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What did the man say when when the witch removed the curse? Hexagon

This entry was posted on Oct 09 2012

This past weekend Anthony went to SIEGE and I playtested the yet unnamed hexagon game.

Even more hexes

We played for a couple hours before I had to leave.

This is what I think so far:

  • The game balance is good. Your advantage can easily be taken away from you.
  • The game can easily take a long time to play to completion. So much so that I am thinking of going to Anthony’s this weekend, starting a game bright and early and not leaving until one of us wins.
  • Even though the game can take a long time to play, no one that has sat down to play it has lost interest, even those compatriots that do not usually care to play games.
  • The game has a good feedback loop and people get engaged in it really easily.
  • The unknown unknowns tend to make players be very cautious. As does the number of items to keep track of.
  • Counting things that are not there is a lot harder than you would think.
  • It is very easy to strike earlier than you should. People can easily force your hand.

Ben right before ripping his hair out. He's bald now.

So far we like the current ruleset, but more testing is needed. After a few more weeks of testing, I will see about a how to play video, maybe sooner if we come up with a good name.

About jkempf


James Kempf, CEO of Cliché Studio, has made two games for Mercury Retrograde Press, learned from managing the comics at Criminal Records that John Stewart is the best Green Lantern, and once happily played a 12 ft. dwarf in Rifts.

  • Digging the joke:-)

  • GeekieChick

    Hey That guy looks familiar! Keep me posted on the video for the hex game guys!

  • Looks pretty interesting. I imagine it’s a game we can sit around the table and strategize, let me know more about it when you get a chance!

    • We’ve got a planned name for it, Hexit Strategy. Working out a pdf of the current version of the rules which we’ll put up here as a print and play edition.

  • Pekka

    I’m interested, how do you test the balance in your games? Do you just play them over and over again manually or do you have some kind of algorithm?

    • Yes its been manually, and making sure to play and observe play-throughs with as many different people as possible. I recently moved to another city so thankfully that gives me a whole new group of potential people to test with.

      Do you know of any algorithms that I should be looking at potentially? Some kind of data driven approach would no doubt be helpful at least in telling us what to change as we’re kind of winging it based on how it feels and feedback from others which may or may not be sanitized to preserve feelings.

      Also we are working on a pdf for a print-and-play style and hopefully a few random folks will pick that up and play and give us some more data.