Hi all...
I'm in the testing phase of a game I designed. the design feels good, no particular problems but some elements are bothering me, it's not problems but just some things that feel not right. I also find these elements in the Ingenious board game of Reiner Knizia.
I'll count these elements here and write why each of them feels not right to me, I would like to hear your thoughts on my design perspective (as players and designers) and if my concern about these elements is real or not .
in short about my game: players play cards from their hands to the board and try to complete sets (cards of the same type near each other, just like getting points in Ingenious), players score the sets they form by their size. players use sets that previously formed by other players on the board and can add cards to that, by doing so the players form sets that worth more points (again like in Ingenious you score more points for longer lines with the same symbol).
so what bothers me:
*) the fact that players use other players sets on the board and get more points on these sets. isn't that a huge turn-off for a player to create a set knowing that other players will use it and even get more points on that?? isn't that feel broken?
*) in Ingenious, do you consider the procedure of scoring your tiles to be a complicated one? as a game designers what is your red line for complicated procedures?
I think one of the thing you could do is to make something remove cards from the board OR have a mechanic that lock some cards. Preventing to use them.
A second idea would be to find a second way to use your cards. So that the players have 2 options with the same card and according to how they play the cards the outcome of the game will change.
Else, it could end up pretty obvious which card you are going to play. If yo give to the same set of cards to different players, and end up with the same results, then I consider your game to have a dominant strategy.
Hope it helps.
There is a mechanism that lock cards on the boards. when you play a card into the board the player next to you will not be able to use that card to complete sets. I also thought that there need to be a cleaning action, but didn't find a way to insert it into the game.
about the dominant strategy thing, I think that most of these games have a dominant strategy (my game, Ingenious and others), in each of your turns you are looking of a move that will produce the maximum of points. isn't that whats going to happen with Ingenious also?
the thing is that when you play a card you affect the location of other cards, so it won't work here, but thanks for mentioning scrabble, it's a game that also behave similar to mine so it worth to look into it.
Another idea would be to change the scoring objective for a collection of sets objective, that is, that each player must collect a set of each type to win. So you don't actually collect more points for building the same set over and over again.
that will make cards to be irrelevant as the game progress. once you complete a set you no longer interested in cards of that set type.
I'll try to weaken the "parasite" or to restrict it.