I had great playtesting sessions at Con of the North with Whitney, Cyrus, Jeff and Anna, and then some follow-up testing with my buddy, Jon, on Monday. From that, I think I have made the final tweaks needed to bring the “DANGER!” Expansion for Dicey Curves out for public launch on TheGameCrafter.
For those that have played using the expansion, here are some of the changes:
Slight Card Frequency Mix – I reduced the number of “debris” and “challenge” cards in the deck, in order to increase (by 1 each) the Lane Closed, Instant Repair, and Nitro Boost cards.
Slight Card Power Tweaks – A few cards needed rules tweaking in order to either make them have a better impact, or make them play a bit more naturally: “Nitro Boost” now adds 2 dice to your initial roll (instead of just 1). “Repair Shop” and “Lane Closed” can now be played on any type of track card, not just Straight-Aways and Wide-Opens.
Reduced Hand Size … Increased Hand Refilling – Originally, each player had a max hand size of 3 cards and could only add to it by drawing at the end of their turn. Instead, the hand size is now 2 cards, and you immediately refill when you play a card … and you can immediately play the card you just drew, if it fits the situation.
Bigger Track Preview – Normally when playing Dicey Curves, you flip over 2 track cards in front of the race leader. When playing with the DANGER! Expansion, you need to increase that in order to make better use of the track modifier cards. Still want to play this one out a couple of times, but I now like having 4 cards out in front of the race leader.
These changes, although very subtle, have gotten the expansion to flow much closer that what I originally intended. It plays quicker, is more “dangerous” (cars deal with gaining/repairing damage more often) and allows players choice of whether to work around the troubles or take damage and go faster in the short term.
Can’t wait to show it to you all! Now, on to the rules-writing. (yeah)