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Mystery of the Abbey - should I try it?

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sedjtroll
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I read the review of Mystery of the Abbey in The Games Journal this month, and despite the author's distaste of the game, it sounded like something I might enjoy.

Has anyone here played the game? I'd like a little more insight before I undertake the tedious task of not only hunting down and buying the game, but scraping together enough friends and talking them into learning the game. If it's not really fun, they will never play it again :/

I understand from the review that it's likely not a "deep strategy" game like Puerto Rico. That's ok. We have fun with PR, but we have also had fun with Munchkin, Frag, Citadels, Settlers, Magic, and Blood Bowl.

Thanks for any input you may have,
Seth

P.S. Did someone mention that this game was supposed to be related to The Name Of The Rose- a movie starring Sean Connery which I remember renting and hating, though I cannot remember why.

jwarrend
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Re: Mystery of the Abby - should I try it?

sedjtroll wrote:

Has anyone here played the game? I'd like a little more insight before I undertake the tedious task of not only hunting down and buying the game, but scraping together enough friends and talking them into learning the game. If it's not really fun, they will never play it again :/

I've played once and really liked it. It's not as pure a deduction game as Clue; it's very much a Bruno Faidutti game, plenty of chaos. The scoring system seems kind of poorly thought-out to my mind, such that I don't know if the results of the game really correlate to who played "better". You have to make educated guesses and play by intuition. But the atmosphere is incredibly immersive -- there's a great deal of tension built into the gameplay, and you are constantly worried that everyone else is one step ahead of you in solving the mystery. If you can, I'd try before you buy, since it is a bit expensive. It will be easy enough to buy it, they have it at GameSurplus and Boulder Games as far as I know, and presumably funagain as well.

Quote:

P.S. Did someone mention that this game was supposed to be related to The Name Of The Rose- a movie starring Sean Connery which I remember renting and hating, though I cannot remember why.

Both are based on a book called "Murder in the Abbey". I think Faidutti was actually not a fan of the movie, but I don't recall his specific objections. I liked some things about the movie and disliked others. There is definitely a monk in the game who looks exactly like Sean Connery, and I don't think it's a coincidence...

FastLearner
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Mystery of the Abbey - should I try it?

My thoughts:

Awesome components.

Immersive atmosphere.

Lots of clever ideas.

Not a game, per se.

It's not a deduction game like Clue because after a couple of rounds you can't really apply basic deduction to the mystery anymore -- players are always passing cards around and so eventually you can't ask any kind of clever questions that won't just give the same info away to everyone playing.

And it's too long.

No, it's not the level of Puerto Rico, but it's not the level of Citadels, either (to name another Faduitti game). In my opinion if you strip off the pretty chrome it wouldn't even be the level of Clue, but with the chrome in place it's a bit better than that.

zaiga
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Mystery of the Abbey - should I try it?

Oh yeah, beautiful components, cool theme, lots of atmosphere.

I expected a deduction game and spend a lot of time coming up with smart questions that could give me some information, but didn't give anything away to opponents. This is a cool aspect of the game. I enjoyed the question asking aspect of the game, but I also have some serious gripes.

There is quite a bit of luck in the game. Especially the Library cards can either be brutally good, or completely useless. It seems that if you get a useless Library card all your hard work on questioning has been futile, when another player can look at the entire hand of another player just by drawing the right Library card. This is annoying.

The scoring system is useless. Eventually, you will need to make the correct accusation if you want to win the game (and end it at the same time, classic game design mistake), so scoring points by making correct revelations will not win you the game. In the best case it will delay the game by forcing another player to also make a correct revelation before making an accusation.

Finally, the game is simply too long for what it is. Had it been playable in an hour I think I would have enjoyed it more.

If you think the theme is cool, if you like deduction games that are not too analytical, don't mind a large amount of luck and a long playing time, then this could be a game for you. Otherwise, there are better choices.

- Rene Wiersma

Anonymous
Scoring in Mystery in the Abbey

zaiga wrote:
The scoring system is useless. Eventually, you will need to make the correct accusation if you want to win the game (and end it at the same time, classic game design mistake), so scoring points by making correct revelations will not win you the game. In the best case it will delay the game by forcing another player to also make a correct revelation before making an accusation.

I disagree. It is entirely possible to win the game by making informed guesses early. (I don't think it's possible to win by positively determining items and then revealing them - too little, too late.) Completely in keeping with the general chaos of the game, in my opinion, though I know it drives others batty.

Joe

Scurra
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Re: Mystery of the Abby - should I try it?

jwarrend wrote:

Quote:

P.S. Did someone mention that this game was supposed to be related to The Name Of The Rose- a movie starring Sean Connery which I remember renting and hating, though I cannot remember why.

Both are based on a book called "Murder in the Abbey". I think Faidutti was actually not a fan of the movie, but I don't recall his specific objections. I liked some things about the movie and disliked others. There is definitely a monk in the game who looks exactly like Sean Connery, and I don't think it's a coincidence...

The book was called "The Name of the Rose". The reason the movie didn't work is that it removed most the philosophy and religious debate stuff from the book, leaving the not very good detective story and some confused other bits.

As for the game, well I like it lots, provided that you play it right. If you play it like a detective game then it won't work - I think the scoring system is deliberately meant to work against that.

FastLearner
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Mystery of the Abbey - should I try it?

FWIW I quite enjoyed Umberto Eco's The Name of the Rose. I more-or-less liked the movie (the visuals were very cool), but it was definitely a substory of the book.

sedjtroll
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How exactly does this scoring work?

When you make a guess or whatever, how do you find out if you're right? How do you score??

- Seth

FastLearner
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Mystery of the Abbey - should I try it?

There are two types of guesses you can make. The first is about the murderer's characteristics, like "The killer is a Franciscan" or "The killer is fat". If you're right at the end of the game then you get two points, and if you're wrong you get -1 point. Each characteristic can only be guessed once in the game.

The second is guessing who the murderer actually is, which is worth 4 points.

You find out if you're right about the characteristics once the murderer is revealed. IIRC you find out if you're right about the murderer if no one can reveal a card to show that you're wrong, much like Clue.

The big problem (for me) is that because the cards are always being passed around the table you can't really ask good questions. For example if you ask Bob if he has any fat monks that are Franciscans and he says "no," that doesn't really help much because by the time you are ready to ask Larry the same question cards have been passed around -- while he may have had one moments ago he's since passed it to Bob.

As such, and as mentioned, it's not really a pure deduction game. Some of the theme stuff is great, though. And again, it's really beautiful.

sedjtroll
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Mystery of the Abbey - should I try it?

FastLearner wrote:

The big problem (for me) is that because the cards are always being passed around the table you can't really ask good questions. For example if you ask Bob if he has any fat monks that are Franciscans and he says "no," that doesn't really help much because by the time you are ready to ask Larry the same question cards have been passed around -- while he may have had one moments ago he's since passed it to Bob.

So from what it sounds like, you could and perhaps should ask questions deeper than "what do you have in your hand right now." Also, as I understand it, you pass cards Clockwise... so you are probably more interested in information from the guy to your left, because if you glean something from the guy to your right, he may just pass you that card later thereby limiting your information gathering.

I think I will try this out. At the moment I am winning a bid on e-bay for it, but it's got like a day left. The price isn't spectaculr, so if someone outbids me I'll probably just go look at a local store (which should prolly have been my first move anyway). I hate waiting, by the time I get the game I'll be disinterested :/

Thank you all for the info. I will keep in mind that it's likely not a deep strategy game, and that the cards may need some errata or something.

Often times I like a lighter game that has some figuring and thinking, but not a heavy brainbuster. It's also easier to get people to play those for he most part...

- Seth

zaiga
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Re: Scoring in Mystery in the Abbey

huber wrote:

I disagree. It is entirely possible to win the game by making informed guesses early.

No, Joe. That won't work. The game only ends when someone makes a correct accusation. Why would someone make an accusation when it wouldn't win him the game? Unless they are fed up with the game and just want to end it, of course.

- Rene Wiersma

zaiga
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Mystery of the Abbey - should I try it?

sedjtroll wrote:
Often times I like a lighter game that has some figuring and thinking, but not a heavy brainbuster.

Oh, but it might be a brainbuster. Trying to come up with useful questions, keeping in mind that some cards may have been passed around, and which don't give away any information to opponents... well that can be quite brainstraining. I actually like that kind of stuff, but unfortunately drawing some powerful event cards is a better way of getting information, making all the keen questioning somewhat moot.

But I'm repeating myself now, aren't I? :wink:

-Rene Wiersma

jwarrend
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Re: Scoring in Mystery in the Abbey

zaiga wrote:
huber wrote:

I disagree. It is entirely possible to win the game by making informed guesses early.

No, Joe. That won't work. The game only ends when someone makes a correct accusation. Why would someone make an accusation when it wouldn't win him the game? Unless they are fed up with the game and just want to end it, of course.

- Rene Wiersma

In the one game I played, we had 6 players and there were three of us who had all nailed it down to 3 suspects. The first 2 players guessed the wrong two, leaving me the correct one. This was somewhat unsatisfying from a game standpoint, but in answer to your question, someone might make an accusation because he knows he won't have the chance to do so again, because his turn won't come around.

Making partially informed guesses that turn out to be right is probably valid as a "strategy", becase 2 correct guesses are equal to a correct accusation and 2 wrong guesses. The problem I have is defining what a "partially informed but still intelligent guess" looks like. For example, let's say you've seen 7 bearded monks and 4 beardless monks. It seems that saying "the killer has a beard" would be an intelligent guess. But is it really? I just haven't played enough to have a feel for how the guessing system is meant to work.

But what I definitely found is that you shouldn't invest too much importance in the scoring. The strength of the game is its immersive gameplay, and with the right group, it succeeds at that in spades, possibly moreso than any other game I've played in recent memory (the probable exception being pirate-themed games, because everyone can have fun saying "Har!") For a 1 hour game with lots of atmosphere, I'm willing to grant some lattitude on the scoring.

BTW, has anyone seen the new electronic talking Clue? Is this the same technology as the King Arthur game? It looks like it "solves" some of the bugs with original Clue -- no roll-and-move system, playable with 2 players. Might be worth checking that out as well!

-Jeff

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Re: Scoring in Mystery in the Abbey

jwarrend wrote:

But what I definitely found is that you shouldn't invest too much importance in the scoring. The strength of the game is its immersive gameplay, and with the right group, it succeeds at that in spades, possibly moreso than any other game I've played in recent memory (the probable exception being pirate-themed games, because everyone can have fun saying "Har!") For a 1 hour game with lots of atmosphere, I'm willing to grant some lattitude on the scoring.

Absolutely. For instance, the reason I remember one game is that we had a round where we all had to speak in Gregorian Chant. Two of us were having too much of a good time chanting (in unison) that "Brother Paul forgot to ring the bell again" to actually do much serious work in that round :)

But as was observed, the scoring does reward "informed" guesses by ensuring that if a person merely makes a correct accusation at the end they shouldn't earn enough from that alone to win.
And when you start asking questions along the lines of "how many bearded monks have you seen so far in the game?" the deductive element does come into play a little more. Although you have to be careful that all the players can cope with questions like that...

FastLearner
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Mystery of the Abbey - should I try it?

In our game we had a similarly dissatisfying conclusion: I and one other player had narrowed it down to two monks. My turn came first so I accused and picked the wrong one. The other player obviously eliminated that one and so accused the right one. Winning by turn order.

And yeah, pretty much all of the questions come down to "have you seen" after a bit.

zaiga
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Re: Scoring in Mystery in the Abbey

jwarrend wrote:
In the one game I played, we had 6 players and there were three of us who had all nailed it down to 3 suspects. The first 2 players guessed the wrong two, leaving me the correct one. This was somewhat unsatisfying from a game standpoint, but in answer to your question, someone might make an accusation because he knows he won't have the chance to do so again, because his turn won't come around.

Ah, so it's just a kingmaker problem then. Since you assume you can't win the game anymore, you settle for second best and hand the win to someone else.

There's something fundamentally wrong with the scoring in this game.

- Rene Wiersma

zaiga
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Mystery of the Abbey - should I try it?

FastLearner wrote:
And yeah, pretty much all of the questions come down to "have you seen" after a bit.

Our questions were more along the line of: "only one of monks on the cards I just passed you was bearded, of the order of that monk how many have you crossed out?".

Like I said, perhaps we were taking this game too seriously.

- Rene Wiersma

sedjtroll
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Mystery of the Abbey - should I try it?

FastLearner wrote:
In our game we had a similarly dissatisfying conclusion: I and one other player had narrowed it down to two monks. My turn came first so I accused and picked the wrong one. The other player obviously eliminated that one and so accused the right one. Winning by turn order.

And yeah, pretty much all of the questions come down to "have you seen" after a bit.

So when you make an accusation, how do you know if you are right or wrong? It was mentioned that "correct guesses are rewarded at the end, and incorrect guesses are penalized", which I guess makes sense- you say something like "the killer has a beard" and then when the killer is finally revealed at the end, you either get your point or lose it depending on the status of the killers facial hair.

But I guess Accusations are different? If you accuse a monk, do you check right away to see if you've won? Can you only accuse on the final round, and in turn order, checking after each guess to see if the game is over or if the next player should guess?

- Seth

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Re: Scoring in Mystery in the Abbey

zaiga wrote:
jwarrend wrote:
In the one game I played, we had 6 players and there were three of us who had all nailed it down to 3 suspects. The first 2 players guessed the wrong two, leaving me the correct one. This was somewhat unsatisfying from a game standpoint, but in answer to your question, someone might make an accusation because he knows he won't have the chance to do so again, because his turn won't come around.

Ah, so it's just a kingmaker problem then. Since you assume you can't win the game anymore, you settle for second best and hand the win to someone else.

There's something fundamentally wrong with the scoring in this game.

I don't disagree that the scoring is problematic, but I don't think it's a kingmaker. The example I mentioned, I'm analyzing in hindsight. No one knew, during their turn, just how close everyone else was to having the solution. So, it's a gamble -- do you go for an accusation, even if you're not 100% sure it's right, or do you wait till your next turn and hope that no one else is as close to the solution as you are such that they'll correctly solve the game?

I wouldn't say the game's scoring is broken so much as that it rewards something very different from most games -- it rewards educated guesses that turn out to be right. It doesn't reward getting very close to the mark, but missing. For example, in the game I mentioned, 3 of us had it down to three suspects, then the other two guys guessed the 2 of those that were wrong, leaving me the win. Now, they could have not guessed at all, in which case, probably none of us would have made an accusation. But once the first guy did, it made it a better choice for the next guy and an even better one for me, to make an accusation. Yet, if the first guy had guessed right, he would have won; had he not made an accusation at all, he may still have lost. It's a risk-reward thing.

So, while I agree that the game's scoring system seems unsatisfying after the one time I've played, the game's strength isn't the "game" per se, but the metagame -- the immersive atmosphere, the fun of trying to solve the mystery first, etc. It's a race game, not a deduction game. And it includes a lot of chaos. But for a one hour game with this much atmosphere and fun, I'm not complaining. Obviously, someone who wants something more strategic should look elsewhere. But it's not fair to evaluate the scoring system without properly placing it in the context of the game itself, and of course there's no evidence that the game has a kingmaker problem per se.

jwarrend
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Mystery of the Abbey - should I try it?

sedjtroll wrote:

So when you make an accusation, how do you know if you are right or wrong? It was mentioned that "correct guesses are rewarded at the end, and incorrect guesses are penalized", which I guess makes sense- you say something like "the killer has a beard" and then when the killer is finally revealed at the end, you either get your point or lose it depending on the status of the killers facial hair.

It works exactly as you say for "revelations", like "the killer has a beard".

Quote:

But I guess Accusations are different? If you accuse a monk, do you check right away to see if you've won? Can you only accuse on the final round, and in turn order, checking after each guess to see if the game is over or if the next player should guess?

As I recall, if someone can refute your accusation, they do so immediately. You get -3 points (?) for a wrong accusation, but you're still in the game. In our game, I made a wrong accusation, but still went on to win the game. There is one specific space on the board that you go to to make accusations and revelations, but of course, these only happen on your turn.

The game I played was interesting. We had one guy who succeeded in holding back a lot of cards, leading almost all of the other players to make at least one or two erroneous accusations. But, in the last turn, a few of us converged on a small set of 2 or 3 remaining monks at about the same time. Personally, I ended the game right there in my "mental trophy case" -- I was up with the rest of the group on who the possible suspects were at the very end. As I said, I happened to win because the others guessed erroneously, but I didn't invest much meaning in who "won" and "lost" since my "win" happened so opportunistically.

I bet that it wouldn't be that hard to find a more satisfying scoring system, maybe something like in each round, you indicate how many suspects you have remaining and get a point if you are the "closest" to having the case solved. Or something like that. But again, it's the gameplay that makes this one fun, not the scoring system!

- Seth

zaiga
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Re: Scoring in Mystery in the Abbey

jwarrend wrote:
I don't disagree that the scoring is problematic, but I don't think it's a kingmaker. The example I mentioned, I'm analyzing in hindsight. No one knew, during their turn, just how close everyone else was to having the solution. So, it's a gamble -- do you go for an accusation, even if you're not 100% sure it's right, or do you wait till your next turn and hope that no one else is as close to the solution as you are such that they'll correctly solve the game?

Jeff, answer this question: why would I want to make an accustion if I knew it wouldn't win me the game?

A possible answer is: because another player might be able to guess first and this is my only chance to get some points.

This is essentially a kingmaker situation, because in this case I am handing someone else the win.

So either the scoring system is useless, because the only way to win is making a correct accusation or it devolves into a kingmaker sitsuation, where one player willingly conceded the game to another player.

Quote:
I wouldn't say the game's scoring is broken so much as that it rewards something very different from most games -- it rewards educated guesses that turn out to be right.

No, it doesn't reward making correct guesses. Eventually, the only way to win is to make a correct accusation.

Quote:

So, while I agree that the game's scoring system seems unsatisfying after the one time I've played, the game's strength isn't the "game" per se, but the metagame -- the immersive atmosphere, the fun of trying to solve the mystery first, etc. It's a race game, not a deduction game. And it includes a lot of chaos. But for a one hour game with this much atmosphere and fun, I'm not complaining. Obviously, someone who wants something more strategic should look elsewhere. But it's not fair to evaluate the scoring system without properly placing it in the context of the game itself, and of course there's no evidence that the game has a kingmaker problem per se.

Sure, it has a lot of atmosphere and I don't mind games that have a lot of chaos and don't have much strategy if they are short enough (which in my experience Mystery of the Abbey isn't, but OK).

However, if a scoring system is flawed, it is flawed and this has nothing to do with placing it "in the context of the game" or not. After all, a game is always played within the context of its scoring system and it is the scoring system that should encourage the players to play within the theme and not the other way round.

- Rene Wiersma

jwarrend
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Re: Scoring in Mystery in the Abbey

zaiga wrote:

Jeff, answer this question: why would I want to make an accustion if I knew it wouldn't win me the game?

A possible answer is: because another player might be able to guess first and this is my only chance to get some points.

This is essentially a kingmaker situation, because in this case I am handing someone else the win.

No, a kingmaker situation is "either player A or player B will win, and I decide." In the situation you mention, you're not deciding who will win, you're deciding whether you want to go for the win, keeping in mind that if you fail, you're risking helping someone else to win. But if you don't go for the win, someone else may win before you. It's not kingmaker, it's risk-reward.

Quote:

So either the scoring system is useless, because the only way to win is making a correct accusation or it devolves into a kingmaker sitsuation, where one player willingly conceded the game to another player.

I don't know what you mean by "one player willingly conceded the game to another player." The way to win is to have the most points, but this need not occur by making a correct accusation. As I mentioned, in my game, I made an incorrect accusation, then a correct one. Someone who made 3 correct revelations could have beat me. It seems like you want everyone in your group to play very cagey, with the only accusation being made when one player has solved the mystery. It would be tough to beat someone if all players did that and none made any revelations. But it's also not how the game is played. The scoring system rewards good guesses more than perfect knowledge. So, it's to your advantage to take a guess when you feel ready moreso than to wait until you're 100% sure. If you're unhappy with that, don't play the game, or tweak the scoring system.

Quote:

No, it doesn't reward making correct guesses. Eventually, the only way to win is to make a correct accusation.

Or, to make correct revelations. But, I agree, in general, the player who solves the mystery will win most of the time. But that's kind of how it should be, right?

Quote:

However, if a scoring system is flawed, it is flawed and this has nothing to do with placing it "in the context of the game" or not. After all, a game is always played within the context of its scoring system and it is the scoring system that should encourage the players to play within the theme and not the other way round.

Not for party games. And I think this is closer to a party game than a gamer's game. Although, the chaos and the fiddly rules mean it's probably only likely to be played by gamers. Still, you very much do have to evaluate the scoring system based on the rest of the game. The gameplay is chaotic, it creates a system of imperfect information inherently. So, to expect that you should need perfect info to win is inappropriate based on the inability to get perfect info during the game. I don't really like the scoring system that much, but I think it does correlate pretty well with the gameplay.

-Jeff

FastLearner
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Re: Scoring in Mystery in the Abbey

jwarrend wrote:
But for a one hour game with this much atmosphere and fun, I'm not complaining.

Whoa! One hour? It took us 2.5 hours and when it was clear that we were at least another 30 minutes from finishing we all just made accusations to end it.

If it had only taken an hour then I think I would have liked it a lot more.

-- Matthew

zaiga
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Re: Scoring in Mystery in the Abbey

jwarrend wrote:

No, a kingmaker situation is "either player A or player B will win, and I decide." In the situation you mention, you're not deciding who will win, you're deciding whether you want to go for the win, keeping in mind that if you fail, you're risking helping someone else to win. But if you don't go for the win, someone else may win before you. It's not kingmaker, it's risk-reward.

Consider this situation. Player A thinks he knows who the killer is. However, if that is true then player B has made 3 correct revelations and 1 wrong revelation (5 points) and player C has made 1 correct revelation (2 points). Player A has not made any revelations are accusations yet.

Player A also thinks it is quite likely that player C now knows who the killer is, but player A can reach the accusation room first. Player B has just made some lucky revelations, but probably doesn't have a clue who the killer is.

Now, what should player A do? Make the accusation? If he is right, player B will win, but if he doesn't make the accusation player C will likely win. This is a kingmaker situation, right, because basically player A decides who wins?

I will concede that a player is probably never 100% sure of a killer, but still, why make an accusation if it doesn't win the game? In the example mentioned above, the best course for player A is to make a revelation, pray that player C doesn't make a correct accusation and hope that he can make the correct accusation in the next round.

Player B can only still win when someone makes a correct accusation and if the game is played by players who want to win the game they won't make an accusation that won't win them the game. Which means that the only valid way to win the game is by making a correct accusation. That makes the whole revelation aspect a bit moot, doesn't it?

Quote:

I don't know what you mean by "one player willingly conceded the game to another player." The way to win is to have the most points, but this need not occur by making a correct accusation. As I mentioned, in my game, I made an incorrect accusation, then a correct one. Someone who made 3 correct revelations could have beat me.

No, because the game doesn't end when you make 3 correct revelations. You still need to find a way to end the game and the only way to end the game is by making a correct accusation. I actually think the game's fatal flaw is that it only ends with a correct accusation. It would have been better to also let the game end after X rounds, making the scoring system meaningful.

Quote:

It seems like you want everyone in your group to play very cagey, with the only accusation being made when one player has solved the mystery. It would be tough to beat someone if all players did that and none made any revelations. But it's also not how the game is played. The scoring system rewards good guesses more than perfect knowledge. So, it's to your advantage to take a guess when you feel ready moreso than to wait until you're 100% sure. If you're unhappy with that, don't play the game, or tweak the scoring system.

I don't pay 50 euros for a game that needs tweaking. I wouldn't have complained if the game just ended when someone makes a correct revelation. In that case you probably would still make an accusation, even when you are not 100% sure, just to be able to win the game before someone else makes the correct accusation.

Quote:
Or, to make correct revelations. But, I agree, in general, the player who solves the mystery will win most of the time. But that's kind of how it should be, right?

Suppose the game would end when someone makes a correct accusation OR after 5 rounds. Now, besides adding a sense of urgency to the game, the scoring system makes sense. If no one makes a correct accusation within the alloted number of rounds, the killer succesfully escapes, and the player with the most points wins. Thematically this works just as well (or perhaps even better, a lot of killers are never caught) and from a gamedesign point of view it also works better.

Quote:

Not for party games. And I think this is closer to a party game than a gamer's game. Although, the chaos and the fiddly rules mean it's probably only likely to be played by gamers. Still, you very much do have to evaluate the scoring system based on the rest of the game. The gameplay is chaotic, it creates a system of imperfect information inherently. So, to expect that you should need perfect info to win is inappropriate based on the inability to get perfect info during the game. I don't really like the scoring system that much, but I think it does correlate pretty well with the gameplay.

Party games are not played to win, but then why would you need such an intricate scoring system? Why not play it so that the first one to solve the mystery wins the game? Much easier and more satisfying than a scoring system that doesn't work anyway.

If you really want to incorporate a scoring system and a way of winning through making educated guesses that score points, you also need to add a fixed ending.

Really, this is game theory 101, I have mentioned it so many times on this forum, and it amazes me to see so many commercially produced designs by well-known gamedesigners that feature this flaw.

Sure, I'm all taking this much too seriously, but I just want to show why the scoring system is flawed from a theoretical point of view. I don't even think the game is that bad. Now, go and speak in Gregorian Chant. :wink:

- Rene Wiersma

jwarrend
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Joined: 08/03/2008
Re: Scoring in Mystery in the Abbey

zaiga wrote:
jwarrend wrote:

No, a kingmaker situation is "either player A or player B will win, and I decide." In the situation you mention, you're not deciding who will win, you're deciding whether you want to go for the win, keeping in mind that if you fail, you're risking helping someone else to win. But if you don't go for the win, someone else may win before you. It's not kingmaker, it's risk-reward.

Consider this situation. Player A thinks he knows who the killer is. However, if that is true then player B has made 3 correct revelations and 1 wrong revelation (5 points) and player C has made 1 correct revelation (2 points). Player A has not made any revelations are accusations yet.

Player A also thinks it is quite likely that player C now knows who the killer is, but player A can reach the accusation room first. Player B has just made some lucky revelations, but probably doesn't have a clue who the killer is.

Now, what should player A do? Make the accusation? If he is right, player B will win, but if he doesn't make the accusation player C will likely win. This is a kingmaker situation, right, because basically player A decides who wins?

I think that if you tried hard enough, you could make ANY game look like it had a kingmaker problem, but that doesn't necessarily mean it does; it might just mean you have been very creative in constructing an example!

All that you've shown in this example is that B, by having outplayed A, has made it very difficult for other players to win (if he really has 3 correct revelations). But that's sort of the point of the game, right? That you're rewarded not just for the accusation, but for having accurate information earlier than anyone else.

In your example, I don't think there's a "kingmaker" problem. A can't win by making an accusation, thus, he should make a revelation and hope C isn't as far along as he thinks, which will hopefully give him one more turn in which to make the accusation. Sure, he could "throw" the game to B by making an accusation now, but that clearly isn't his best course, nor is it a lock that he will lose if he goes the other route.

I can't figure out what your objection is. It seems in this example that the revelations DO matter, because a player with the correct guess could lose. But elsewhere, you complain that revelations DON'T matter, because the player with the correct guess never loses. How many games have you played? I've only played once, and I'm certain I'm nowhere near ready to make a pronouncement on the scoring system, though I do have concerns about whether it really means anything or not...

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Player B can only still win when someone makes a correct accusation and if the game is played by players who want to win the game they won't make an accusation that won't win them the game. Which means that the only valid way to win the game is by making a correct accusation. That makes the whole revelation aspect a bit moot, doesn't it?

Obviously not; in your own example, B's revelations kept A from making an accusation that would have been correct, thus buying B more time to find the real suspect to make the correct accusation himself. So perhaps they provide a "stall" mechanism, in some sense.

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I actually think the game's fatal flaw is that it only ends with a correct accusation. It would have been better to also let the game end after X rounds, making the scoring system meaningful.

Well, you could of course play it that way. But I personally think you're playing the game at way too high a level of analysis. This is meant to be a chaotic game, not really a game for perfect planners. You make it seem as though everyone knows the whole time exactly which revelations are correct and which aren't, but really, you don't figure it all out until a fairly late stage. I think it's meant to be played as a race moreso than a strategic contest.

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I don't pay 50 euros for a game that needs tweaking.

Then don't! This seems like a really simple problem, really. But again, I think before you can pronounce the game "broken", one really needs to know whether you're basing that on 1, 2, 5, 10, etc plays. Is this your "first impression" or your considered opinion? And also, this just might not be the kind of game you enjoy. But again, the problem may not be the scoring system so much as the play style of your group...

I wouldn't have complained if the game just ended when someone makes a correct revelation. In that case you probably would still make an accusation, even when you are not 100% sure, just to be able to win the game before someone else makes the correct accusation.

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Suppose the game would end when someone makes a correct accusation OR after 5 rounds. Now, besides adding a sense of urgency to the game, the scoring system makes sense. If no one makes a correct accusation within the alloted number of rounds, the killer succesfully escapes, and the player with the most points wins. Thematically this works just as well (or perhaps even better, a lot of killers are never caught) and from a gamedesign point of view it also works better.

I think a change like this would be worth trying out, for the reasons you mentioned. It might be just the fix that the scoring system needs to be more relevant!

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If you really want to incorporate a scoring system and a way of winning through making educated guesses that score points, you also need to add a fixed ending.

Only if "the player who makes the correct guess always wins", which I haven't played enough to know if it's true. Have you? Is that always the case?

zaiga
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Joined: 12/31/1969
Re: Scoring in Mystery in the Abbey

jwarrend wrote:
I think that if you tried hard enough, you could make ANY game look like it had a kingmaker problem, but that doesn't necessarily mean it does; it might just mean you have been very creative in constructing an example!

All that you've shown in this example is that B, by having outplayed A, has made it very difficult for other players to win (if he really has 3 correct revelations). But that's sort of the point of the game, right? That you're rewarded not just for the accusation, but for having accurate information earlier than anyone else.

In your example, I don't think there's a "kingmaker" problem. A can't win by making an accusation, thus, he should make a revelation and hope C isn't as far along as he thinks, which will hopefully give him one more turn in which to make the accusation. Sure, he could "throw" the game to B by making an accusation now, but that clearly isn't his best course, nor is it a lock that he will lose if he goes the other route.

I can't figure out what your objection is. It seems in this example that the revelations DO matter, because a player with the correct guess could lose. But elsewhere, you complain that revelations DON'T matter, because the player with the correct guess never loses. How many games have you played? I've only played once, and I'm certain I'm nowhere near ready to make a pronouncement on the scoring system, though I do have concerns about whether it really means anything or not...

Jeff, that was exactly what I was trying to say! If all players play sensible, then there is no kingmaker situation, because a player always knows who will win IF the accusation they make turns out to be correct. This also means that a player will not make an accusation, unless it will win him the game (assuming players are playing to win).

So, the game will always end with a correct accusation made by the player who then also wins the game (assuming players play sensible). This doesn't make revelations an alternative path to victory, as the scoring system suggests. Perhaps it can be used as a stalling tactic, but not as a way of actually winning the game.

I must say I only played the game once. I don't think that this makes my criticism of the scoring system is less valid, since I'm approaching it from a purely theoretical standpoint. That the scoring system doesn't work is something you can prove through analysis, not something you need to experience through practice.

Perhaps my criticism of the scoring system makes it seem as if I hate the game, but that isn't true. I actually like the deduction element of the game and I am not bothered the passing around of cards. I like games where you must rely more on intuition rather than pure analytical skills, so in that sense Mystery of the Abbey is a perfect fit for me.

However, I do think it is too long and the difference in power of the Library cards is annoying. The scoring system is useless, but you can just pretend it is not there and just try to deduce the murderer and win that way. I think it is an OK game, but it could have been much better had the game mechanics been more theoretical sound.

I spend a lot of time thinking about whether the mechanics in my own designs are mathematically and theoretically sound and it just bugs me when a commercially released game contains such flaws.

- Rene Wiersma

jwarrend
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Joined: 08/03/2008
Re: Scoring in Mystery in the Abbey

zaiga wrote:

I must say I only played the game once. I don't think that this makes my criticism of the scoring system is less valid, since I'm approaching it from a purely theoretical standpoint. That the scoring system doesn't work is something you can prove through analysis, not something you need to experience through practice.

I'm afraid I don't agree. I'm not at all satisfied that you've "proven" that the player who makes the correct revelation will always win the game. I bet it works out that way much of the time (probably most), and it's probably supposed to. But even if the "revelations" system are only a "stall tactic", they're by no means useless -- in fact, based on the way that it sounds like you're playing the game, they could be a crucial strategic element.

I don't personally think you can necessarily analyze games from a purely theoretical standpoint. And certainly not when you've only played once! If I recall, you also objected to the "lockup" situation in Balloon Cup without ever having seen that happen or knowing how often it does happen in practice. And I assume you would have had a field day with the Greyjoy/Lannister imbalance in the "Game of Thrones" boardgame.

To me, you can only evaluate a game by playing it, and clearly neither of us have played enough to properly evaluate Mystery of the Abbey's scoring. You cooked up one loaded example to prove your point, but I'm sure I could come up with examples that prove the opposite point. For example, in the game I played, many players made early accusations based on partial info that subsequently turned out to be wrong. I think "early guesses" are something you haven't factored in as a legitimate strategy. I really get the feeling that you're playing this as a pure deduction game -- that I'll only make an accusation when I'm really sure it's right AND I'm really sure it will win the game. In practice, I just don't think the game permits that heavy a level of analysis, and I think the more chaotic and free-wheeling this game is, the more enjoyable it will be (or at least that's the way it's designed).

If you can say that the scoring is broken on a theoretical level, well, all I can say is that you haven't proven it to me, and I'm very skeptical when someone pronounces a game "broken" after one play. I think it's quite possible that you're right, but I'm not willing to jump one way or the other without more plays...

-Jeff

sedjtroll
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Joined: 07/21/2008
Re: Scoring in Mystery in the Abbey

zaiga wrote:
So, the game will always end with a correct accusation made by the player who then also wins the game (assuming players play sensible). This doesn't make revelations an alternative path to victory, as the scoring system suggests. Perhaps it can be used as a stalling tactic, but not as a way of actually winning the game.

First off, I have never played this game, but I think the arguement here goes deeper than Mystery of the Abbey.

So perhaps making revelations is not, strictly speaking, an "alternative path to victory" as you say. Is that such a problem? It sounds like you still want to make correct revelations if you haven't solved the mystery just to keep other people from making accusations! Is that not a reasonable strategy, and a reasonable mechanic?

In Zaiga's example, player B had made some revelations. In that caset hey were "lucky" revelations, but if we're assuming everyone's sensible and trying to win then we have to assume player B is no exception. Seeing as how he did not know the murderer, it's a damn good thing he made those revalations or either player A or player C would accuse the killer and win!

From player B's perspective, he's playing to win, making revelations such that other player's won't win yet and trying to figure out the murderer before they catch up.

From C's perspective, he's trying to accuse the killer and win the game (overcoming B's scoring by having made a revelation of his own).

From A's perspective, B is a lucky mother ****er who is ruining the game by making revelations and C is going to win because of it?

No. Remember, everyone's sensible and trying to win. A's best course would be to catch up to B and C by making some revelations and a correct accusations. He's obviously behind C, who knows as much as A but has already made a revelation, so the fact that C might beat him to the win should be no suprise. Sometimes when you are behind, you lose. But perhaps C doesn't have enough info to Accuse, and with a revelation A can win later. Obviously his course is to make a revelation and stop being such a baby about it. Maybe next game he'll make a revelation sooner.

zaiga wrote:
The scoring system is useless, but you can just pretend it is not there and just try to deduce the murderer and win that way.

Perhaps my somewhat sarcastic example above illustrates how the scoring system is NOT useless at all. Of course, having never SEEN the game, I could be misinformed as to how the mechanic really works. To me it sounds decent. If the Library cards are unbalanced, then that's another problem entirely.

The point I wanted to make that transcends this game and the general attitude on these boards, is the tendancy for people to jump to the conclusion that a mechanic is flawed or poor simply because they haven't figured out the way it's supposed to work. This thread is a good example:

On the one hand you have a scoring system that doesn't allow an alternative win (assuming everyone knows that all revelations are correct, etc).

On the other hand, you have a scoring system that allows you not to be shut out of victory if you haven't figured out the murderer yet 9but you have SOME info).

I have a hard time seeing this as any kind of design flaw. If you want to make a game where the winner isn't necessarily the player who achieves the main goal of the game (Fastlearner had some discussion of this in his GDW game Everest), then feel free. Your suggested "fix" for Mystery is insightful and might change people's priorities in the game- weighted a little more toward making revelations. Just a little though, as a savvy player might just make revelations anyway so other players cannot win yet.

I do not know what the designer intended in this case. I do believe however that people on these boards tend to take a mechanic, decide how THEY think it's suppoesd to work, and overlook a fundamental point about the mechanic. I know I do that myself.

- Seth

In any case, this sounds like a cool game, and I got one on e-bay... unfortunately. The price wasn't all that great, and it's likely going to take a while to get here :/

I'll be sure to post once I get a chance to play it.

zaiga
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Joined: 12/31/1969
Re: Scoring in Mystery in the Abbey

jwarrend wrote:

I'm afraid I don't agree. I'm not at all satisfied that you've "proven" that the player who makes the correct revelation will always win the game. I bet it works out that way much of the time (probably most), and it's probably supposed to. But even if the "revelations" system are only a "stall tactic", they're by no means useless -- in fact, based on the way that it sounds like you're playing the game, they could be a crucial strategic element.

I'll concede that making revelations could be a strategical element, used as a stalling technique. I think this would actually be hard in practice, because you need at least three correct revelations to beat one correct accusation, but from a theoretical point of view it could be a valid strategy.

However, it does not provide an alternative way of winning the game. The player who is ahead in points still needs to end the game by making a correct accusation. So, assuming that players play sensible and assuming players want to win, the game will always end with a correct accusation and the player who made this accusation will always win the game.

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I don't personally think you can necessarily analyze games from a purely theoretical standpoint. And certainly not when you've only played once!

Why not? I could determine that Tic-Tac-Toe will always end in a draw when both players play perfectly, without ever actually playing the game. There's lots of stuff you can analyze simply through theory. Pythagoras did not come up with his famous theorem by using measuring sticks!

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If I recall, you also objected to the "lockup" situation in Balloon Cup without ever having seen that happen or knowing how often it does happen in practice.

This is actually a good example of a mechanic of which it is very easy to analyze if it works or not, just take a worst case scenario and see if the mechanics still work. I'm not interested in how often such a lock-up happens. I'm not looking for mechanics that work almost always, I'm looking for perfection, both in theory and practice.

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And I assume you would have had a field day with the Greyjoy/Lannister imbalance in the "Game of Thrones" boardgame.

I might. Who knows, I have never played the game.

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To me, you can only evaluate a game by playing it, and clearly neither of us have played enough to properly evaluate Mystery of the Abbey's scoring. You cooked up one loaded example to prove your point, but I'm sure I could come up with examples that prove the opposite point.

Hmm, that example seems poorly understood. I don't know what you mean with "loaded". The example was meant to show a situation, which I think is not all that uncommon, that actually favored the other side of the point I was trying to prove. The point of the example was to show that players won't make an accusation that will not win them the game, if another player has scored more points through revelations. This means that, yes, revelations play a part in strategy, but, no, they do not provide an alternative way of winning, you still have to find out who is the culprit so that you can actually end the game.

Perhaps you are confusing this with the idea that players must be 100% sure of their accusation, before making it. That's not what I'm saying. Players can and should make educated guesses when making an accusation, but they always know what the outcome of the game will be if their accusation turns out to be right. Why make an accusation that will not win you the game, if it turns out to be a correct accusation.

Counter examples are always appreciated, of course. :wink:

Quote:

For example, in the game I played, many players made early accusations based on partial info that subsequently turned out to be wrong. I think "early guesses" are something you haven't factored in as a legitimate strategy. I really get the feeling that you're playing this as a pure deduction game -- that I'll only make an accusation when I'm really sure it's right AND I'm really sure it will win the game. In practice, I just don't think the game permits that heavy a level of analysis, and I think the more chaotic and free-wheeling this game is, the more enjoyable it will be (or at least that's the way it's designed).

Well Jeff, if you had actually bothered to read my whole post you might have read that the passing around of cards, the fact that you have to rely more on intuition than on pure deduction skills and the idea of taking calculated risks is something that I actually enjoy in this game.

There are a few things that I dislike about the game, some of which are very subjective (playing time, randomness) and some which I think have their roots in poor design (the scoring system coupled with non-fixed ending).

In the one game I played I actually made an early accusation, based on partial information and it turned out to be wrong. A later accusation won me the game, but only because I was early in the turn order (everyone else had figured out the murderer as well by that point).

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If you can say that the scoring is broken on a theoretical level, well, all I can say is that you haven't proven it to me, and I'm very skeptical when someone pronounces a game "broken" after one play. I think it's quite possible that you're right, but I'm not willing to jump one way or the other without more plays...

I don't know what your definition of "broken" is, but I wouldn't call the game "broken". I think the scoring system doesn't do what it apparently is supposed to do or what it could have been anyway (an alternative path to victory). That doesn't make the game as a whole broken. However, I'm very interested in what your conclusions will be after playing the game more. I'm now actually interested in playing the game again and will try to get it played on gaming night next week. 8)

- Rene Wiersma

zaiga
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Joined: 12/31/1969
Re: Scoring in Mystery in the Abbey

sedjtroll wrote:
I have a hard time seeing this as any kind of design flaw. If you want to make a game where the winner isn't necessarily the player who achieves the main goal of the game (Fastlearner had some discussion of this in his GDW game Everest), then feel free. Your suggested "fix" for Mystery is insightful and might change people's priorities in the game- weighted a little more toward making revelations. Just a little though, as a savvy player might just make revelations anyway so other players cannot win yet.

Based on what I know from the game it seems likely that savvy players avoid making any revelations at all. You need at least 3 correct revelations to beat a correct accusation. You may only make a revelation in a certain room and other rooms are usually more useful to visit, because they allow you to draw extra cards or perform a special action.

Quote:

I do not know what the designer intended in this case. I do believe however that people on these boards tend to take a mechanic, decide how THEY think it's suppoesd to work, and overlook a fundamental point about the mechanic. I know I do that myself.

I don't know what the designer intended either, but I do have an opinion about how I think the game can be improved. The reason why I post my opinions on this board is so I can see what other people think of it. I learn more from someone who doesn't agree with me than someone who does. In that sense this whole discussion has been enlightning. It's stuff like this that makes me a better gamedesigner and that's the reason why we are all here, right?

People should be able to take a bit of criticism, especially gamedesigners who can expect sometimes harsh criticism from playtesters, publishers and others.

- Rene Wiersma

jwarrend
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Joined: 08/03/2008
Re: Scoring in Mystery in the Abbey

zaiga wrote:

I'll concede that making revelations could be a strategical element, used as a stalling technique. I think this would actually be hard in practice, because you need at least three correct revelations to beat one correct accusation, but from a theoretical point of view it could be a valid strategy.

Well, certainly in the context of your example, it would be!

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However, it does not provide an alternative way of winning the game.

Even if that's the case, it certainly might be more than the "useless" appelation you gave it.

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The player who is ahead in points still needs to end the game by making a correct accusation. So, assuming that players play sensible and assuming players want to win, the game will always end with a correct accusation and the player who made this accusation will always win the game.

Again, I don't necessarily see this as the certainty you do. Let's post this question on spielfrieks and see if it's true. It might be. And even if it is, (a) that's ok and (b) we've already established that there might be other purposes for revelations than "an alternate way to win". Do you know for a fact that the designer's sole intent for scoring points on revelations was to win.

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I don't personally think you can necessarily analyze games from a purely theoretical standpoint. And certainly not when you've only played once!

Why not? I could determine that Tic-Tac-Toe will always end in a draw when both players play perfectly, without ever actually playing the game. There's lots of stuff you can analyze simply through theory. Pythagoras did not come up with his famous theorem by using measuring sticks!

Ok, let me correct my remarks to say "you can't analyze ALL games with theory". This is meant to be a chaotic game. I think it's meant to reward "clever" rather than "strategic" play. I think that analysis is not going to help answer some of the questions.

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This is actually a good example of a mechanic of which it is very easy to analyze if it works or not, just take a worst case scenario and see if the mechanics still work. I'm not interested in how often such a lock-up happens. I'm not looking for mechanics that work almost always, I'm looking for perfection, both in theory and practice.

Ok, I'm glad you said this, because here is where we part company. I am a physicist, not a mathematician, so getting things "pretty darn good" is good enough for me. I still haven't played Balloon Cup, but if it looks up in only one out of 100 games, that's good enough for me. Probably even 1 out of 20 is ok, too, especially given the somewhat-fiddly "fix" rules. Obviously, that's not "perfection". We are looking for different things.

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To me, you can only evaluate a game by playing it, and clearly neither of us have played enough to properly evaluate Mystery of the Abbey's scoring. You cooked up one loaded example to prove your point, but I'm sure I could come up with examples that prove the opposite point.

Hmm, that example seems poorly understood. I don't know what you mean with "loaded". The example was meant to show a situation, which I think is not all that uncommon, that actually favored the other side of the point I was trying to prove. The point of the example was to show that players won't make an accusation that will not win them the game, if another player has scored more points through revelations.

The point of the example was to show a kingmaker scenario, which is why I said "loaded", because I'm sure if you thought hard enough you could think of an example of a kingmaker scenario in PR, but that doesn't mean the game has a kingmaker problem.

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This means that, yes, revelations play a part in strategy, but, no, they do not provide an alternative way of winning, you still have to find out who is the culprit so that you can actually end the game.

Ok, I'll grant this for the sake of argument. Why again is this necessarily a bad thing? If the player who guesses the culprit wins, then that's sort of as it should be, right?

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Well Jeff, if you had actually bothered to read my whole post you might have read that the passing around of cards, the fact that you have to rely more on intuition than on pure deduction skills and the idea of taking calculated risks is something that I actually enjoy in this game.

I think it's a bit presumptuous to assume that someone isn't reading your whole posts. I've tried to keep separate your distaste for the scoring system with your acceptance of the rest of the game, but I am not sure you've done a completely outstanding job keeping those separate. One gets the feeling that because of the scoring system, this isn't a game you want to play very much.

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There are a few things that I dislike about the game, some of which are very subjective (playing time, randomness) and some which I think have their roots in poor design (the scoring system coupled with non-fixed ending).

I think these are all very legitimate, but I continue to say that you haven't played nearly enough to substantiate these objections yet. Maybe, as Seth suggests, the scoring system exists for a different reason than to provide an alternate means of victory. If that's the case, then I don't think it would be appropriate to say the scoring system is "broken", just that it wasn't what you thought it was after one playing.

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However, I'm very interested in what your conclusions will be after playing the game more. I'm now actually interested in playing the game again and will try to get it played on gaming night next week. 8)

Yes, and as I've said, I too have expressed concerns about the scoring system, and felt after my one playing that while I "won", I didn't really feel like that actually meant anything. I don't suspect I'll get to play the game soon; I'm spending most of my playing time lately either playtesting one of my games that I'm trying to get finished, or playing "Game of Thrones". But I do hope to see this one again, as I did enjoy it. It's interesting that you said playing time was a problem. Our game took 1 hour. That seemed to be about as much game as this one had in it -- maybe 75 minutes. If our game had lasted longer (as it seems like others' do), I doubt I would have liked it as much.

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