Nemo's Island playtest on 11-02-2025

The full, 4 player playtest of Escape from Nemo's Island at the CODG meetup went very well.

GAME DESIGN

11/3/20251 min read

4 player playtest of Escape from Nemo's Island
4 player playtest of Escape from Nemo's Island

I had a full, 4 player playtest of Escape from Nemo's Island at the COGD meeting on November 2. The playtest went pretty well, with the new-ish combined clue system working as planned.

There is still an issue at the end for players who "don't have anything to do". Most/all of the location cards near the Nautilus have been revealed, and the players don't want to leave for fear of getting left behind when the Nautilus leaves.

I have 2 possible solutions for this:
1: Clue Match Players can reveal a Row Clue card, and then reveal the top card of the Row Clue deck. If the card type (Food, Water, Fuel or Treasure) matches, they gain 1vp from insight into Nemo.
2: Building Steam Once all of the supplies have been loaded onto the Nautilus, 3 Row Clue cards are drawn. Any Treasure cards are discarded. Then, at the end of each round (maybe when the Lava tokens are drawn?), another Row Clue card is drawn and placed with the others. Once 3 cards of the same type have been drawn, the Nautilus launches at the end of the round. Players can play Row Clue cards to speed up the process, if they want and they have the correct cards.

I'm hoping to test both solutions in future playtests to see which one works the best for my game.