I finished a round of edits and cleanup on the Potemkin Empire rules last night — it’s still testing really well; every group to play it ends up getting into the sarcastic tone, and preposterousness of the theme, though I must say, when I first put pen to paper for this, it wasn’t intended to look so timely with current geopolitics. Hopefully that won’t be a turnoff when pitching, or selling to customers, if there’s a feeling that it’s just chasing some soon-to-pass cultural zeitgeist. But! The theme is too strongly baked into the mechanics to worry much about that now.
One test group at Protospiel was made up of several hardcore “card game”-type players; folks who seek out “drafting” games as a genre, or have committed to memory their entire Magic:TG and Shadowfist decks because they play those games competitively. This group was unanimous in suggesting that Potemkin Empire needed a little more ‘meat’ to the strategy; suggesting that instead of only having cards which caused buildings to be “fake” or “real”, giving those cards alternative unique non-standard actions to make the Drafting Phase more interesting. I was nervous this might be too many moving pieces for a more casual audience (I think a big swath of my target audience for this has never encountered “drafting” as a mechanic), plus… if I’m honest, designing and implementing something like that scared me. It seemed like a lot of work to make sure I had created “balance” among them, and how would I decide whether an action like “Recover a killed spy” should be attached to a card that, if used to build, would be a fake building, or a real building? Continue reading