Play Test Journal #1 The First Game

This last fall Casey asked me if I’d be interested learning to play Near Space.  He then handed me a couple decks and the rules and said have fun.  I was going to be the first person to learn to play without being taught from an already experienced player.  One more catch, I had to find another person that hasn’t ever played before and teach them to play as well.

Shortly thereafter I go into the local hobby store like most days and to my luck Cooper Livingston is behind the counter.  Cooper happens to be the Jack of all trades of the gaming community around these parts and seeing the opportunity to learn a new one agreed to a game.  I take a seat in the gaming area of the store and begin reading the rules.  An hour past as I flipped back and fourth checking the wordings in each section and when I found the Terminology section it all fell into place easily.  Then I put together a couple of legal sized decks and move over to Cooper.Time to play.

I get out my dice, Cooper uses the stores behind the counter dice, and we shuffle up and deal out our first game.  It begins how most games I’ve seen begins, we each built a couple of red or blue d4 to explore.  We quickly find the benefits of having green dice out holding sectors, this was before green was modified to count for more in the graveyard.  The most unbalanced thing i found in this game was Clear d4s.  Cooper having the vastness of a store counter full of dice was able to build about a dozen of these ships and load them into a carrier.  This one group of ships crushed everything I sent in fight it, his d4 rolls of 13, 11, 9, etc were far superior to my white d10s, 8s, and 6s.  Cooper defeated me in about an hour and a half by Conquest(putting 100 facets of ships into my graveyard).

I had a great time in the first match with minimum returning to the book for rules verification or wondering how this worked beyond checking the reference cards.  I later addresses my concern of the power of the D-Craft(clear) with Casey and suggested that they have a limit of one “explosion” added into their total, later play testing of this found it far more balanced and in the spirit of the game and eventually helped give pink its own unique ability.