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Game #20: Cow Tipping by FL

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FastLearner
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Joined: 12/31/1969
Game #20: Cow Tipping by FL

MikeDew wrote:
Ha! Was letting my wife read the rules (she loves it!) and I noticed you've got the little numbers in the corners of the road cards indicating the order they should be placed! VERY nice attention to detail!

Cool, I'm glad she likes it.

Quote:
I was also wondering if the cards the barn is mixed in should be larger, to allow for greater variabilitiy of when the game ends. 10 cards? 14?

My concern is that there aren't many cards as it is. If you have 5 players who are dealt 7 cards that's 35. Then you take out as many as 7, leaving 18 cards. Assuming each player draws the discard 1 in, say, 4 times, that's only 4 or so turns per player before the round is over. Very bad. :(

-- Matthew

FastLearner
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Game #20: Cow Tipping by FL

kgnunn wrote:
This may be obvious, but are "Bull Cards" also "Cow Cards?"

In other words, should they be shuffled in with what the component list identifies as the "Cow Cards?" It seems obvious that they should, but since the component list refers to the Bull Cards distinctly, I wasn't entirely sure.
Excellent question. Yes, they're suppose to be. I guess they should be called "Cattle Cards," really. I'll make a change.

Thanks for the insight,
Matthew

Anonymous
Game #20: Cow Tipping by FL

FastLearner wrote:
The way it works out is that with either a 4 or 5 player game you get Elsa every third turn (no, no, yes, no, no, yes). I think that's about right. Unfortunately I don't have a way to do it with 3 players yet... if they pass right then they get it every other turn, which is too often for my taste.

True, but with so few players, it'll move along at a pretty good clip. Maybe in that case you flip Elsa over each time she's passed, and on one side she tells you to tip and on the other side she doesn't? (I'd resist the temptation to put Elsa's front on one side and her...ahem...rear on the other)

FastLearner wrote:

What do you think about removing them from the cards altogether, and just providing a reference. It's the same scale (standard triangular numbers), it just starts at different points for different vehicles.

I'm not particularly fond of that. I think it might be too confusing, although I suppose you could put the little vehicle symbol next to the point value where they start. Generally, I'd prefer the points to be on the card. It really didn't look cluttered at all...it looked very well done, IMO.

FastLearner wrote:

Yeah, I actually don't like "homies" that much myself... the idea is more like "cool guys," but I couldn't find a short and easy term for them. Any suggestions, anyone?

Fonzies? Oops, another copyright infringement. Darn, that's two in one thread!

Not exactly what you were trying for, but what about...
Hippies? Nah, too sixties.
Geekies? Nah, too...geeky.
Trekkies? Nah, they prefer the term "Trekkers", although a cow with Vulcan ears would be a hoot! (or would that be a moo?)

FastLearner wrote:

Quote:
Should Clyde make a guest appearance, or is he mending his injuries after creating the initial crash?

Great question. Maybe he'll be one of the bulls.

Perhaps he's the bull worth 2 cows? Or, if bulls in general are worth 2, Clyde would be 3? Or, since Clyde is the one who started this whole mess, could he singlehandedly tip any one car (or put some limits on that?)?

sedjtroll
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Game #20: Cow Tipping by FL

FastLearner wrote:

What do you think about removing them from the cards altogether, and just providing a reference. It's the same scale (standard triangular numbers), it just starts at different points for different vehicles.

I think that'd be a bad idea. Better to list the numbers on the side of the cards as you have them. Then there's no question and it's extremely easy to score.

Quote:
Yeah, I actually don't like "homies" that much myself... the idea is more like "cool guys," but I couldn't find a short and easy term for them. Any suggestions, anyone?

T-cows? Fonzies? I like T-cows as a play on T-birds, but I dunno if anyone will get it.

Quote:
[Regarding bulls] I very much like the two cows idea (as I mentioned above)... but again it may make luck too strong a factor. I'll have to try that after a few playtests where they're just wild.

I think making them worth 2 cows is an extraordinarily bad idea. A bonus for collecting 3 Bulls is ok. A bonus for collecting 1 bull is not ok- it's luck. The extra reward for collecting Bulls is because you didn't use those bulls one at a time in sets.

I recommend something like if you use 3 (2?) Bulls in 1 gang, draw a Car card and put it into your score pile.

In Rummy-Q you can replace a Wild with a tile from your hand, so long as you have at least 2 tiles (all sets are minimum size 3) in hand to go with it. I don't know if you care to do that. Also in most rummy games you can play onto other peoples' melds, but here that doesn't seem to do anything. I think I like that about your game. however the idea of getting cards off the board is interesting- one of the things I liked best about playing Rummy-Q was finding ways to rearrange what was on the board to get an extra tile out of my hand.

- Seth

DarkDream
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Some further Ideas

FastLearner,

Your game has really got my brain in gear!

I wrote that your best point in the game was the different methods of scoring with differing colors or multiple units of a same vehical. I see now that the main design feature rests on the fact that the road pieces start out tough and gradually go down. This is great. Scrap my idea for randomly placing them places, I did not understand at the time this essential feature.

I only saw it after I posted my first response and hinted at it in my EDIT.

You create the tension now of, "Should I wait for the car to go further down the hill and make a sure tip using less cards and risk another player getting it?" or "Should I get it now, wasting my good cards but guarantee getting the card." Creating this tension is what makes this game, at least in my book, going from interesting to possibly great. Well, done on coming up with a nice mechanic!

As for your idea of having different combinations of cards yield special actions, I would be careful not to go too far as it can complicate things and people won't really remember them all.

Maybe you can have such a thing as a "run gang" of the clown cows has an extra bonus against tipping a clown car, or a "run gang" of beauty cows does great against a hair dresser vehical. Or maybe you have a hamburger van, and the bulls get an extra special bonus (out of control anger).

However, your idea is really pulling me towards it:

Quote:

Basically, some of the cow cards will also serve a second purpose... they'd be spaced out such that you don't want to play them very often (like in one suit they'd be the 3 and the 8, making long runs hard to create if you use their special powers instead). The special purpose would have to do with managing the traffic -- one, for example, could cause an accident that moves a car backwards along the road, giving the player more time to get his gang together. Another might push a car forward, and another might remove it from the road altogether (so no one could score it). They'd have different numbers in different suits so they'd spoil sets as well.

Maybe if you write on the cards that if you have this card then you get the special power, it may not be too complicated for people. Regardless, managing the traffic is something that could really start to make this game shine.

I recently bought the game "Guillotine", it may inspire you for some ideas. A lot of the ideas in the game centers around shuffling the position of nobles. For example, maybe a special power could be switching positions with a vehical or moving a vehical two spaces forward pushing all the rest back (going backwards also sounds really neat as you can prevent your opponent getting a certain car). Removing vehicals from your opponent, like you mentioned. Things like that.

Maybe you can have a van that has calves in it, and each player who has the most bulls in successfully played hands in front of him, must tip it or suffer loosing cards.

Or you can have vehicals that have food on it. So tipping it would result in getting extra cards or something (cows munching on food attracting more cows to the players gang).

Just some more ideas to chew on.

All the best with your game.

--DarkDream

hpox
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Game #20: Cow Tipping by FL

If having the option to tip only every third turn cause a problem, have you considered letting tip anytime but having Elsa give a bonus (a relatively big one) when you tip?

ensor
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Game #20: Cow Tipping by FL

This looks like a quick, fun game for the whole family, and something I'd be interested in playing. I like the "cow revenge" theme, although I hope the people are no longer in their cars when pushed over the ravine...

The rules were very clear to me; the inline pictures helped enormously. I think the passing the Elsa marker opposite of the turn is a really neat mechanism, with the delay helping create tension. It should produce those agonizing moments of where the car your saving up for is tipped before your chance to play again. I also like moving the vehicles down in difficulty when another vehicle is removed.

With four players, I can see cases where you would get at most two turns to tip, if everyone draws from the deck instead of the discard pile, and especially when tipping begins and players refill their hands up to 7 cards.
Is this enough or too little? It would mean about 10-15 vehicles tipped in the first round if everyone that could tip does tip. In the three person game, I wonder how many cars would be left for tipping in the second round, since players would have more opportunities to tip?

Maybe there is someway to have the three person game let players tip every three turns, but in the 4 and 5 person game, you can tip every other round, since with more players the cards you want will be scarce or inaccessibly deep in the discard pile.

This could also be really fun as a two-player game, but that would mean reworking the Elsa mechanic, otherwise you can tip every single turn.

Oh, and how about calling the Homies the "Dudes"?

Again, cool game, nice job!

FastLearner
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Game #20: Cow Tipping by FL

sedjtroll wrote:
FastLearner wrote:

What do you think about removing them from the cards altogether, and just providing a reference. It's the same scale (standard triangular numbers), it just starts at different points for different vehicles.

I think that'd be a bad idea. Better to list the numbers on the side of the cards as you have them. Then there's no question and it's extremely easy to score.

Cool, we'll definitely playtest it like this.

Quote:
Quote:
Yeah, I actually don't like "homies" that much myself... the idea is more like "cool guys," but I couldn't find a short and easy term for them. Any suggestions, anyone?

T-cows? Fonzies? I like T-cows as a play on T-birds, but I dunno if anyone will get it.

I know that I didn't. :)

Maybe Cruisers or something. Nah, that's not really any better.

Quote:
Quote:
[Regarding bulls] I very much like the two cows idea (as I mentioned above)... but again it may make luck too strong a factor. I'll have to try that after a few playtests where they're just wild.

I think making them worth 2 cows is an extraordinarily bad idea. A bonus for collecting 3 Bulls is ok. A bonus for collecting 1 bull is not ok- it's luck. The extra reward for collecting Bulls is because you didn't use those bulls one at a time in sets.

Yeah, you're thinking like I do on this kind of thing.

Quote:
I recommend something like if you use 3 (2?) Bulls in 1 gang, draw a Car card and put it into your score pile.

In Rummy-Q you can replace a Wild with a tile from your hand, so long as you have at least 2 tiles (all sets are minimum size 3) in hand to go with it. I don't know if you care to do that. Also in most rummy games you can play onto other peoples' melds, but here that doesn't seem to do anything. I think I like that about your game. however the idea of getting cards off the board is interesting- one of the things I liked best about playing Rummy-Q was finding ways to rearrange what was on the board to get an extra tile out of my hand.
That "playing onto other people's melds" is called "laying off." I have an optional rule for laying off that I'll try in a playtest or two.

Thanks for all the good ideas, Seth.

-- Matthew

FastLearner
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Joined: 12/31/1969
Game #20: Cow Tipping by FL

Quote:
FastLearner wrote:
The way it works out is that with either a 4 or 5 player game you get Elsa every third turn (no, no, yes, no, no, yes). I think that's about right. Unfortunately I don't have a way to do it with 3 players yet... if they pass right then they get it every other turn, which is too often for my taste.

True, but with so few players, it'll move along at a pretty good clip. Maybe in that case you flip Elsa over each time she's passed, and on one side she tells you to tip and on the other side she doesn't? (I'd resist the temptation to put Elsa's front on one side and her...ahem...rear on the other)

Aye, that's a good idea. I thought of something like that, but it moves it to every 4th turn with 3 players... which may not be a problem.

Quote:
FastLearner wrote:

What do you think about removing them from the cards altogether, and just providing a reference. It's the same scale (standard triangular numbers), it just starts at different points for different vehicles.

I'm not particularly fond of that. I think it might be too confusing, although I suppose you could put the little vehicle symbol next to the point value where they start. Generally, I'd prefer the points to be on the card. It really didn't look cluttered at all...it looked very well done, IMO.

I'll leave them like this and see how it goes.

Quote:
FastLearner wrote:

Yeah, I actually don't like "homies" that much myself... the idea is more like "cool guys," but I couldn't find a short and easy term for them. Any suggestions, anyone?

Fonzies? Oops, another copyright infringement. Darn, that's two in one thread!

Not exactly what you were trying for, but what about...
Hippies? Nah, too sixties.
Geekies? Nah, too...geeky.
Trekkies? Nah, they prefer the term "Trekkers", although a cow with Vulcan ears would be a hoot! (or would that be a moo?)
That would indeed be really funny. I actually made one up that had little alien antennae (a la My Favorite Martian) where the cows were green, but it took it to a silliness level that I wasn't aiming for (believe it or not).

Quote:
FastLearner wrote:

Quote:
Should Clyde make a guest appearance, or is he mending his injuries after creating the initial crash?

Great question. Maybe he'll be one of the bulls.

Perhaps he's the bull worth 2 cows? Or, if bulls in general are worth 2, Clyde would be 3? Or, since Clyde is the one who started this whole mess, could he singlehandedly tip any one car (or put some limits on that?)?

That's a thought. I'll see how the initial playtests go and see how much "luck" it feels like is currently involved.

Thanks again for the great comments.

-- Matthew

FastLearner
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Re: Some further Ideas

DarkDream wrote:
Your game has really got my brain in gear!

I wrote that your best point in the game was the different methods of scoring with differing colors or multiple units of a same vehical. I see now that the main design feature rests on the fact that the road pieces start out tough and gradually go down. This is great. Scrap my idea for randomly placing them places, I did not understand at the time this essential feature.

I only saw it after I posted my first response and hinted at it in my EDIT.

You create the tension now of, "Should I wait for the car to go further down the hill and make a sure tip using less cards and risk another player getting it?" or "Should I get it now, wasting my good cards but guarantee getting the card." Creating this tension is what makes this game, at least in my book, going from interesting to possibly great. Well, done on coming up with a nice mechanic!
Cool, glad you like it. That's a good sign.

Quote:
As for your idea of having different combinations of cards yield special actions, I would be careful not to go too far as it can complicate things and people won't really remember them all.

That's good advice, thanks.

Quote:
Maybe you can have such a thing as a "run gang" of the clown cows has an extra bonus against tipping a clown car, or a "run gang" of beauty cows does great against a hair dresser vehical. Or maybe you have a hamburger van, and the bulls get an extra special bonus (out of control anger).

All cool ideas, thanks.

Quote:
However, your idea is really pulling me towards it:
Quote:
Basically, some of the cow cards will also serve a second purpose... they'd be spaced out such that you don't want to play them very often (like in one suit they'd be the 3 and the 8, making long runs hard to create if you use their special powers instead). The special purpose would have to do with managing the traffic -- one, for example, could cause an accident that moves a car backwards along the road, giving the player more time to get his gang together. Another might push a car forward, and another might remove it from the road altogether (so no one could score it). They'd have different numbers in different suits so they'd spoil sets as well.

Maybe if you write on the cards that if you have this card then you get the special power, it may not be too complicated for people. Regardless, managing the traffic is something that could really start to make this game shine.

That's the idea, indeed.

Quote:
I recently bought the game "Guillotine", it may inspire you for some ideas. A lot of the ideas in the game centers around shuffling the position of nobles. For example, maybe a special power could be switching positions with a vehical or moving a vehical two spaces forward pushing all the rest back (going backwards also sounds really neat as you can prevent your opponent getting a certain car). Removing vehicals from your opponent, like you mentioned. Things like that.

Yikes! I have played Guillotine many times, and the traffic management thought I had is very Guillotine-like. I'm not sure if I like the similarity. Hmm.

Quote:
Maybe you can have a van that has calves in it, and each player who has the most bulls in successfully played hands in front of him, must tip it or suffer loosing cards.

Or you can have vehicals that have food on it. So tipping it would result in getting extra cards or something (cows munching on food attracting more cows to the players gang).

Just some more ideas to chew on.
Absolutely, good ideas, thanks. The idea of special vehicles is very appealing to me. :)

Quote:
All the best with your game.

Thanks again!

-- Matthew

FastLearner
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Joined: 12/31/1969
Game #20: Cow Tipping by FL

hpox wrote:
If having the option to tip only every third turn cause a problem, have you considered letting tip anytime but having Elsa give a bonus (a relatively big one) when you tip?

That's a great idea! I'll wait and see how this playtests out, but if it doesn't work then I think your idea is a perfect alternative!

-- Matthew

FastLearner
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Game #20: Cow Tipping by FL

ensor wrote:
This looks like a quick, fun game for the whole family, and something I'd be interested in playing. I like the "cow revenge" theme, although I hope the people are no longer in their cars when pushed over the ravine...

Heh, indeed. Maybe the cover art could show cows pushing a car over and the people fleeing from it so you know they're not killed.

Quote:
The rules were very clear to me; the inline pictures helped enormously. I think the passing the Elsa marker opposite of the turn is a really neat mechanism, with the delay helping create tension. It should produce those agonizing moments of where the car your saving up for is tipped before your chance to play again. I also like moving the vehicles down in difficulty when another vehicle is removed.

Great, and thanks.

Quote:
With four players, I can see cases where you would get at most two turns to tip, if everyone draws from the deck instead of the discard pile, and especially when tipping begins and players refill their hands up to 7 cards.
Is this enough or too little? It would mean about 10-15 vehicles tipped in the first round if everyone that could tip does tip. In the three person game, I wonder how many cars would be left for tipping in the second round, since players would have more opportunities to tip?

Yeah, it seems like it might not be enough tipping. I have a couple of thoughts in mind that might fix it:

1. Perhaps you keep your existing hand during the round change, so your built-up momentum isn't lost.

2. Perhaps there are more than two rounds... if they go fast enough I can see as many as 5.

Quote:
Maybe there is someway to have the three person game let players tip every three turns, but in the 4 and 5 person game, you can tip every other round, since with more players the cards you want will be scarce or inaccessibly deep in the discard pile.

Aye, good point. When I was trying to work out the Elsa passing mechanism I wanted tipping to be more common with more players... though if you don't have the cards.... Hmm.

Quote:
This could also be really fun as a two-player game, but that would mean reworking the Elsa mechanic, otherwise you can tip every single turn.

I hadn't thought about a two-player version, but it does indeed seem very doable. Cool, I've never created a game that could reasonably be played by two! I'll have to think on the Elsa mechanism. It could be as simple as flipping her over and then passing her, etc., to allow for melding every 3rd (4th?) turn.

Quote:
Oh, and how about calling the Homies the "Dudes"?

Dudes, cool, I like that!

Quote:
Again, cool game, nice job!

Thanks again! Great suggestions!

-- Matthew

Torrent
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Game #20: Cow Tipping by FL

In reading all the new posts I too wonder if in high-player games you don't have that many turns anyway, so only being able to tip with Elsa may indeed much more frustrating than in lower player games. I have two ideas: The first isn't mine, but I put a vote for the Elsa-Gives-A-Bonus style thing. The second idea is as follows: if Elsa was a common marker, and somehow you had to forgo your draw to pick her up and tip. It would change the dynamic a bit, but I offer it as an idea.

The Road is actually going UP isn't it? The Easier to Tip is as the Hill gets steeper right? Not exactly a big deal, but I'm theme-guy and it eems like it should make sense.

As for Special Things, I have the following comments. One I would really avoid putting word/descriptions as much as possible on the cards. I think you have a nice simple game that without a lot of special words could easily be enjoyed by multi-lingual without paste-ups. The other idea I have is maybe each Gang has a Favorite Color. It would really only work with Runs, but maybe a run of Beauties likes the Blue cars, so gets a bonus. It's simple and it doesn't require complicated wordings.

Maybe an idea for Face Cards. One each of the Suits is a Leader (someone mentioned Clyde as one of the Bulls). This would give the Art a bit of differences. Maybe the Face Cards give either a bonus or specialness.

Either way, I would suggest to try to keep it as simple as possible to keep it moving. I think a lot of complicated rules would make it harder to teach and maybe too complicated for what it is.

Andy

jwarrend
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Game #20: Cow Tipping by FL

Hi Matthew,

Yikes, this discussion has ballooned far beyond my ability to follow it in the last day! So, forgive me for comments that I make that will be redundant.

The visuals are obviously great, and I think the premise for the game is sound. I like the divorce between the rummy-style set collection and the scoring being connected to a different set-collection mechanism. It means you're forming melds not to score points per se, but to receive cards that will hopefully enable you to perform different kinds of melds. Very clever.

A quick word about the rules. I would suspect that you could make things much more clear simply by referring to "cow cards" as Cows, and "vehicle cards" as "Vehicles". Remove the word "cards" from the rulebook altogether, and this will remove quite a bit of ambiguity. Also, you refer to the "barn/home" card as such. Why not just pick one, "barn" or "home"? Is there some dual function that this card serves that requires the double moniker?

As I think others have noted, I don't yet see the importance of holding Elsa to be able to tip. The "draw one, discard one" format already swamps the game with luck. If you have an additional timing mechanism that restricts when you can play, I'm concerned that there will be very little planning, if any, in the game. Perhaps you've already explained why that rule exists. I like the idea that Elsa moves deterministically, but I wonder if there isn't some better way to get control of Elsa out-of-turn. Maybe paying a "Bull card" lets you get Elsa (but you're sacrificing the wildcard ability of the Bull)?

What I'm more concerned about is the roads. I don't really see all that much incentive to assembling the huge melds required for the more difficult road segments when, simply by waiting, and only tipping cars in the "cheap" segments, whatever cards you want will eventually make their way down to the "cheap" segments. I can understand that if you're holding a huge meld, you might pay it to get a card that you really want when no one else can do so, but short of that, I don't know if I see the big incentive to trying to assemble a big meld rather than assembling small melds and "sniping."

I guess this would be an easy thing to test. Imagine two players. One assembles huge melds, and thus, whenever he has Elsa, can choose whatever card he wants, thus, he will have good sets at the end, BUT, he tips less frequently because assembling those huge melds is hard. In contrast, imagine a player who assembles small melds, and always tips the cheapest vehicle. He will probably be able to tip a vehicle almost every time he gets Elsa, but his sets will be a little less well put-together.

Now, can you argue that strategy one is viable, and that strategy two won't always be prefered? I guess this is something you'll see in playtesting. I guess since the vehicles themselves moderate the costs, it mitigates things somewhat, but there's a huge difference between a bus at the max level, requiring a 7 card meld (!) and a motorcycle at the minimum level, requiring only 1 card, and I don't know if I really believe that anyone would ever pay 7 cards to do something. If not, it's not really meaningful to have it as an option, I don't think, except perhaps as a flag to say "here's what's coming down the pike." Not sure.

Other than that, I can't think of much to say at this point. I think it's definitely promising. Probably a bit light for my tastes, but I think it's different enough from Rummy to be a legitimate game, and because light card games based on traditional games seem to do pretty well, I think you'll have no trouble getting this one out there, particularly with the humor factor, which is well-done -- the theme is hilarious!

Well done!

-Jeff

Anonymous
Game #20: Cow Tipping by FL

ensor wrote:
Oh, and how about calling the Homies the "Dudes"?

D'uh!! A "dude" ranch!! Thanks, ensor, for showing us the obvious!

(although, all the other cow suits end in "ies", like "clownies", and I'm sure you don't want "dudies")

And, feeding off the other posts, I'll throw my support behind the "Elsa gives a tipping bonus" idea, and/or the "take Elsa and tip instead of taking your turn" idea. I think either works well.

How about this: Each bull is the head of a suit (a clownie bull, a beauty bull...okay, that may not work). When included in anything other than a run of that suit, they function like a normal bull (1 wild card), but in a run of that suit, they have some additional bonus (+1 to strength? worth 2 cards?). Just brainstorming aloud...

hpox
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Game #20: Cow Tipping by FL

I like "dudes" too and don't think it's a problem that it doesn't end in "ies".

So far it looks like a killer game Matthew. Congrats!

nosissies
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Game #20: Cow Tipping by FL

As jwarrend mentioned - this thread is exploding. So I'll throw my comments in here before they are utterly redundant.

Fun theme and a great twist on rummy. One of my groups of friends plays quite a few rummy games and I think this would fit right in as a regular.... I'm not sure if it would displace "May I" (one of several contract rummy derivatives) as the default game, but it has potential. I really like the meta-scoring mechanism.

There are a few little things that my gut reacts negatively to, but for a rummy game I'd have a hard time passing judgement on them until playtesting. So, this is more a list of things I'd pay attention to in play testing.

The whole Elsa bit. I think we've beaten this one to death, it needs to be playtested and balanced. I have a hard time imagining in my head how the restriction of only being able to tip on every num_players-1 turns will affect the game play. I think folks have suggested some really nice alternate options, particularly the draw _or_ tip idea, this might make people plan more and hold more options in their hand for longer. At the same time, it might move traffic too quickly - don't know until you try.

The whole drawing the barn ends the game makes me a little nervous (especially in conjunction with the elsa concerns). If I am counting and reading correctly today I think you have the following situation: if you are playing a 4 player game, the player left of the first player doesn't get elsa until 9 or 10 cards have been drawn. I'll let someone else work out the probabilities, but if the barn being drawn in the first 10 cards happens too often I think it will turn people off.

I'm sure there are some other great options for ending the round/game, or a round. Perhaps even just not replacing the cars on the road (but still having them travel), rather refilling the spaces once all the cars have been tipped. Do this some number of times. In a lot of rummy games, the hand ends when someone runs out of cards, not sure what effect that would have here. Also, just something to keep in mind, phase 10 and May I have 10 rounds, which sometimes can seem like 4 too many, 2 seems to be very few since the end of the round is random... still hard to say without playing a bunch of times.

As I said, I think there is some really great potential here, the core mechanism is shaping up nicely.

peace,
Tom

ps. Per some of the previous comments I'm going to have to go look up guillotine. Thanks for the tip.

FastLearner
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Game #20: Cow Tipping by FL

Torrent wrote:
In reading all the new posts I too wonder if in high-player games you don't have that many turns anyway, so only being able to tip with Elsa may indeed much more frustrating than in lower player games.

Definitely a concern. The "keep the cards in your hand" bit may help, but would work better if laying off was an option.

Quote:
I have two ideas: The first isn't mine, but I put a vote for the Elsa-Gives-A-Bonus style thing. The second idea is as follows: if Elsa was a common marker, and somehow you had to forgo your draw to pick her up and tip. It would change the dynamic a bit, but I offer it as an idea.

Good idea. The dynamic would indeed change but it would fix the 3-player problem. I'll definitely consider it, thanks.

Quote:
The Road is actually going UP isn't it? The Easier to Tip is as the Hill gets steeper right? Not exactly a big deal, but I'm theme-guy and it eems like it should make sense.

The idea is that the road goes around a sharp corner, not that it goes up. Such corners tend to have a substantial slant to them, to help keep you on the road at speed, and the amount of tilt increases as you go around the corner, but if you've ever been stopped on one (not uncommon on freeway onramps) you'll recognize the feeling that your car is about to tip over as you sit there... if some enterprising cows just gave it a bit of a push... :) Maybe some card or box art will make it clear.

Quote:
As for Special Things, I have the following comments. One I would really avoid putting word/descriptions as much as possible on the cards. I think you have a nice simple game that without a lot of special words could easily be enjoyed by multi-lingual without paste-ups.

Agreed. I made sure that there was no text on the cards. It's possible, though, that a couple of icons could be used if needed.

Quote:
The other idea I have is maybe each Gang has a Favorite Color. It would really only work with Runs, but maybe a run of Beauties likes the Blue cars, so gets a bonus. It's simple and it doesn't require complicated wordings.

Ah, interesting idea. Probably should apply the same bonus if a (in this example) Beauty is included in a set, too.

Quote:
Maybe an idea for Face Cards. One each of the Suits is a Leader (someone mentioned Clyde as one of the Bulls). This would give the Art a bit of differences. Maybe the Face Cards give either a bonus or specialness.

Aye. Right now the higher cards don't have any special purpose, but it might be nice.

Quote:
Either way, I would suggest to try to keep it as simple as possible to keep it moving. I think a lot of complicated rules would make it harder to teach and maybe too complicated for what it is.

Amen to that. I know, for example, the first time I played Coloretto I thought "Man, this game has incredibly simple rules, uses only some very basic cards, but is full of interesting decisions... how can people keep coming up with card games where that's the case?"

Thanks very much for your comments and suggestions!

-- Matthew

FastLearner
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Joined: 12/31/1969
Game #20: Cow Tipping by FL

jwarrend wrote:
Yikes, this discussion has ballooned far beyond my ability to follow it in the last day! So, forgive me for comments that I make that will be redundant.

That's the tough part of the GDW! :)

Quote:
The visuals are obviously great, and I think the premise for the game is sound. I like the divorce between the rummy-style set collection and the scoring being connected to a different set-collection mechanism. It means you're forming melds not to score points per se, but to receive cards that will hopefully enable you to perform different kinds of melds. Very clever.

Thanks.

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A quick word about the rules. I would suspect that you could make things much more clear simply by referring to "cow cards" as Cows, and "vehicle cards" as "Vehicles". Remove the word "cards" from the rulebook altogether, and this will remove quite a bit of ambiguity.

Makes sense.

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Also, you refer to the "barn/home" card as such. Why not just pick one, "barn" or "home"? Is there some dual function that this card serves that requires the double moniker?

Nope. I just (a) hadn't decided on a name, and (b) really wanted a picture of a barn but didn't have one, so ideally it would have said "Home" (for "cows come home") but been a picture of a barn. Just first draft stuff.

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As I think others have noted, I don't yet see the importance of holding Elsa to be able to tip. The "draw one, discard one" format already swamps the game with luck. If you have an additional timing mechanism that restricts when you can play, I'm concerned that there will be very little planning, if any, in the game. Perhaps you've already explained why that rule exists. I like the idea that Elsa moves deterministically, but I wonder if there isn't some better way to get control of Elsa out-of-turn. Maybe paying a "Bull card" lets you get Elsa (but you're sacrificing the wildcard ability of the Bull)?

There have been quite a few Elsa suggestions... I've got a lot of playtesting to do! :)

Quote:
What I'm more concerned about is the roads. I don't really see all that much incentive to assembling the huge melds required for the more difficult road segments when, simply by waiting, and only tipping cars in the "cheap" segments, whatever cards you want will eventually make their way down to the "cheap" segments. I can understand that if you're holding a huge meld, you might pay it to get a card that you really want when no one else can do so, but short of that, I don't know if I see the big incentive to trying to assemble a big meld rather than assembling small melds and "sniping."

There isn't much incentive to assemble big melds. There are only two, really: (1) you know that grabbing that third tractor will give you 4 more points so you want to grab it before anyone else does, and (2) if you can meld all 7 cards you (a) get an extra vehicle card at random and (b) get 7 brand new cards, allowing for new possibilities.

But it's ok that there's little incentive to tip the earlier cards; in fact it's an intentional part of the design. It allows you to watch the vehicle you're hoping for to inch its way forward in traffic. You know it's pretty safe at the end of the line, so you can plan ahead, knowing that it will probably be attainable by your next meld or the one after that.

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I guess this would be an easy thing to test. Imagine two players. One assembles huge melds, and thus, whenever he has Elsa, can choose whatever card he wants, thus, he will have good sets at the end, BUT, he tips less frequently because assembling those huge melds is hard. In contrast, imagine a player who assembles small melds, and always tips the cheapest vehicle. He will probably be able to tip a vehicle almost every time he gets Elsa, but his sets will be a little less well put-together.

Now, can you argue that strategy one is viable, and that strategy two won't always be prefered? I guess this is something you'll see in playtesting. I guess since the vehicles themselves moderate the costs, it mitigates things somewhat, but there's a huge difference between a bus at the max level, requiring a 7 card meld (!) and a motorcycle at the minimum level, requiring only 1 card, and I don't know if I really believe that anyone would ever pay 7 cards to do something. If not, it's not really meaningful to have it as an option, I don't think, except perhaps as a flag to say "here's what's coming down the pike." Not sure.
Yup, coming down the pike is the idea. And remember that a 7-card meld will grand you an additional vehicle. But in essence, I agree that there could be a problem. Playtesting will be required.

Quote:
Other than that, I can't think of much to say at this point. I think it's definitely promising. Probably a bit light for my tastes, but I think it's different enough from Rummy to be a legitimate game, and because light card games based on traditional games seem to do pretty well, I think you'll have no trouble getting this one out there, particularly with the humor factor, which is well-done -- the theme is hilarious!

Well done!
Thanks! :) It's definitely the lightest game I've ever designed, but I'm hoping that it will work as a good 30-minute filler.

Thanks again for all of your comments and insight.

-- Matthew

FastLearner
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Joined: 12/31/1969
Game #20: Cow Tipping by FL

MikeDew wrote:
ensor wrote:
Oh, and how about calling the Homies the "Dudes"?

D'uh!! A "dude" ranch!! Thanks, ensor, for showing us the obvious!

(although, all the other cow suits end in "ies", like "clownies", and I'm sure you don't want "dudies")
We've got Pirates and Punks, so it's cool. Unless someone ends up with a better suggestion, dudes it is.

Quote:
And, feeding off the other posts, I'll throw my support behind the "Elsa gives a tipping bonus" idea, and/or the "take Elsa and tip instead of taking your turn" idea. I think either works well.

Cool. I'm definitely go to try playtesting it with "Elsa lets you meld" at least once, and I think it will work in an interesting fashion ("If I don't meld now and take that lesser vehicle I'll miss the boat"), but I agree that either of those options is quite workable.

Quote:
How about this: Each bull is the head of a suit (a clownie bull, a beauty bull...okay, that may not work). When included in anything other than a run of that suit, they function like a normal bull (1 wild card), but in a run of that suit, they have some additional bonus (+1 to strength? worth 2 cards?). Just brainstorming aloud...

That's an interesting idea that combines a couple of thoughts. A good possibility, and the number of bulls matches quite nicely. :)

Thanks much!

-- Matthew

FastLearner
Offline
Joined: 12/31/1969
Game #20: Cow Tipping by FL

hpox wrote:
I like "dudes" too and don't think it's a problem that it doesn't end in "ies".

So far it looks like a killer game Matthew. Congrats!
Cool, thanks. I'm not sure those cows (female) will want to be called "dudes," but it brings up fun Big Lebowski and Bill & Ted's chuckles, so it's in!

-- Matthew

FastLearner
Offline
Joined: 12/31/1969
Game #20: Cow Tipping by FL

nosissies wrote:
As jwarrend mentioned - this thread is exploding. So I'll throw my comments in here before they are utterly redundant.

No worries, and thanks for your time.

Quote:
Fun theme and a great twist on rummy. One of my groups of friends plays quite a few rummy games and I think this would fit right in as a regular.... I'm not sure if it would displace "May I" (one of several contract rummy derivatives) as the default game, but it has potential. I really like the meta-scoring mechanism.

Cool, thanks. Tip, cows, tip!

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There are a few little things that my gut reacts negatively to, but for a rummy game I'd have a hard time passing judgement on them until playtesting. So, this is more a list of things I'd pay attention to in play testing.

The whole Elsa bit. I think we've beaten this one to death, it needs to be playtested and balanced. I have a hard time imagining in my head how the restriction of only being able to tip on every num_players-1 turns will affect the game play. I think folks have suggested some really nice alternate options, particularly the draw _or_ tip idea, this might make people plan more and hold more options in their hand for longer. At the same time, it might move traffic too quickly - don't know until you try.
Aye. I won't comment again, other than to repeat that it will indeed need some playtesting, and I, too, like the "draw or tip" option.

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The whole drawing the barn ends the game makes me a little nervous (especially in conjunction with the elsa concerns). If I am counting and reading correctly today I think you have the following situation: if you are playing a 4 player game, the player left of the first player doesn't get elsa until 9 or 10 cards have been drawn. I'll let someone else work out the probabilities, but if the barn being drawn in the first 10 cards happens too often I think it will turn people off.

There's no chance that the barn will be drawn in the first 10 draws -- even in a 5-player game there will be a minimum of 11 draws -- but I am concerned that there's not enough time to build anything.

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I'm sure there are some other great options for ending the round/game, or a round. Perhaps even just not replacing the cars on the road (but still having them travel), rather refilling the spaces once all the cars have been tipped. Do this some number of times. In a lot of rummy games, the hand ends when someone runs out of cards, not sure what effect that would have here.

Right now I like the bonus card for "going out," but there's definitely a card total problem. I'm considering 5-card hands...

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Also, just something to keep in mind, phase 10 and May I have 10 rounds, which sometimes can seem like 4 too many, 2 seems to be very few since the end of the round is random... still hard to say without playing a bunch of times.

I've only played some basic rummy, so it's good to get your insight. I think I'm going to have to playtest it out... there's a weird conflict between not being able to lay off and clearing the cards on the table... it doesn't really serve much purpose other than to provide more cards. Since my goal is a game that takes 30 (to 45) minutes, I'm pretty sure I'll need a fair bit of playtesting to determine the ideal number of rounds, but I'm pretty certain it will be many more than 2. :)

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As I said, I think there is some really great potential here, the core mechanism is shaping up nicely.

Thanks. As I mentioned it's one of my roughest ideas, so I'm really glad to see the suggestions and see things coming together, too.

Quote:
ps. Per some of the previous comments I'm going to have to go look up guillotine. Thanks for the tip.

It's a clever game. It's very heavily luck-laden, but the line manipulation aspect is great fun!

Thanks again for your comments and suggestions!

-- Matthew

nosissies
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Joined: 07/26/2008
Game #20: Cow Tipping by FL

FastLearner wrote:
There's no chance that the barn will be drawn in the first 10 draws -- even in a 5-player game there will be a minimum of 11 draws -- but I am concerned that there's not enough time to build anything.

Ah yes, I totally missed that in the first read through. I think I share your concern, but if it is a problem, there are plenty of other options.

FastLearner wrote:
Since my goal is a game that takes 30 (to 45) minutes, I'm pretty sure I'll need a fair bit of playtesting to determine the ideal number of rounds, but I'm pretty certain it will be many more than 2.

This is a great goal for timing and your expectations look pretty realistic.

FastLearner wrote:
I've only played some basic rummy, so it's good to get your insight.

I'd recommend playing some contract rummy or May I, to get the feel for how hard various melds can be. Phase 10 will give you the feel as well, but it's a little more explicit in May I as every player is always working towards the same meld. I found the following rules for contract rummy online. They aren't exactly how we play, but they will give you the idea ( ie I don't think we play with jokers, but I can't remember at the moment, and we limit the number of may i's that each player gets, a different set of contracts.... hmm even more differences, I guess I'll have to write up our rules sometime).

http://www.pagat.com/rummy/ctrummy.html

Of particular interest is the "may I" wherin players have the opportunity to take the card off the top of the discard pile when it's not their turn. They must get permission from the players "upstream" of them and are forced to take an extra "penalty" card as well.

Also, take note of the number of cards involved. Contract rummy is played with two decks, and when we play rummy with 6-8 people things get tight with 3 decks.

Actually, this gets me back to your game. In most rummy's having more cards gives you more options, but it is more risky as you will have to shed more cards to finish. It seems that In Cow Tipping it would be purely advantagous to have more cards. Not anything that neccesarily needs fixing, just an interesting distinction.

ok, enough rambling ... which is just too easy to do on a slow friday afternoon.

peace,
Tom

sedjtroll
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Game #20: Cow Tipping by FL

Here are my couple of thoughts that have been hanging around my brain for a little while now. In no particular order:

What good is 'laying off'? I see no benefit in this game, as it seems there's no point in getting rid of your cards.

What benefit is there to getting a larger gang over a smaller one? Perhaps the scoring should be re-worked to incorporate the size of sets/runs that you play. For example, the cards you play stay in front of you until the end of the round, right? Maybe at the end of each round players should score some points based on the sets/runs they have in front of them. Obviously the bigger the better. Maybe simply 1pt per card in the set, or maybe a more topheavy X points per card in the run/set (where X=#cards in run/set). This could incorporate Laying Off as well, as a way to encourage larger sets- have some mechanism such that Laying Off allows you to steal the run/set and place it in front of yourself! So if you play a small gang, you might get the Car you wanted, but it'll be easy for someone to snake that set out from under you and score some points.

However, that may be too easy, so in order to steal a run/set maybe you should have to play at least 2 of your own cards onto it. Or 1 Bull. Or something.

An alternative would be to score a bonus when tipping based on the number of cards in your gang. Perhaps in addition to the car you tip, you draw a number of cars into your score pile based on the road segment (or size of set).

I agree withthe score bonus for Elsa, rather than disallowing Melding, but if it works in playtesting then it'll be hard to argue with that.

The 'slant' in the road is called a Bank. Roads are banked at corners to keep people from sliding off. In case it's not clear, the 'outside' of the curve is the high side, so tipping would be toward the center of curvature of the curve. The setup of the road might suggest that the pasture or cows are inside the curve pushing the cows out... but that would be harder.

As I mentioned to FL in Instant Message, the main thing that all Rummy variants- and Playing Card Games in general have in common- is that the cards have 2 attributes- Rank and Suit. Perhaps the Cows could have 3 attributes each, Suit, Rank, and File perhaps... call them whatever you like. For example, in a given suit the cards would be 1A, 1B, 1C, 1D, 2A, 2B, 2C, 2D, 3A, 3B, etc...

Note that sets could exist with respect to 1 attribute, the other attribute, or both attributes (i.e. 1 of each color, all the same Rank; or 1 of each color all the same File; or 1 of each color all the same Rank AND File). I can see a set with respect to 1 attribute being a 'normal' set and with respect to both attributes being a 'bonus' set- earning you some kind of bonus (maybe draw a Car).

That's about all the thoughts I have at the moment.

- Seth

FastLearner
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Joined: 12/31/1969
Game #20: Cow Tipping by FL

nosissies wrote:
FastLearner wrote:
I've only played some basic rummy, so it's good to get your insight.

I'd recommend playing some contract rummy or May I, to get the feel for how hard various melds can be. Phase 10 will give you the feel as well, but it's a little more explicit in May I as every player is always working towards the same meld. I found the following rules for contract rummy online. They aren't exactly how we play, but they will give you the idea ( ie I don't think we play with jokers, but I can't remember at the moment, and we limit the number of may i's that each player gets, a different set of contracts.... hmm even more differences, I guess I'll have to write up our rules sometime).

http://www.pagat.com/rummy/ctrummy.html
Well, now that I read the rules, I discover that I have in fact played contract rummy (though I think we called it something else).

Quote:
Of particular interest is the "may I" wherin players have the opportunity to take the card off the top of the discard pile when it's not their turn. They must get permission from the players "upstream" of them and are forced to take an extra "penalty" card as well.

Ah, and I've played that, too. I played most of my rummy and canasta and such more than 20 years ago, so I guess my memory of it is spotty.

Quote:
Also, take note of the number of cards involved. Contract rummy is played with two decks, and when we play rummy with 6-8 people things get tight with 3 decks.

Actually, this gets me back to your game. In most rummy's having more cards gives you more options, but it is more risky as you will have to shed more cards to finish. It seems that In Cow Tipping it would be purely advantagous to have more cards. Not anything that neccesarily needs fixing, just an interesting distinction.
Aye. I think I've just got too few cards in the deck. Changing the hand size to 5 will ameliorate that, but will cause problems with other things (like being able to save for more than one thing, and the game becoming more luck-dependent because there will be fewer "fortuitous" draws where you, for example, get "another 6," taking you in the possible direction of a set rather than that run you've been working on (well, not fewer, so much, as making it less realistic to go for both options).

Quote:
ok, enough rambling ... which is just too easy to do on a slow friday afternoon.

No, thanks very much, Tom. I appreciate the insight.

-- Matthew

Anonymous
Game #20: Cow Tipping by FL

sedjtroll wrote:
the 'outside' of the curve is the high side

Assuming the DoT built it correctly. I've been on some reverse-camber curves, and they are, shall we say, "exhilerating" to take at speed.

Oh, and this is ridiculously OT.

FastLearner
Offline
Joined: 12/31/1969
Game #20: Cow Tipping by FL

sedjtroll wrote:
Here are my couple of thoughts that have been hanging around my brain for a little while now. In no particular order:

What good is 'laying off'? I see no benefit in this game, as it seems there's no point in getting rid of your cards.
The laying off variant would allow you to tip with the laid-off cards as well as the cards (some or all) that you're matching.

Quote:
What benefit is there to getting a larger gang over a smaller one?

Being able to get to the good cards before other players. This will be especially true if there are some special vehicles like a milk truck.

Quote:
Perhaps the scoring should be re-worked to incorporate the size of sets/runs that you play. For example, the cards you play stay in front of you until the end of the round, right? Maybe at the end of each round players should score some points based on the sets/runs they have in front of them. Obviously the bigger the better. Maybe simply 1pt per card in the set, or maybe a more topheavy X points per card in the run/set (where X=#cards in run/set). This could incorporate Laying Off as well, as a way to encourage larger sets- have some mechanism such that Laying Off allows you to steal the run/set and place it in front of yourself! So if you play a small gang, you might get the Car you wanted, but it'll be easy for someone to snake that set out from under you and score some points.

Aye, if scoring was in place for sets and runs then laying off would be more meaningful. I don't think I want it in the game, though -- I'd like the scoring to focus exclusively on the tipping. You're rewarded for large sets and runs by being able to tip something that the other guy would prefer to tip.

Quote:
However, that may be too easy, so in order to steal a run/set maybe you should have to play at least 2 of your own cards onto it. Or 1 Bull. Or something.

The laying off concepts I had in mind involved being able to lay off if (a) doing so gets rid of all 7 cards, or possibly (b) when you create runs in a certain suit (my example was punks) you get to lay off as well.

Quote:
An alternative would be to score a bonus when tipping based on the number of cards in your gang. Perhaps in addition to the car you tip, you draw a number of cars into your score pile based on the road segment (or size of set).

That would require too many vehicle cards, I think. I've already got a deck size problem looming, so it would have to provide some other benefit.

Quote:
I agree withthe score bonus for Elsa, rather than disallowing Melding, but if it works in playtesting then it'll be hard to argue with that.

I guess I'll just have to see. :)

Quote:
The 'slant' in the road is called a Bank. Roads are banked at corners to keep people from sliding off. In case it's not clear, the 'outside' of the curve is the high side, so tipping would be toward the center of curvature of the curve. The setup of the road might suggest that the pasture or cows are inside the curve pushing the cows out... but that would be harder.

Aye, I believe I call it a bank in the rules, though if not then I should. The idea certainly is that the cows are tipping the cars into the center of the curve, from their pasture that surrounds it.

Quote:
As I mentioned to FL in Instant Message, the main thing that all Rummy variants- and Playing Card Games in general have in common- is that the cards have 2 attributes- Rank and Suit. Perhaps the Cows could have 3 attributes each, Suit, Rank, and File perhaps... call them whatever you like. For example, in a given suit the cards would be 1A, 1B, 1C, 1D, 2A, 2B, 2C, 2D, 3A, 3B, etc...

Note that sets could exist with respect to 1 attribute, the other attribute, or both attributes (i.e. 1 of each color, all the same Rank; or 1 of each color all the same File; or 1 of each color all the same Rank AND File). I can see a set with respect to 1 attribute being a 'normal' set and with respect to both attributes being a 'bonus' set- earning you some kind of bonus (maybe draw a Car).
Aye, and as I replied I don't think this particular game needs it, but then again there could be something fun with collecting bizarre combinations. It would also allow for more tipping, which I think is good.

Quote:
That's about all the thoughts I have at the moment.

Thanks very much, I really appreciate them!

-- Matthew

FastLearner
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Game #20: Cow Tipping by FL

Mike Dew, Kevin Nunn, and friends were kind enough to playtest the very early version of Cow Tipping last weekend. I really appreciate it!

As I noted in my introduction to the game, it was one of the roughest designs I have, and the ensuing discussion found quite a few problems. As such it's no great surprise that the playtest had all kinds of problems. :)

I thought that replying to Mike here would be better than doing it via PM, as I figure open discussion of GDW games is always a good thing.

Mike Dew wrote:
Well, we managed to get Cow Tipping to the playtest table, and I think the diplomatic way of saying it was that many of your concerns were validated.

Excellent, and thank you! As I note above, I'm not too shocked that there were many problems, and I really appreciate you being willing to mine them out!

Quote:
However, there was also wide agreement that there was nothing that could not be fixed, and a number of very good suggestions floated around. It's a long list, which might seem discouraging, but look at it this way: we were interested enough to make a long list of suggestions!

Absolutely! I'm all for it: that's what playtesting is about.

Quote:
Comments (in no particular order):

The pink and red are too similar
That makes sense. Easy enough to fix, thanks. I'd never even printed a sample sheet by the time you were already playtesting it. :)

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It might be beneficial to use different fonts on the different suits, maybe something that is suit-specific (like, frilly for the beauties, rough for the dudes, etc.)

Good idea, I like it.

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The rules need to clarify when traffic moves forward after tipping (we assumed that it was after a player completed all the tipping they wanted to do)

Aye. I think the rules imply it, but they're definitely not blind playtest ready. I'm glad you chose that direction: it was certainly my intent.

Quote:
Replace the "3"'s on the sets with either "X"'s or with different numbers on different cards (perhaps the number of cards in the set)

Ah, on the road cards. Gotcha.

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Put the Home card in the vehicles deck, not the cattle deck (this was highly recommended to extend the length of each round).

Great idea.

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Paired with this was to then allow players to either draw two face-down cards or one face-up card (a la Wyatt Earp)

The only issue with this is the already limited number of cattle cards (which you mention below).

Quote:
Reduce the strength of all road cards by 1 (making the last card require a set of 1 card to take). There was some discussion as to whether or not motorcycles would therefore be free to the first person to tip, or whether there would be a minimum of 1 card required to tip.

I thought they might be a bit too tough.

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There was strong support for keeping your cards (both your hand and your vehicles) between rounds.

The design is that you're supposed to keep vehicles between rounds. And I agree that keep your hand cards makes more sense, to let you build stuff up.

Quote:
I think there was wide disapproval for the "Elsa required to tip" rule. One interesting alternative was that Elsa allows you to draw an extra face-down cattle card for each vehicle you tip, as you're tipping them. So, you'd tip a car, draw a card, tip another car, draw another card, etc.

I imagine with the limited turns the Elsa thing was very frustrating. Do you think it would work better if there was more time in the round?

Quote:
Straights should not be straight flushes, and flushes should be a third criteria. I don't think anyone tipped a vehicle on a straight during the game. A suggested flush strength of 7/6/5/5/4/4/4 was made based on the current road strengths, which would be reduced by 1 if you incorporate the "lower road strength by 1" suggestion.

Hmm. I think that's very interesting. In regular rummy it's easier to get sets than runs, but not that much easier. Thinking about it, though, with one extra suit and one less rank and only 7 hand cards, sets will be considerably more difficult to get. Hmm.

Quote:
Don't skip a player when passing Elsa in a 5-player game. We didn't see the benefit of doing that.

It means that in both 4 and 5 player games you'll get Elsa every 3 turns. You're not really being skipped, per se.

Quote:
Make a larger cattle deck. We ran out rather quickly.

Aye, I think this is the biggest problem.

Quote:
Reduce the vehicle variety (both color and type). This may not be an issue if the cattle deck were larger. The idea was that there was too much variety and too little time to even care. You typically tipped whatever was available rather than if it matched your color or your type.

Aye, and combined with the small hand size, small deck size, and the shift in ranks and suits, I'd imagine it was very difficult to tip anything at all. To avoid going to a third deck, cards definitely can be shifted from one deck to the other. I'll get rid of van and possibly one color, to start, which would give me enough cards to boost the ranks to 14. I might even try switching to a "more common in the middle" type of deck, like 1-2-2-3-3-4-4-4-5-5-5-6-6-7-7-8 or something. Of course then the calculations get even more complicated. :)

Quote:
Discarding should be the LAST action a player takes, as it will signal to the other players that he/she is done.

Aye, and it would let you play 8 cards potentially, which might be fun.

Quote:
To simplify the rules a bit, have the first action a player takes is to draw their hand to 8. That way, you don't need a "draw back to 7 after tipping" rule.

Interesting idea. That will leave more cards in the deck for the next few players... that might work fine.

Thanks for all of the suggestions, and very much for your time and effort! Awesome effort for a very immature game!

-- Matthew

sedjtroll
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Game #20: Cow Tipping by FL

What about instead of he Barn card, you end the round when someone empties their hand? That's how it is in Rummy, right? (sort of)

If that screws the following players, then maybe an empty hand can signal the end of the round, then the remaining players (or else all players around the table) get 1 more turn...

Just a thought. I know how you like things determined by game state ;)

- Seth

Anonymous
Game #20: Cow Tipping by FL

FastLearner wrote:
I thought that replying to Mike here would be better than doing it via PM, as I figure open discussion of GDW games is always a good thing.

Well, I wasn't sure, so I thought I'd let you make the decision to go public! :)
FastLearner wrote:

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Paired with this was to then allow players to either draw two face-down cards or one face-up card (a la Wyatt Earp)

The only issue with this is the already limited number of cattle cards (which you mention below).

True, but I think there was the implied "shuffle the discard pile and reuse" rule coupled with that.
FastLearner wrote:

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There was strong support for keeping your cards (both your hand and your vehicles) between rounds.

The design is that you're supposed to keep vehicles between rounds. And I agree that keep your hand cards makes more sense, to let you build stuff up.

I think the angle was more like "I spent all that time working towards it, now I have to start over?" as opposed to "Let's keep building on what we've got." More of a frustration-based origin. What we wound up doing when the Barn came up was shoving it into the vehicle deck and continuing. Of course, since clever me had printed the backs to the cards as well, it was bloody obvious when the Barn was about to be drawn! :D
FastLearner wrote:

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I think there was wide disapproval for the "Elsa required to tip" rule. One interesting alternative was that Elsa allows you to draw an extra face-down cattle card for each vehicle you tip, as you're tipping them. So, you'd tip a car, draw a card, tip another car, draw another card, etc.

I imagine with the limited turns the Elsa thing was very frustrating. Do you think it would work better if there was more time in the round?

Possibly. I suspect this was one of your "core mechanics", and I can certainly understand wanting to hold onto it and make it work (I've had to defend some of my core mechanics against much skepticism before!). It might work in a longer game, but there also might still be that expectation that "it's my turn, I should be able to do something more than just draw and discard". Maybe when there's so many players there could be more than 1 Elsa card?
FastLearner wrote:

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Don't skip a player when passing Elsa in a 5-player game. We didn't see the benefit of doing that.

It means that in both 4 and 5 player games you'll get Elsa every 3 turns. You're not really being skipped, per se.
Really? Let me think this aloud. 1, 2, 3, 4, and 5 are playing, with E starting at 1. After 1's turn, E goes to 4. Then is 2, 3, and 4. After 4's turn, it goes to 2. Then is 5, 1 (first turn w/o E) and 2. Then E goes to 5. Then is 3, 4, 5, with E going to 3. Then is 1 (second w/o E), 2 and 3. Now E goes to 1.

Now let's look at 1 move each. After 1, E goes to 5. Then is 2, 3, 4, and 5. E goes to 4. Then is 1 (first w/o E), 2, 3, 4. E goes to 3. 5, 1 (second w/o E), 2, 3, E to 2, 4, 5, 1 (third w/o E), 2, E to 1...

Okay, I'm a believer! :lol:

FastLearner wrote:

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Reduce the vehicle variety (both color and type). This may not be an issue if the cattle deck were larger. The idea was that there was too much variety and too little time to even care. You typically tipped whatever was available rather than if it matched your color or your type.

Aye, and combined with the small hand size, small deck size, and the shift in ranks and suits, I'd imagine it was very difficult to tip anything at all. To avoid going to a third deck, cards definitely can be shifted from one deck to the other. I'll get rid of van and possibly one color, to start, which would give me enough cards to boost the ranks to 14. I might even try switching to a "more common in the middle" type of deck, like 1-2-2-3-3-4-4-4-5-5-5-6-6-7-7-8 or something. Of course then the calculations get even more complicated. :)

That might work!
FastLearner wrote:

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Discarding should be the LAST action a player takes, as it will signal to the other players that he/she is done.

Aye, and it would let you play 8 cards potentially, which might be fun.

Not if discarding is mandatory. In that case, you could only play 7 of your 8, as you'd have to hold on to something to discard (a la Wyatt Earp). Now, if you could avoid discarding if you played all your cards, that's different.
FastLearner wrote:

Thanks for all of the suggestions, and very much for your time and effort! Awesome effort for a very immature game!

I believe the IT field has an expression that says something to the effect that no matter how much you beta-test something, the most bugs will be found by the users. Anyway, glad to help! Now you've got quite a cud to chew on! (to stay in-theme...)

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