# Looking for input for a special power area control game

2 replies [Last post]
kronik
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Joined: 04/15/2012

So I've been working for a while on an area control game, and I'm wondering about a certain aspect, and I'm in need of some extra powers.

First, let me give you the gist:
It's area control, but each area is a person. These persons have special powers, to be used by whoever has the majority. These powers come at a cost however: you lose a cube (or more - if powerful) whenever you use a power. These "people" are cards that are laid out in a grid, so they have different neighbours in each game. A grouping of 3 or so people make up a region. Regions are scored at certain points during the game.

A basic turn would be something like: place one cube and/or use one action. A game round would last perhaps 4 turns, after which there would be a scoring for the regions.

What I'm wondering about, is using cubes (those that you use to gain majorities) as victory points. You start with a supply, then, certain powers let you draw from the reserve, and having the majority of regions (X cards will be grouped in a region - have the majority in the most persons = control of the region) at certain scoring times, will net you an income of more cubes.
So in the end, most cubes wins after Y turns.
My only fear here is that I might be causing a runaway leader problem, but I think it goes hand in hand with the using cubes as points thing.

Then I'm in need of more ideas for powers. So far I've got (variations of):
- influence neighbouring cards
- score cubes = number of (certain type of card) you control
- move cubes around
- switch places with another character
- switch two characters' place
- execute an action twice (for a high cost)
- place extra cubes this turn
- copy another character's action (for higher cost)
-... ?

any ideas or input are welcome :)

Dralius
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Joined: 07/26/2008
kronik wrote:My only fear

kronik wrote:
My only fear here is that I might be causing a runaway leader problem, but I think it goes hand in hand with the using cubes as points thing.

Then I'm in need of more ideas for powers. So far I've got (variations of):
- influence neighbouring cards
- score cubes = number of (certain type of card) you control
- move cubes around
- switch places with another character
- switch two characters' place
- execute an action twice (for a high cost)
- place extra cubes this turn
- copy another character's action (for higher cost)
-... ?

any ideas or input are welcome :)

The feedback loop of having more cubes leading to the accumulation of more cubes can be handled by separating scoring and cube accumulation. What if scoring was by controlling regions but getting new cubes to play was an inverse function of how many you have in play. This would help balance it by slowing down the leading players.

For example:

0-3 cubes in play you get 4 more.
4-6 cubes in play you get 3 more.
7-9 cubes in play you get 2 more.
10+ cubes in play you get 1 more.

This would make using cubes to fuel special abilities a decision point as well as holding off so that you get more cubes for next round.

kronik
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Joined: 04/15/2012
Wow that's not an option I

Wow that's not an option I had considered. Great feedback.

However, I don't think having only 3 cubes in play would net you any majorities, and it would be counterproductive to benefit the 2nd and 3rd place more than the leader.

Unless, what you mean is to have a score pool, say, 1st place scores 4cubes, which go to his score pool, but receives no new cubes to use. 2nd place scores 2cubes, but receives 2cubes to use as well, etc....

Hmmm.... And perhaps the game ends when one player has used up all his cubes, at which point we look only at the score pools...

It's getting very abstract for me, I think I'm going to have to move to testing. My brain can't produce play like that :)

Thanks again for the feedback Dralius