Wozzle Patch Notes


We've been testingĀ Wozzle furiously with anyone who will give us a half hour of their time. The game continues to test well, locally and with blind testers all over. In an effort to give people time to test and not feel assaulted with updates, we've tried to let the PNP sit and soak for a few weeks.

We've gathered some notes and have made a few changes. We've updated the PNP and I'll go through the notes here.

Overall, if you already have a printed set of the game, you can probably keep playing it. At some point you'll need to update your cards, but I don't think you need to do that right now. The biggest change, which is cutting Antes and replacing it with Base Cost, is mostly a presentation change for accessibility. The overall game feels very similar. But, it does change every card.

Patch Notes

  • Added a frame to cards. It looks nicer and it makes it easier to cut them.
  • Removed Antes and Mana inflation to the economy. Now, a 4 player game has 40 Mana in it the entire game. No influx of Mana.
  • The removal of Mana inflation has naturally reduced the number of Mana tokens needed.
  • Cut Glutanas and replaced with Donation.
  • We're experimenting with tightening the starting Mana for all players to 7 for two players, 9 for 3 players, and 10 for 4 players.
  • I can't remember what we cut, but we replaced it with Purge. Some notes, I know.
  • Removed the 2 player limitation on Raise.
  • Made Raise cost 2 Mana onto Spells, not 3 Mana.
  • Added Base Cost to every card. More on this and the removal of Antes below.
  • General clarity and example improvements to rules. This is really key and we'll never stop pushing to make these better.
  • Added Pauper's Whim, a third Starter Spell
  • Players now start with 7 Mana instead of 6 in a 2 player game.

Antes and Base Cost

When you design a game, there's typically a thing or two that work really well, mostly, but there's one tiny lingering thing about them that you just don't quite like. We really like how our spell activation mechanic works. Previously, this was pay 1 Mana to the Pot for every Mana on the Spell, then add 1 Mana to the Spell itself. This slowly ratcheted up the cost of the Spell by 1 every use.

The problem, primarily for first time players, is that although the mechanic is simple, it had this light layer of math and would confuse some people. They'd ask: "how many do I pay?" And someone would always put all their Mana on the spell instead of the Pot. But, people always got it after a round or two. Generally, people paying attention picked it up and didn't have an issue.

We thought about solutions on how to represent it different. So many solutions. We received blind feedback on this from somebody we greatly respect, so we really pushed ourselves to fix it over the weekend. We left no stone un-turned. We experimented with an entirely new mechanic and 3 different ways to change how the info was presented.

We just didn't like any of these new solutions. In many ways they just shifted the issue. In other ways, they worsened the issue. Still, we kept pushing. What we've rested on finally is a nice compromise that is just a tiny difference.

Previously, there were Antes on some spells.This had two purposes:

  1. Make some Spells cost a little bit more initially to make them a less obvious choice. It didn't prevent people from using them, which is good because overall we want people to use lots of spells. But it made them think.
  2. Slightly grow the economy by introducing coins from the bank.

Now, all spells have a base cost of 1-3. The rule, is that the cost to activate the spell is its base cost (top right corner) plus any Mana on it. You put all Mana, except 1, into the Pot. The last one goes on the Spell to increase its cost for the next activation.

Example: Fissure has a base cost of 1. The first person to use it puts 1 Mana onto Fissure. The next person to use it must pay 2 (Base Cost + Mana). He puts 1 Mana on The Pot, one on Fissure. The third person must pay 3 (Base Cost + 2 Mana). He puts 2 on The Pot and 1 on the Spell.

This also keeps the economy stable, which we think helps with math and overall balance as you play. As a side effect, it removes about 40 tokens from the game, which will be great for game cost.

Overall, Josh and I continue to be very happy with the progress the game is making. The spells are not changing much at all anymore. We'd love to know which ones don't work, but we haven't heard mass confusion on text, problems with use of Spells. We feel like we're working diligently on tiny issues now, not big issues. That's a good place to be.

Thanks for testing and don't hesitate to ask any questions.