Wehrlegig Games
CREATOR
3 months ago

Project Update: ๐Ÿ› ๏ธ Development News ๐ŸŽฒ Playtesting Print and Play โœˆ๏ธ Upcoming Conventions

Get ready, we have a big update for you today. We've been working non-stop over the past few months on development. I'm happy to say things have really been coming together and Molly House is playing better than ever! In the next section Cole will go into the details about all of the changes we've implemented. There's a lot to check out. Later in the update you'll find the Print and Play files for playtesting, links to playtest the game online, and exciting news about our upcoming shows.ย 

๐Ÿ› ๏ธ Development Progress ๐Ÿ› ๏ธ

Hi everyone! I'm happy to report that Molly House has now moved into final development and balancing. What this means is that we've made it through all of the major system revisions and that the shape of the game is now set. From here on out, we'll be making sure to dial in the balance while Ricky resumes his work on the solo game.ย 

So what were the major changes? Well, we focused our efforts on three parts of the game.
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First, we wanted the game's festivities to be as expressive as possible and as central as possible. To do this, we dropped the concept of mollies as "orders" which had to be filled collectively (e.g. Flying Horse Moll wants a straight flush) and moved to a much more open system where the best hand would be selected and scored at each party. This allowed us to create a new hand ranking system.ย 

This new system is built on two pillars. First, each "rung" in the ranking will usually differ dramatically from the rung just above it. This creates a ton of interesting incentives for players to explore and manipulate as they determine which cards they should contribute. The rankings also allow us to use the mollies as "signal cards." Queens are only used for Christenings so, if you play one, you are telling the table what you want folks to build. This is espeically important because we need ways for players to quickly communicate their intentions.ย 

Second, we spent a mountain of time getting the patrol/constable system right. In the version we last shared with you, getting caught was a matter of pulling specific cards out of the deck. But we found that this created lots of odd timing issues and didn't allow players to ever feel really and truly chased. To fix this problem, we revisited the game's map and general turn structure, and decided to have the constables become physical pawns on the map who would chase the players with the highest sum of that suit in their area. It's taken quite a bit of work to get this system working properly, but the effort has been well worth it as it's allowed us to even more strongly situate the game in the context of 18th century board games with a simple roll-and-move system and a classic circular board. But, don't let the dice fool you, there's a lot of strategic and tactical depth to the system.ย 

We're doing a lot of experimenting with board size, playing table height, and the look of the game. If the Playmobil player pawns didn't say it loudly enough, this is not final art!


Third, we've revised the informant system. Previous informant systems used the deck. This system had a lot of merits but it also suffered from a classic hidden traitor problem of making it a little too easy to catch informants. If one play draws an a card, stares at it for 5 minutes, checks the rulebook, and then adds it to their hand--they are pretty clearly signaling something! To get around this, informer cards have been pulled out of the deck and we have a little loyalty card system where players must commit to either one of the game's molly houses or to informing against one of those houses each turn. These loyalty cards will then be worth different amounts of points at the end of the game depending on what happened. This system has also allowed us to have a more robust "Known Informer" system for players who been outed by their fellows. It's neat and does some really good work for the design.ย 

All that said, there's still a lot of work to do on the game, but it's coming together at a very good clip now. In terms of the broader project, this milestone means that we can finally lift our "art pause" and can start working with our partners at the factory, Rachel, and our sculptor to nail down the final look of the game.ย 

We'll have a lot more to report on this front for our next update. ย 

๐ŸŽฒ Print and Play + Play Online ๐ŸŽฒ

If all of this sounds exciting to you and you want to start playtesting, go ahead and check out Molly House Dev Kit right now! We have our Discord server where folks are playtesting and sharing their experience and we'd love to have you join! Below are the different links and places where you can play.

An important note is that these dev kits are still not in final layout. We're starting to move things into concept layout and Rachel is working on the next wave of compositions. In the picture below you can see a really rough mockup of how the cards will be formatted, though Rachel is still working the art. This new format of the tarot/poker hybrid style has been playing really well, and we're looking forward to spending more time on layout and graphic design and more illustrations start coming in.

These Dev kits are very playable, but if you want a late-stage PnP with more finalized art and the new layout, I would hold off another couple of months. I'm quite excited to share a big art update in a few weeks, but for now you'll have access to everything below to get playing!

Dev Print and Play Files

Screentop.gg Dev Mod (Free and browser based!)

Tabletop Simulator Dev Mod

Dev Rules (Google Doc)

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There are lots of ways to approach this print and play, but firstly remember the game is still in final development. There are notes in the PnP files about suggestions for all the components and sizing, but final-stage PnP files will be shared later.


โœˆ๏ธ GAMA EXPO + Circle DC โœˆ๏ธ


Convention season is gearing up and we're kicking the year off with GAMA Expo! We've never done GAMA Expo before, so it will certainly be an interesting industry-focused show. We'll be bringing our copies of Molly House with us and are excited to play it with some of the folks going to Louisville March 4-7. If you're at the show, swing by our booth during exhibit hours and at First Look, where we'll hopefully be playing this new build of Molly House.

We'll also be off to DC for Fort Circle's gaming convention Circle DC. We both love spending our time in San Diego with SDHistCon and I suspect this has the makings of the east coast version of that gaming weekend. I think there are still a few tickets available, so check it out if you are interested in joining for what will be one of the the best historical gaming weekends all year : )ย 

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Thank you again for coming out to support this project and giving us the opportunity to make this game together. It's taken a long time and there is still plenty of work to do ahead. Know that backers like you allow us to spend this much time on making the best board game we can, so thank you and see you in another month or so for our next update that hopefully will have more art from Rachel Ford!

-Drew and Cole

user avatar image for Cole Wehrle
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