Heartland – March Update

The state of my game is good. It has gone through several iterations in the past few weeks. I think the changes have been good and have improved the “fun factor.” After one playtest, I was sad to stop playing. 

One part I’m thrilled about is the effects the changing of the seasons has on gameplay. When Spring arrives, you may think it’s time for planting. One card has a late freeze set in, thus making farming more difficult. Not only does the late freeze affect the current season, but in the fall, livestock won’t have enough food. This will affect their production. The game forces you to interact with the random elements presented by the seasons. It also makes you prepare for their future impact. This creates a density of important decisions that is satisfying.

One aspect that I’ve had to tinker with more than I had hoped is the building upgrades. Each city will be able to construct buildings that help them thrive in the new economy. I have waffled between two choices. One is for the playings to each have access to every building type. The other is a common building “pool” for players to choose from. With the latter, once a player buys a building, it is no longer available for the other players. Both have their advantages.

What do you think? I’d love to hear your input to help me make a decision.

2 thoughts on “Heartland – March Update”

  1. From my recent play of this game, most of the decision making and resolution was simultaneous. Everyone building at the same time worked because every had access to all of the buildings. How will you address player priority or turn order if there are limited buildings?

I'd love to hear your questions and comments!