balance

Playtesting with Big Changes: Faster Turns, Better Flow, and Smarter Resources

A few weeks ago, we shared the rules for Sylvan Tactics publicly for the first time. And almost immediately after, we put those rules to the test with real players in a remote playtest hosted by the wonderful folks over at the Distraction Makers podcast Discord. The results? Encouraging, insightful, and just a little bit humbling.

We have been big fans of the Distraction Makers podcast during the development of Sylvan Tactics. They cover a wide range of game design topics and often use Magic the Gathering and other card-battlers as examples.

The Problem: Decision-Making Bottlenecks

The biggest piece of feedback we heard from that session and podcast host, Forrest Imel, was that turns felt… slow. Not in the sense of complex or drawn-out rules, but in terms of decision-making friction. New players did not have the game knowledge to evaluate which cards in their opening hand would be the best choice to discard when creating a Sigil. Then they had to inspect every card in the draft row to decide if they should pick one to draw or just draw a random card from the draw deck.

In theory, these mechanics created interesting tension. In practice, they stalled momentum. The result? Too many turns where players were staring at the board, parsing options, and not doing much. And that runs directly counter to what we want: action-packed turns full of movement, tactical card plays, and big, satisfying swings.

The Solution: A Single, Elegant Change

We realized something kind of magical: we could solve both the hand-size issue and the draft row redundancy with a single change. Make Sigils their own unique cards.

By separating Sigils from the rest of the deck, players no longer had to discard cards from their hand to build their resource base. That meant more cards to choose from each turn and fewer hard choices that happen before the fun starts. Plus, since you weren’t burning through your deck just to play Sigils, we could remove the draft row entirely without fear of players being starved for options.

The New Sigils

With just a few days to spare before Protospiel Kansas City, we redesigned our prototype decks to include six dedicated Sigil cards per player. Each turn, you flip one of your dormant Sigils to its active side, representing the growth of your resource pool. No more sacrificing cards. No more draft row clutter. Just smooth, forward momentum.

To make room and keep the print run under 108 cards, we trimmed a few redundant cards and rebalanced the deck accordingly.

The Game Crafter graciously provided a plethora of playtesting game pieces for attendees of Protospiel Kansas City.

Testing the New Build at Protospiel KC

Protospiel Kansas City was an incredible experience. I made the solo trek from Eastern Iowa with my newly revised prototype and found myself surrounded by some of the most welcoming and insightful designers I've ever met.

Within the first few test games, it was clear: the Sigil change was a massive success. Players felt empowered, turns moved faster, and the game’s rhythm felt more fluid and exciting. In fact, it was almost too good. We had to cap the starting and max hand size to six to keep players from being overloaded with options.

New Feedback and New Experiments

Here’s what stood out from all the games we played that weekend:

1. The Art and Theme Are Resonating.
Seeing people light up when they saw the anthropomorphic woodland animal art was incredibly rewarding. We’ve gotten great responses online, but nothing beats hearing someone say, “Oh my gosh, this raccoon is amazing,” in person.

2. Sometimes You Still Get Dead Cards.
And sometimes that’s okay. Not every card in your hand is always helpful. Some of that is due to how you play and position your units. But to give players more agency, we’re introducing a new mechanic: once per turn, you can invoke your King to discard two cards and draw one from the deck. It’s a calculated gamble, and we love that. Combine it with the Queen’s ability (sacrifice 1 Health to draw a card), and players now have multiple ways to manage their hand strategically.

3. High-Cost Cards Can Feel Like a Trap.
Some of our coolest Mercenaries cost all six Sigils to play. While they’re powerful, players often felt hesitant to commit all their resources in one go. So we’re experimenting with a new keyword: Apex Predator. Mercenaries with this keyword can be played for 2 fewer Sigils if you’re willing to sacrifice a Pawn and take 2 morale damage to your King. Since morale damage can’t kill you, this offers a potential comeback mechanic and makes it more satisfying to deploy those big threats when you’re behind.

4. Some Cards Just Weren’t Fun.
We ended up changing a few different cards to improve overall enjoyment of the game. For example, Hard Freeze was originally designed to prevent your opponent from invoking any cards for a turn. Cool on paper, but not fun to be on the receiving end. We’ve since reworked it to prevent your opponent from invoking just their Mercenaries. They can still invoke Sigils to play cards from their hand, keeping the game engaging while retaining the spirit of disruption.

Looking Ahead

Every iteration of Sylvan Tactics brings us closer to our vision: a game that rewards clever play, offers deep tactical choices, and delights players with its art and atmosphere. We’re getting there. And events like Protospiel KC are a huge part of that journey.

Our next in-person playtesting event is coming up this weekend at the EICC Gaming Convention in Davenport, Iowa. I plan to be there demoing Sylvan Tactics all day on Saturday in their board gaming room. Stop by and try the new mechanics!

If you want to view the latest version of the rules with all the changes described above, you can find those here.

We’re planning to keep pushing and refining ahead of an eventual crowdfunding campaign. If you want to follow along (or try the game yourself), be sure to join us on Bluesky, Instagram, or our Discord.

Thanks to everyone who’s played, tested, or offered feedback so far. You’re helping us make something truly special.

A New Pace for Sylvan Tactics: Why We Lowered the King's Health

One of the biggest challenges in designing a tactical board game is balancing depth with pacing. A game that offers strategic decision-making but takes too long to reach a conclusion can lose its sense of urgency, leading to drawn-out, repetitive late-game turns.

We recently encountered this issue in Sylvan Tactics. Originally, the King had 20 health, a number inspired by Magic: The Gathering’s standard life total. The idea was to give players room to maneuver, recover from setbacks, and engage in a battle of endurance. However, after extensive playtesting, we realized that this system was creating unintended problems. Games were dragging on, sometimes reaching three-hour playtimes, and late-game turns started feeling repetitive.

So, we made a bold change. We reduced the King’s health from 20 to 12.

This single tweak has had a dramatic impact on pacing, tension, and the overall feel of the game. Let’s explore why.

The Problem: A Game That Stretched Too Long

At first, we thought the primary culprit of long games was the number of choices available per turn. Sylvan Tactics allows for deep strategic planning, and we knew we had to streamline the decision-making process to keep things moving. Our solution? We introduced a 6-Sigil cap—a hard limit on the number of Sigils a player could have at any time. This ensured that turns didn’t snowball into analysis paralysis with too many options.

The 6-Sigil cap worked. Turns became snappier. Players took actions more quickly, and downtime was reduced.

But something unexpected happened. Even though individual turns felt faster, games still took too long to finish.

Why?

Because Sylvan Tactics lacked a natural power progression curve.

A Lesson from Magic: The Gathering

When comparing Sylvan Tactics to other strategic card games, one glaring difference stood out: the way resources scale over time.

In Magic: The Gathering, you can continue playing lands indefinitely. This means that as the game progresses, players naturally start playing bigger and more impactful spells. Even though the first few turns involve small, incremental plays, the game always builds towards an explosive climax.

But with Sylvan Tactics we capped Sigils at 6.

This meant that players peaked early in terms of their available actions. After reaching 6 Sigils, there were no new resource surges or massive plays—just consistent, even-paced turns until the game ended. The tension plateaued. The final turns lacked the kind of high-stakes drama that makes for an exciting conclusion.

We realized we needed to shorten the arc of the game so that players weren’t spending a prolonged period "maxed out" at full power.

Our original 20 health for the King was inspired directly by Magic: The Gathering. It was a good starting point, but we quickly discovered it wasn’t right for Sylvan Tactics.

The Solution: Lowering the King's Health to 12

The most direct way to speed up the late game was to make the King easier to kill. Reducing its health from 20 to 12 made every point of damage feel more meaningful and brought the game’s conclusion into sharper focus.

With this change, players no longer spend an excessive number of turns attacking a King that feels like a damage sponge. Instead, victory feels within reach much earlier, leading to a more natural build-up and climax.

More importantly, the pacing of the game now mirrors its strategic progression. The first few turns are about establishing a position, the mid-game is about controlling the board, and the late game is about executing finishing moves. Instead of lingering in a stagnant final phase, the game builds towards an inevitable and exciting conclusion. Play times are now down to around 1 hour and sometimes as quick as 45 minutes.

Other Game Design Lessons from This Change

Lowering the King’s health had ripple effects across multiple design aspects:

  • Combat feels deadlier. Every attack against the King carries more weight, increasing tension.

  • Players make more aggressive plays. Knowing the game is shorter, players are more likely to take risks.

  • Unit synergy matters more. With fewer turns available, setting up strong board control early is even more important.

  • Endgame is no longer a slog. The final turns are now more varied and impactful, rather than repetitive.

Ultimately, Sylvan Tactics now feels punchier, tighter, and more engaging from start to finish.

Game Balance Is an Ongoing Process

This experience reinforced an important lesson: game balance isn’t just about numbers—it’s about the emotional pacing of play.

By reducing the King’s health, we didn’t just make the game shorter—we reshaped the flow of the entire experience. Every decision now matters more, and the game delivers a sharper, more dramatic arc that keeps players engaged.

If you're a game designer, here’s our takeaway: don’t be afraid to revisit core assumptions about your game. Small tweaks—like adjusting a health value—can have outsized effects on everything from pacing to player psychology.

We’ll continue refining Sylvan Tactics based on feedback and testing, and we’d love to hear from you. Have you encountered similar balance challenges in your own designs? What changes have helped improve pacing in your games?

Let us know in the comments or join the conversation on Bluesky and Instagram!

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Lacuna Passage - Devlog #79 - The Balance and Comfort Update - v0.56

Today's update provides a number of user requested changes. The first of many such updates to come.

Change Log

  • There will now always be a Multitool found in Hab Beta.
  • There will now always be a Haz-Mat Kit found in Hab Gamma.
  • There will now always be a Printer Key found in Hab Gamma.
  • Survival stats like Oxygen, Battery, Calories, etc will now be depleted 20-30% slower, allowing for longer periods of exploration.
  • Habitat storage space has been expanded from a max of 60kg to 80kg.
  • Added menu option for Mouse Sensitivity.
  • Added menu options to disable Camera Bob and Sway.
  • Added menu options to control SFX and Music audio volumes.
  • Added keyboard shortcut to toggle auto-walking (~ key).

Many of these changes were prioritized based on feedback provided by players on our Feedback Forum. Help me determine future development priorities by posting your ideas, suggestions, and bug reports there. Try out these new balance and comfort updates and let me know what you think! Have fun exploring!