# Variable Victory Points (VVPs)

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questccg
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Joined: 04/16/2011
Still a big spaghetti mess!

questccg wrote:
Nobody kills ANY minions in a round. That means everyone will score 10 Variable Victory Points + Each Minions VPs. This isn't very logical...

I think I will "return" to earning VPs when you "defeat" a minion. No battles = no minions defeated = 0 VPs.

I'm not certain about the VVPs. I like the "concept" - but will it work in the context of "this version" of the game, I'm not sure...

I'm also considering "combinations" or "calculations"... Like a player could play a Warlord and two soldiers = 5 x 3 + 2 = 25 points.

Something like a MELD with the various cards (10 points to distribute as you see fit). It could be like a "chip-away" at the opponent's cards...

IDK - I'm still thinking this stuff through... So my thoughts at the moment are a little "scattered". Needs all more thought...

Cheers.

questccg
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Joined: 04/16/2011
After thinking a little - maybe I still have something!

So the idea that I now have is something like this:

• Players secretly choose to play a three (3) card MELD from a hand of five (5) cards contained in their "Micro" Deck.

• The remaining two (2) cards act as "Resource" Cards.

• Next they allocate ten (10) "Valor" points among those secret cards. Then they compute the value of their "Platoon" of minions.

• Lastly to start the round, everyone reveals their cards. The order is dictated by the player with the LOWEST "Platoon" score starts first and order continues from lowest to highest (where the HIGHEST player goes last).

• The goal is to defeat minions and therefore reduce the "Valor" points used to compute the "Platoon".

• The Player with the most "Valor/Platoon" points after two (2) rounds, wins the game.

Game is QUICK and relatively EASY - with interesting decision making and "formulaic" notation, making the game fun for all ages. Perhaps a good "Micro" game, played between heavier games. My bet is less than 30 minutes.

Maybe this is sounding more appropriate??? This is still very much a draft/work-in-progress.

Any critiques or things I might have over-looked with this (maybe) oversimplification???

FrankM
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Joined: 01/27/2017
Can the order change?

Just curious, does the turn order depend on the original platoon score or the current score taking casualties into account? Might hasten retaliation.

X3M
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Joined: 10/28/2013
Throwing in some more idea's.

You change so much, it got a bit confusing for me.

But you have VP and VVP? (Victory Points and Variable Victory Points).

What if you don't allow players to have the Victory Points variable in ammount. But only in on which minion?

Meaning that you asign for example; 5, 3 and 2. And those numbers stay fixed. The only variation would be, that the player can decide to asign them on their minions by choice. Meaning that Minion A, can have one of the 3 VVP. Minion B chooses one of the 2 remaining ones. And Minion C gets the last one.

This still offers the possibility of having less VVP for the opponent. If the player only uses 2 or 1 Minion.

The VVP still could adjust stats. But instead of asigning 5 points. The minion could have 3 levels instead. One for 5 VVP, one for 3 VVP and one for 2 VVP. With these levels, you can asign extra abilities etc.

FrankM
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Joined: 01/27/2017
Keeping stuff off the cards

If you are worried about putting a third ability on the card, you could put standardized VP-linked abilities in one of two places:

1. The player mat. So for example Vogg The Ugly always has the option of putting 3VP on a minion to increase its strength by 1, or 5VP to increase strength and health by 1 each.

2. Some cheatsheet for each faction. So for example all ogres have the option of putting 4VP on a minion to split its damage across two target minions, or 4VP to enter a rage that lets it do retaliation damage even if normally forbidden by the RPS.

Note that with these semi-generic abilities, the player can decide in the moment exactly which ability to use.

Fri
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Joined: 09/06/2017
Keeping stuff off the cards part II

If it is simple stuff like increase strength and health by 1 you can also use tokens like in sentinels of the multiverse.

Tbone
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Joined: 02/18/2013
questccg wrote:So the idea

questccg wrote:
So the idea that I now have is something like this:

+ Players secretly choose to play a three (3) card MELD from a hand of five (5) cards contained in their "Micro" Deck.

+ The remaining two (2) cards act as "Resource" Cards.

+ Next they allocate ten (10) "Valor" points among those secret cards. Then they compute the value of their "Platoon" of minions.

+ Lastly to start the round, everyone reveals their cards. The order is dictated by the player with the LOWEST "Platoon" score starts first and order continues from lowest to highest (where the HIGHEST player goes last).

+ The goal is to defeat minions and therefore reduce the "Valor" points used to compute the "Platoon".

+ The Player with the most "Valor/Platoon" points after two (2) rounds, wins the game.

Game is QUICK and relatively EASY - with interesting decision making and "formulaic" notation, making the game fun for all ages. Perhaps a good "Micro" game, played between heavier games. My bet is less than 30 minutes.

Maybe this is sounding more appropriate??? This is still very much a draft/work-in-progress.

Any critiques or things I might have over-looked with this (maybe) oversimplification???

I feel like if I was playing, I would still feel lost against the opponent. Yes, I have abilities that I can manage and that is interesting, but I have no reason to position my minions differently. I might as well place them randomly. If I was able to see, before the Valor points were distributed, what I am going against, I could better plan. So you choose your three REVEALED, then you flip them upside down placing them as you wish and allocating you Valor points afterwards. This way I can maybe guess which monster is which. I would say, if you did it this way, have it so you place down four or five minions so players can't remember all the minion's abilities and so will still have to work with what they have. Epic battles!!

I also think it would be cool that minions that survive should stay on the field revealed. This would increase the variability of battles and minion placement strategy. Would also mean that the more minions you have, the less Valor each could get (need to power more minions). Automatic catch-up mechanic built into the game mechanics! The more minions I have, the more options and better positioning, but less Valor is distributed (because it has to power more minions; each minion needs at least one Valor to participate). On the other hand, the less minions I have, the better equipped I am to power my minions for abilities and such, but lose positioning and numbers.

Does that make sense? Just some things I though about.

questccg
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Joined: 04/16/2011
Here's how it might go...

FrankM wrote:
Just curious, does the turn order depend on the original platoon score or the current score taking casualties into account?...

Retaliation occurs based on the relationships of the RPS-9. So if the two (2) Factions that are fighting are "mutually aggressive towards each other", both sides will get a chance to "attack" or use some of their resources, provided that they have some "resources" left over (to begin with).

So there is a sort of "planning" you must do each turn in determining how many "resource" points you want to use on your turn and if you want to save some for a possible attack on another player's turn... Possible can even be anticipated as probable if you know that player and can predict both his style of play and his current intentions.

FrankM
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Joined: 01/27/2017
I used "retaliation" a bit differently

I didn't mean the RPS-9 dual-attack mechanic... I meant if weakening a player's platoon moves their turn earlier, it's more likely that the target player will try to attack the original attacker (since everything will be fresher in their minds).

questccg
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Joined: 04/16/2011
I think I understand

FrankM wrote:
...I meant if weakening a player's platoon moves their turn earlier, it's more likely that the target player will try to attack the original attacker...

Well the problem I see with this is that if a Player is attacked AFTER his turn is resolved... How would that work?

My idea is NOT to use the Acrylic Ice Cubes for anything other than VVPs. So basically what this means you can have a SUPER POWERFUL card having only one (1) Valor Point but have 90 Health. So it's super difficult to beat down (health-wise) and it is hardly worth anything in term of the "functional" computation.

So this could be like a Red Dragon (90 VPs) which is a Magical Creature. If paired with a Guild minion, these two (2) act as an ADDITION.

In my example of the "Red Dragon", suppose both he and a "Wizard" are each given 1 "Valor" point. The "Red Dragon" has 90 HPs and the "Bard" has HP equal to 50 HPs. Those two (2) combined add up to 2 "Valor" points. Meanwhile the third card is a "Fighter" with 60 HPs and 8 "Valor" points.

Obviously this means that most players will ignore the two (2) other minions and focus on the Fighter. Which could be dangerous because the "Red Dragon" can probably dish-out some major "Advanced Tactics" [Breath of Fire] which can do 40 HP of damage each time it is used...

And this means that it's not easy to figure out the "best" strategy. Do I or Do I not?! Should I target the stronger unit (and score less points) or do I target the one with more "Valor" Points?!