It's been a hectic and pretty stressful week at work, but once all the visitors left I managed to get another playtest of Codename: Vacuum in at the end of the week with Ian, who played it last week too.
We played exactly the same version (though with different decks) and the game came in under an hour including set-up, rules refresher and explanation of the new decks. So far so good. The game went well, we got into space, there was a couple of clear strategies being followed and at the end we both scored well. For the second time Ian beat me at my own game (need to change the rules again! ;-p).
One of the things I like about Vacuum, and one of the core tenets of the game is the scoring. There are five core decks in the game that you play with every game (in addition to a few extra decks that change every game). Each of those core decks (Military, Exploration, Population, Trade and Knowledge) has a victory condition that will score each player 0-30 points depending on how well they've followed that strategy. The game ends at the end of the round that the second (with 2-3 players) or third (with 4-5 players) victory condition is selected. Selecting a victory condition is key to the game - you want to hone your deck so that it will score big in a couple of conditions (particularly a lot bigger than your opponents!) and then select the appropriate condition. Since only two or three get chosen, it's very important that you get your choice in, so there's a lot of pressure to quickly get to the point where you can afford to select a condition and then select it - thereby hastening the end of the game.
Selecting a condition uses some of the cards that gain you points in that condition, so each turn you choose whether to gain points in your chosen condition (and risk leaving it too late to select a condition and missing your chance) or selecting a condition (thereby hastening the end of the game before you can maximise your score in that condition). It's part of what I like about the game.
Unfortunately, I think the pressure is too strong, at the moment the fear of missing your chance to select means that you rush the game to an early end, before it really gets into full swing.
I'm considering making the game fixed length - 15 turns (Ian and I have played 12 and 10 in our last two games). Everything else stays the same, except now selecting a condition doesn't prematurely end the game. This will have two effects I expect: the game lasts slightly longer and the game end dynamic changes.
Now you're not rushing to end the game, but to choose the scoring. If you select early, you guarantee that your chosen scoring will happen, but you give your opponents more turns to respond - adapting their strategy to maximise points in that condition. Choosing late means that you might miss your chance, but you keep your opponents guessing and can wait until the endgame and pick the one that finally ends up favouring you the most.
It'll be interesting to give it a try and see how it works...