have to explain that it takes awhile to understand all the card interactions in the techs. Another thing I do is when someone announces a research role I only give them the cards they can gain, and I tell them which planet stacks are focused on which things so they don't have to worry about picking between them as much.

In short, simplified learning variants are nice, but they can be a detriment to your initial game play if they remove a core aspect of the game. If you finish the game and didn't get any sort of "hook" in you then the initial game play failed. With EmDo I can see that happening easily without the technology cards. I find a better compromise in just giving advice. (I ask what they want to do; produce/trade, research, deck thin, colonize, etc.. and then give them a tech recommendation based on that).

Quote:
* If there is something that a player can do early which will prevent them from winning, then that should be removed from the game. The idea here is that every choice in a game should be from a pool of good choices. If the game allows me to do something stupid and I lose as of a result, then I will blame the game...


That can be a good thing to remove in game design but not always. There are lots of things in lots of games that can take you out of the running early but help you win later. I think its a dangerous rule to hold fast and hard like that. Imagine if Homesteaders didn't allow you to gain VP's on your homestead because someone *might* just spend the whole game doing that. They would certainly lose, but they certainly shouldn't blame the game. Some things are necessary to have that way and the players need to be aware of it.

In your Terra Prime example I think you are a bit off as well. I agree that someone that rushes out there unprepared may lose a lot of their modules and some points and feel defeated, likely never to be able to catch up. That would be a horrible game experience and they would sit for another hour bored. However, if the option to move out into deep dangerous space was completely removed the game would lose a lot of its pizzazz. Much of the game is spent building up your ship precisely so you can move out there and blow up some aliens or dodge a bunch of asteroids.

A better idea IMO is to educate players within the rulebook. Use bolded sentences to point out a few basic things they should not do, or to reinforce some of the basic strategy things to consider. Homesteaders does this with a basic strategy arc and after explaining that I've never had a person that I taught try to produce VP's on turn 1.

To summarize I would say that some games need to just allow the players to play. If there are mistakes to be made it is up to the players to notice and avoid them. If they make the mistake they will learn from it, and if the game has enough in it to hook them it still will. Just be careful about making plays that are game destroying look like good options.
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  • Posted Mon Sep 12, 2011 4:12 pm
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Michael Mindes
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kvenosdel wrote:
Nice insights as usual. Even though I'm not intending to be a game publisher ever I've really enjoyed following your blog though. Of course there are points I disagree on though.

For example, your mention of a learning variant in Eminent Domain. Personally I have never used it, and I've taught the game to a score of different people. The reason I've never used it is because in my mind the tech cards are what should drive your strategy. They enhance the game so much that I think its more worthwhile to play an extra 20-30 minutes on a learning game than to keep the game shorter and easier. You just have to explain that it takes awhile to understand all the card interactions in the techs. Another thing I do is when someone announces a research role I only give them the cards they can gain, and I tell them which planet stacks are focused on which things so they don't have to worry about picking between them as much.

In short, simplified learning variants are nice, but they can be a detriment to your initial game play if they remove a core aspect of the game. If you finish the game and didn't get any sort of "hook" in you then the initial game play failed. With EmDo I can see that happening easily without the technology cards. I find a better compromise in just giving advice. (I ask what they want to do; produce/trade, research, deck thin, colonize, etc.. and then give them a tech recommendation based on that).


This learning variant was not available in the original game, but was a result of teaching the game to large numbers of people. It was often heard that there was too much going on with all of the tech cards being available, and having to learn how the game played and flows.

kvenosdel wrote:
Quote:
* If there is something that a player can do early which will prevent them from winning, then that should be removed from the game. The idea here is that every choice in a game should be from a pool of good choices. If the game allows me to do something stupid and I lose as of a result, then I will blame the game...


That can be a good thing to remove in game design but not always. There are lots of things in lots of games that can take you out of the running early but help you win later. I think its a dangerous rule to hold fast and hard like that. Imagine if Homesteaders didn't allow you to gain VP's on your homestead because someone *might* just spend the whole game doing that. They would certainly lose, but they certainly shouldn't blame the game. Some things are necessary to have that way and the players need to be aware of it.

In your Terra Prime example I think you are a bit off as well. I agree that someone that rushes out there unprepared may lose a lot of their modules and some points and feel defeated, likely never to be able to catch up. That would be a horrible game experience and they would sit for another hour bored. However, if the option to move out into deep dangerous space was completely removed the game would lose a lot of its pizzazz. Much of the game is spent building up your ship precisely so you can move out there and blow up some aliens or dodge a bunch of asteroids.

A better idea IMO is to educate players within the rulebook. Use bolded sentences to point out a few basic things they should not do, or to reinforce some of the basic strategy things to consider. Homesteaders does this with a basic strategy arc and after explaining that I've never had a person that I taught try to produce VP's on turn 1.

To summarize I would say that some games need to just allow the players to play. If there are mistakes to be made it is up to the players to notice and avoid them. If they make the mistake they will learn from it, and if the game has enough in it to hook them it still will. Just be careful about making plays that are game destroying look like good options.


Yes, specifically, if it is somehting that needs to remain in the game, and people are tempted to do it, but end up being punished, then it needs to be addressed in the rulebook.

A simple BOLD statement that says, "Don't do this, you will hate the game" is helpful.

Also, it is important to discover common ways of playing the game incorrectly and specifically state not to do it. For example, with Eminent Domain, we found that people were taking influence points from the pool when flipping planets over. As you can imagine, this led to an incredibly short and unfulfilling game!
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  • Posted Mon Sep 12, 2011 4:49 pm
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Kenny VenOsdel
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Quote:
This learning variant was not available in the original game, but was a result of teaching the game to large numbers of people. It was often heard that there was too much going on with all of the tech cards being available, and having to learn how the game played and flows.


My guess is you were probably in a situation where you had to teach multiple games in a row as well. I usually am not. I can see where you would want to keep it shorter if you need to teach group after group, whereas I only needed to teach one group and thus a few extra minutes is not a problem.

Another thing I point out to people that helps them be able to "grok" the techs quick is that the level 1 techs are all improvements on the basic actions. Then they understand quickly that a card that says "Improved Research" lets them do a better research action. It keeps them from reaching for the tech stacks from the beginning of the game and be able to focus on gameplay instead.

I guess I also probably don't ask for as much feedback about the game as you do.

BTW Michael, are you still enjoying EmDo as much as you were when starting to play it? When it was first being talked about I remember you showing a lot of enthusiasm and I'm interested to hear how well you think it holds up to repeated, non-playtest related, plays. Personally I think it holds up well, obviously.
 
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  • Edited Mon Sep 12, 2011 5:02 pm
  • Posted Mon Sep 12, 2011 5:00 pm
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DrMayhem wrote:
Also, it is important to discover common ways of playing the game incorrectly and specifically state not to do it. For example, with Eminent Domain, we found that people were taking influence points from the pool when flipping planets over. As you can imagine, this led to an incredibly short and unfulfilling game!


Well, not quite unfulfilling, we actually played 3 or 4 times like that

But I give you the actual rules are so much better
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  • Posted Mon Sep 12, 2011 5:34 pm
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kvenosdel wrote:
Quote:
This learning variant was not available in the original game, but was a result of teaching the game to large numbers of people. It was often heard that there was too much going on with all of the tech cards being available, and having to learn how the game played and flows.


My guess is you were probably in a situation where you had to teach multiple games in a row as well. I usually am not. I can see where you would want to keep it shorter if you need to teach group after group, whereas I only needed to teach one group and thus a few extra minutes is not a problem.

Another thing I point out to people that helps them be able to "grok" the techs quick is that the level 1 techs are all improvements on the basic actions. Then they understand quickly that a card that says "Improved Research" lets them do a better research action. It keeps them from reaching for the tech stacks from the beginning of the game and be able to focus on gameplay instead.

I guess I also probably don't ask for as much feedback about the game as you do.

BTW Michael, are you still enjoying EmDo as much as you were when starting to play it? When it was first being talked about I remember you showing a lot of enthusiasm and I'm interested to hear how well you think it holds up to repeated, non-playtest related, plays. Personally I think it holds up well, obviously.


I still love playing Eminent Domain. Although, given my desire to continue pushing forward as a game publisher, desire to be at home/available to my children/wife, day job, and so forth, I have not played since I was at GenCon.

Everytime I play it, I still love it. So it is holding up incredibly well! Plus the upcoming expansion expands greatly on the current game play while adding very few new rules.
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  • Posted Mon Sep 12, 2011 6:54 pm
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Gaming in Greater Anchorage area, Alaska since 1978. Looking for Indy-willing RPG players in Eagle River (or willing to drive to Eagle River). Geekmail me if interested.
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While I love Terra Prime, only my 7yo really likes it. (The 12yo will sometimes play.) The 7yo HAS beaten me at it...

My normal available boardgamers do not, generally, like it - it's too hard to beat the aliens for too little reward, and they really have trouble with deciding when to go fight when t trade,and when to pant colonies. There's only one ship design. (An alternate ship design where lasers and engines match up, and shields and cargo bay expansions, really would do a lot to boost interest... an idea I got from playing Galaxy Trucker).

The standard design is
3x Shield or Laser
2x Engine or Cargo Bay

A fun alternate design
2xEngine or Shield
1xShield or Laser
1xCargo or Laser.

Another:
2xEngine or Laser
2xShield or Cargo
1xShield or Laser
 
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  • Posted Mon Sep 12, 2011 8:29 pm
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DrMayhem wrote:
kvenosdel wrote:
Quote:
This learning variant was not available in the original game, but was a result of teaching the game to large numbers of people. It was often heard that there was too much going on with all of the tech cards being available, and having to learn how the game played and flows.


My guess is you were probably in a situation where you had to teach multiple games in a row as well. I usually am not. I can see where you would want to keep it shorter if you need to teach group after group, whereas I only needed to teach one group and thus a few extra minutes is not a problem.

Another thing I point out to people that helps them be able to "grok" the techs quick is that the level 1 techs are all improvements on the basic actions. Then they understand quickly that a card that says "Improved Research" lets them do a better research action. It keeps them from reaching for the tech stacks from the beginning of the game and be able to focus on gameplay instead.

I guess I also probably don't ask for as much feedback about the game as you do.

BTW Michael, are you still enjoying EmDo as much as you were when starting to play it? When it was first being talked about I remember you showing a lot of enthusiasm and I'm interested to hear how well you think it holds up to repeated, non-playtest related, plays. Personally I think it holds up well, obviously.


I still love playing Eminent Domain. Although, given my desire to continue pushing forward as a game publisher, desire to be at home/available to my children/wife, day job, and so forth, I have not played since I was at GenCon.

Everytime I play it, I still love it. So it is holding up incredibly well! Plus the upcoming expansion expands greatly on the current game play while adding very few new rules.

Perhaps even more telling - I played 2 games the other night at my house. After 100+ recorded plays (and who knows how many unrecorded playtests) I am still able to really enjoy the game and not be sick of it.

Yes, I'm more biased than most, there's certainly a novelty factor when your own creation turns out the way you intended. I'm also something of a game snob though, and if I can play something 100 times and still find it interesting and fun, then even considering the bias that's saying something!

Edit: that 111 plays in my profile probably DOES include most of my playtests - I keep track of that stuff under Unpublished Prototype and move it over to the game entry when it hits BGG.
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  • Edited Mon Sep 12, 2011 9:57 pm
  • Posted Mon Sep 12, 2011 9:55 pm
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My first play of Terra Prime was indeed not great. We had the feeling the 2 players starting out had a big advantage (I now know that is not the case at all) and the game took ages (2.5h with 4 new players). Since playing it again I've come to love this game quite a bit, and it usually plays in 60 to 90 minutes. Just right!

Terra Prime can be unforgiving though, if you make certain mistakes, it can be hard to recover in time.
 
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  • Posted Tue Sep 13, 2011 8:13 am
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Surya wrote:
My first play of Terra Prime was indeed not great. We had the feeling the 2 players starting out had a big advantage (I now know that is not the case at all) and the game took ages (2.5h with 4 new players). Since playing it again I've come to love this game quite a bit, and it usually plays in 60 to 90 minutes. Just right!

Terra Prime can be unforgiving though, if you make certain mistakes, it can be hard to recover in time.

When Terra Prime came out and there were reports of 2+ hour games, it really took me by surprise. NONE of my playtests, even early ones when things were wrong with the game, were taking that long - irrespective of how many new players there were.

I attribute that to the difference between being taught the game (by me) vs learning from the rulebook, I guess - I don't know what else it could be!

I'm glad that you came to like the game!
 
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  • Edited Tue Sep 13, 2011 8:29 am
  • Posted Tue Sep 13, 2011 8:28 am
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