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So, my new game is finally at some kind of playable stage and I need some help!

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Moapy
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Joined: 01/27/2011

My game is a set collection card game.
First I want to note that this is supposed to be a short (30 min), fun game for me to take when I travel.

It involves players gathering components to construct vehicles (victory points) and interacting with a bidding system and action cards which they can use to enhance themselfs or hinder opponents.

Each turn the player can do the following:
Purchase a component card for 2 gold.
Purchase an action card for 4 gold.
Sell a component card for 1 gold.
Sell an action card for 2 gold.
Use the correct components to construct a vechicle.
Trade with other players.
Play an action card.
Simply pass.

Players start with 2 gold and generate a further 2 each turn.
Action cards do various things from reducing the cost of cards, generating more gold per turn, hindering your opponents and ending turns etc.

When a player draws a card from a deck, they need not pay for it immediately, they may instead place it in the open area for the other players to bid for should they choose. Only if the player chooses to take the card do they have to pay for it, regardless of choice they end their turn.

The victory condition is to construct one of each vechicle type (5 in total). Each vechicle needs at least four components to be constructed of varying types.

I hope that all makes sense.

Here are some issues that I have so far, messing around with my VASSAL prototype:

Play is kinda slow - especially at the start it feels like you're just either passing to get coins for actions, or grinding the components deck.

Victory conditions - I'm really not sure if it would be best to make this one of each vechicle, a certain number of vechicles or a random fixed amount of each decided at the start of the game.

Action cards balancing - This is a tricky one, some cards seem like a really cool idea (such as end the round for all players) but compared to others they are a little underpowered (against say a generate +1 coin at start of turn). I've tried to address this in three ways:
1. Being able to sell action cards back - If you get a card you dont want or isn't too powerful you can at least get half your gold back.
2. The player can only possess 1 or 2 of some action cards, others are one use only.
And by adjusting the number of cards in the deck depending on how useful they are (8 miss turns to 4 more golds etc.) The biggest issue with this is it makes the actions deck quite large due to the needing to have at least one of the powerful cards for each player. Otherwise if there is only 1 or 2 the players who possess them will win far too easily.

Auctioning - This is kind of tacked on at the moment, but I like that it gives players getting back luck on the component draws a chance to catch up and not fall behind. Any thoughts?

Component 'alignment' - I'm toying with the idea of each player having a component alignment at the start of the game, this will enable them to have advantages when dealing with this component type such as; no cost if drawn from component deck. One less required from the vechicle build requirements. Can sell for 2g instead of one.

Let me know what you think, I've got the cards all created and loaded up into VASSAL and it's quite playable, I just need to iron out these bugs.

Cheers,

Glenn

Kalmari Krapula
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Joined: 11/19/2010
Sounds fun

Hey Moapy,
your game sounds fun. I like these kind of short card games, there is not too much of them at the stores. But anyway, I've got some ideas which can help or then not. :)

First, for slow beginning, just simply increase amount of starting gold. This will cut a little bit time from waiting in the start. Also, you should consider to give one or two random components to each player at the start, which gives them a chance to trade those from the very beginning or advantage to complete some vehicle and concentrqting to collect those components. You can also make this optional, by giving, for example, two additional golds and one additional component AND either another two pieces of gold OR one extra component, at the beginning of the game.

Second, Victory conditions (VC). You should playtest it with different VCs, but I would prefer something like 4 different vehicles out of 5. This also shortens the game a little bit and keep it little bit more interesting until the end. Because players can choose which vehicle they build, and everybody aren't chasing the very same components.

Third, I like your way to balancing action cards. You could also consider to give some bad features to most powerful action cards. Such as, you can keep just 1 of them at the time, paying one or two extra gold to get them, paying one component instead of gold for them, etc.

Fourth, auction. Player could also set one of the components in the auction. Other players can bid for it and the highest bid takes it, or one bid for every player, or some other bidding mechanism. Now matter if the component is or isn't sold, players turn is over after auction.

Fifth, alignment idea is great, just remember to balance them.

Generally, more money in the game makes it quicker, because more actions are availiable sooner and there is more cash to spend in the auctions. You can also make component and action cards for different prices. regarding to their power. Too much cash, anyways, make the game usually just too liquid, trying to say, there is not enough tension for getting rich and spending the money.

Hope this was helpful,

Kalmari

Cogentesque
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Joined: 08/17/2011
Very good adive from Kalamari

Very good advice from Kalamari there Glenn, do all of it.

My only additional suggestion would be for slow play at the start perhaps some kind of "If you dont have any vehicles so far then: X" or "If you only have only 1 vehicle or less then: Y" this could also add another idea on to the game that some people might want to hoard their money and hover around the 1-vehicle-only part of the game to make the most out of the card that operates in that band before kicking off after a fortune has been hoarded and buying loads more. I would also balance this out (if it needs balancing after play testing) that simply has a card that scales in increasing power relative to the hoarded treasure of your opponent. Eg: "steal 1/3 (rounded up) of your opponents gold" or "take car components from the component deck up to the value of your opponents current gold: as if the gold was yours. Your opponent keeps all of his gold at the end of the turn"

:o)

Moapy
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Joined: 01/27/2011
Thanks for some awesome

Thanks for some awesome advice guys, it's given me a lot to think about. I'll post again as soon as I get the time to work on it some more!

Also if anyone is interested, once it's in a playable state I'll post the VASSAL files up for you to try!

Cheers,

Glenn

TomDread66.6
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Joined: 05/11/2010
TO: Moapy

I think that a way to balance out the action cards is to create a condition apon which they can be activated and make certian ones last for so many turns as to speed up the game by making the economy based cards worth more and adding more value. I would although keep the Hindering cards instant as to not counter act the speed up caused by the duration economy cards. And add a random factor like a spinner that will give you a bonus or a hinderance each round you know just to speed up.
-Tryin to help, Tom
P.S I am slightly confused on the whole Vehicle and component gain.

TomDread66.6
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Joined: 05/11/2010
TO: Moapy

Awsome Moapy (this secod one was accidental so i will just edit it instead of posting more).

Moapy
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Joined: 01/27/2011
Thanks for your advice Tom,

Thanks for your advice Tom, I'm currently reworking the game pretty dramatically without changing the core goal of collecting vechicles. I'll post the updated version with some screen shots soon! This should clear up any confusion.

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