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End Game Mechanic, Too simple/boring?

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DSfan
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Joined: 12/31/1969

For a little while now I have been trying to think up for an end game mechanic for my design Ares: Battle for Moonbeam. I wanted it to stay simple but still some tactical elements to it. I don't know if this hit the button, so I would like to see what others think.

All comments are welcome.

My game is about collecting Moonbeam, a valuable resource on a newly found planet named Ares. Now my mechanic:

Players go about and collect moonbeam on the planet Ares. To encourage some fighting, the board is small so that players will meet eachother at somepoint. Moonbeam re-grows itself so that every round 1 token is placed on each Moonbeam patch. But anyways,

After collecting Moonbeam, you have a choice of either stockpiling it in a spendable supply. Or, putting it into a shipping crate. 1 card is turned over every round, and if the card is a shipping round card, all players check to see who has the most moonbeam in a crate, and the winner keeps the card giving them 1 VP.

There are a total of 5 shipping round cards, and after the last one is complete, the player with the most VPs wins.

Now to make it challenging you first of all never know when a shippping round is going to occur. Second, Moonbeam -- after 2 turns being in a crate is discarded.

Now while it is somewhat like I wanted, I don't think it sounds fun/challenging/tactical enough. What do you all think?

All comments/suggestions are welcome

Thanks,
-Justin

dete
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Joined: 12/31/1969
End Game Mechanic, Too simple/boring?

is it just me or it sounds like a German style board game.

I don't play those games so I would be a bad person
to comment.

Those German games seem to be board games out of
really unusual settings that we hardly see in the USA.

Egyptian cities, Mississippi boat racing, etc.
So even if your Moon beam game isn't the usual
action hero type board game as long as it has
a cool setting like the German games, should help it right?

I'm imagining a desolate cold steel space station floating by the moon
in the darkness of space...
I hope your board is a blend of realistic photos rather than
fantasy art because then we will be expecting to blast aliens
know what I mean?

hope this helps.

Anonymous
End Game Mechanic, Too simple/boring?

This sounds interesting. The setting reminds me of Full Metal Planete, somewhat.

I think that in the scoring method there is a very frustrating element. When you aquire MoonBean, you have to decide that you use it to improve your position on the board or place it as a bet. Betting on that possibility of a scoring card turning up in the folowwing two (three) turns.

If players have no way to figure out possibilities of this happening (which is the case if the scoring cards are dumped in a deck of cards randomly), than you have a simple luckluster auction/betting game supported by a strategy game.

I have a few ideas to counter this, possibly a few you tought of before, too:

1.) Implement ways for the players to get information about the event deck:

an idea I used in one of my uncompleted games. Say players may spend moonbeans to activate obsever sattelites. They are allowed to scoop the next „n” cards of the event deck. If there is no scoring card in sight, they will know that they can spend their moonbeans on their units for the next „n” turns. If they spot a scoring card, they can build up on the crane. Clever players will to this in a way that other players will not notice, and won’t compete, so they can get a VP for less MoonBean (one more thought on this in paragraph „2”)

Better yet, there could be a power or something harder o achieve, which allows a player to reorganize the event cards they pick up to their liking.

Using the Comsat gets more expensive, or even unusable, until the events scooped by the previous comsat user happen. This you have a nifty embedded cutthroat auction system (sounds good? Just made it up…:)) Player auction over the right to use tha ComSat, which helps them with the auction for VPs.

2.) Consolation Prizes

There should be some use of MoonBeans lost due the two turn limit on the Crane. This will lower frustration, as players won’t feel that they just threw something out the window. Plus, it will be harder to tell, that a player is building up for a Scoring Card, or just want to get the consolation prize. So this Consolation prizes should be essential, so players can sometimes think: „Damn! A Scoring Card! I wanted to get the Special Power instead!”

These Consolation Prizes should be something that players can get only by letting MoonBean rot in the Crane intentionally. You can even link the usage of the ComSat to this element.

Along these lines, there should be something in it for the players that don’t get VP for their hard earned MoonBeans when a Scroing Card turns up. Just to wash away the bad taste in their mouth.

That’s all for now. I hope you’ll tell more about your game soon, it sure sounds interesting.

Matt

zaiga
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Joined: 12/31/1969
End Game Mechanic, Too simple/boring?

Hey Justin,

I think it sounds like a nice basis for a game. I like the fact that you have to choose whether you want to put Moonbeam in your supply, where you can use it to further build up your strengths, or in your crate to score points. That could be a nice, tough decision. I also like the idea of the randomly triggered scoring rounds which award VPs based on crate majorities.

However, I agree with the previous poster that removing Moonbeam from the crate every turn if it has been there for longer than two turns could cause some frustrations. Perhaps a better idea is to remove Moonbeam from the crate after a scoring round, if it has been there for two scoring rounds.

Here's a way you could implement this:
During his turn a player may acquire Moonbeam, and choose it put it either in the "dock" (where it scores points) or in his "factory" (where it can be used to produce more units, or whatever). There's also a "cargoship", which can also hold Moonbeam.

Now, when a scoring round occurs VPs are awarded based on majorities of Moonbeam in the dock and the cargoship. Then, all the Moonbeam is removed from the cargoship, and the Moonbeam from the dock is moved into the cargoship, clearing the dock. This would create a nice delay effect, as Moonbeam put into the dock will score for two rounds, but then will be gone.

I also think the game would benefit from adding another scoring method, to create tension with the VPs for Moonbeam majorities scoring mechanic. I'm sure you can up with somethign clever.

Good luck!

phpbbadmin
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Joined: 04/23/2013
End Game Mechanic, Too simple/boring?

Justin,

Another option would be to 'stage' the deck. I.E. put a number from 1 to 5 on each card back, where there is exactly one shipping card in each stage. At least that way, the players will have a little bit of an idea of the odds of a shipping round being activated. For example, if you had 50 cards in the deck, then you might distribute 10 cards in each stage, 1,2,3,4, & 5. At the beginning of the game you seperate each of the cards into their prospective stages, shuffle them then set them in the deck with the 1's on top, then the 2's, etc.

The cool thing about this method is that you can also time how things occur in the deck. I.E. if you want a certain card in the deck to occur early on, put in the 1st stage, if you want something to occur near the end, put it in the 5th stage. There's a lot of ways to vary this too. You could make it only three stages, and put 2 shipping cards in the 1st stage, 2 in the 2nd and 1 in the last. Or however you want to do it. This is also a good method for not allowing the game to end too quickly (in the off chance that all 5 shipping cards are turned too early).

At any rate, good luck with your game!
-Michael

Jebbou
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End Game Mechanic, Too simple/boring?

Hello Justin,

Just a though: people could purchase warehouses, and each warehouse could extend a crate's life expectancy(or all crates) by one turn. Thus, a player with one warehouse would see his crates last three turns (2 turns + 1 turn due to warehouse) instead of the two standard turns. The only annoyance I can see with this system is, you need to track which crate has been in play for how many turns. You could have some kind of chart where you move your crates on.

Also, what happen in cases of ties, where two players have the same number of crates ready to be shipped.

Regards,

Jeb

Gogolski
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Joined: 07/28/2008
End Game Mechanic, Too simple/boring?

Yet another idea:

You could award a couple of VPs for the 'militairy' aspect of the game on top of the 'economic' aspect of the game. ( = The 'fighting' as opposed to the 'collecting')
I realy like the expiration date of moonbeam; As Zaiga said, it could be a tough decision putting your moonbeam in a crate or using it to build units.

So when the fifth shipping round card is drawn, you could have the five victory points for collecting moonbeam, and then award one VP for the player with the most military units and another for the player that destroyed most units of the other player during the game.

Another nice thing could occur during a tie in a collection round. Both players have an equal amount of moonbeam in their crate, it gets shipped, but the shipping card (=VP) stays open and will be collected during the next shipping round. That way, both players will try to collect both VPs and struggle to collect more moonbeam than the other player when there was a tie in the previous shipping round.

In case there is a tie in the last shipping round, the card (with its VP) could just be discarded or go to the player who collected most in the last round...

Cheese!

larienna
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Joined: 07/28/2008
An old classic

Replace "Ares" by "Arakhis"
Replace "Moonbeans" by "Spice"
and you have ...
Dune 2
(^_^)

If you wish, you could make, like somebody said before, make the game work on both front " the military" and "the economic". I am not sure about the victory point system, my Idea would be either conquer the market or conquer the land. Both method should be as efficient. For example, if a player take military action, another player can cut his price or make some sort of boycott to hinder the other player.

The winner could be come the one who destroy all other player, or if you do not want player illimination, the player who possess more than 51% of the economic, and military ressource. Since we consider that at this point that he wil have enough ressource to conquer everything.

You do not necessarily need to make complex military rules. Use somthing simple like diplomacy or risk since the player has other things to manage than the military.

To increase cooperation, you could allow player to bluild stuff usefull for other players. For example, if a player buy a star port to ship spice ... uh! I mean moonbean, other players can depend of his starport for their exportation. They want this player to stay alive and friendly until they build their own star port. It will make some alliance and dependance between players, increasing diplomatic relation.

Anonymous
End Game Mechanic, Too simple/boring?

Along the lines of Dune and cooperation Larianna mentioned....

Players may compete for monopolies of certain powers in the game. For exampel, there is only one starport available in the game. The first player to buy it has the power of organizing the exports off planet.

Infernal
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Joined: 12/31/1969
End Game Mechanic, Too simple/boring?

Jebbou wrote:

Quote:
Just a though: people could purchase warehouses, and each warehouse could extend a crate's life expectancy(or all crates) by one turn. Thus, a player with one warehouse would see his crates last three turns (2 turns + 1 turn due to warehouse) instead of the two standard turns. The only annoyance I can see with this system is, you need to track which crate has been in play for how many turns. You could have some kind of chart where you move your crates on.

You could have each player start with 2 warehouses and have then as tiles (or some such) wich they place the moonbeam tokens on. At the start of each turn they move the moonbeam tokens to the next warehouse tile in the line. If they buy more warehouses then they just place them on the end (begining or end depending on how you want the addition of more warehouses to influence the moonbeam already in storage) of the line and therefore extend the time moonbeam can be stored.

Materu wrote:

Quote:
Players may compete for monopolies of certain powers in the game. For exampel, there is only one starport available in the game. The first player to buy it has the power of organizing the exports off planet.

Starports could be part of a teritory in hte game (this encourages military) if you hold a teritory with a starport you can ship more moonbeam each turn for resources (money or such). They could also be used a little like the tardeing ports in "Settlers of Cattan".

Here is a simple rule for the military:
When attacking a teritory players subtract 1 military unit for each enemy military unit the opponent has (both sides do this simultainiously).

Only units in teritories adjacent to the defending teritory can attack.

Players may cooperate to attack a teritory (like diplomacy) and they decide on the spoils of war (who gets what from the teritory and other payments).

It sounds like a good game.

phpbbadmin
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End Game Mechanic, Too simple/boring?

Infernal wrote:

You could have each player start with 2 warehouses and have then as tiles (or some such) wich they place the moonbeam tokens on. At the start of each turn they move the moonbeam tokens to the next warehouse tile in the line. If they buy more warehouses then they just place them on the end (begining or end depending on how you want the addition of more warehouses to influence the moonbeam already in storage) of the line and therefore extend the time moonbeam can be stored.

Infernal,

Excellent Idea. I may have to store that mechanic away for possible use at a later time.

-Darke

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