Refining the system
Over the holiday season I've had some time to organize a couple of playtests of the game to see if the core mechanics work well. Playtesting is always very interesting because it immediately highlights any glaring issue that in your mind isn't even an issue. Even just explaining the rules to someone can often trigger an immediate realization that something just does not work. It is important though to decide what is a core part of the design that you are not willing to change (even if the playtesters do not like it) because that is what makes it interesting to you. In my case I cannot compromise on the random activation done by drawing cards as that is one of the main differentiators and interesting points (for me) of the system. I also cannot compromise on the size of the units and the amount of units in an overall fleet as I have to work with the Fleet File collection models. For the playtest I needed to choose a scenario. I wanted a small battle which wasn't too long in...