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Mechanic of the Day, 9.24.08 End Game Scoring

Hey-o! Stop! Mechanic time! This time: end game scoring.

End game scoring is a good way to add an element of uncertainty to a game that might otherwise have it clear-cut who is winning (or is going to win). It provides a sub-strategy for players to get those last points to squeak out a win that is talked about for weeks afterword.

-Set collection. One way is set collection. In a game of archeology, for example, you may get points for finding that ancient crown; but you get additional bonus points at the end of the game for getting the scepter and ring that go with it.

-Penalty Track. A track that tracks who loses points at the end of the game, if anyone. A penalty track can be tied to actions that are really good, so you put a marker on the track each time you use it; or
it can be tied to 'breaking the rules'. Sure, you can take more resources than you are due, but you may end up paying for it in the end.

-Side game within the game. This can create interesting tension. As an alternate action, players can play within the side game. In a close game, a side game may even become more contentious than the main game. The tricky part is melding the side game in. If it is a game of filling orders with goods, perhaps selling certain goods allow you to manipulate the order of the bonus track.

-Most/Least of 'X'. A variant of set collection where the competition is to have the most or least of something. In a game of resource mining, having the most mines could get you extra points. In a game of mountain climbing, using the least rope could get you points.

There ya go, pallies. Tomorrow... Auctions (well, some of them).
Keep on designing, yo!

Phil

Comments

KrinkleChip, Thank you for

KrinkleChip,

Thank you for taking the time to do these post - I am learning a lot!

End game scoring in Agricola

The end game scoring in Agricola (the only scoring in the game) uses a combination of the set collection and penalty track options on a sliding scale.

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