Hi!
I'm investigating a physical concept called 'momentum' applied to board games.
It's hard to define this in english, but I'll try to do it with an example. Here is a game I've designed only to test this. Call it 'momentum' or 'bulletfest' or 'gunfight' or whatever. It's just an experiment.
The more the players, the better.
The game uses a standard deck of cards. If there are too many players, simply add more decks.
The deck is shuffled and placed in the middle of the table. If the deck gets exhausted then the discard pile becomes the drawing pile.
Players in turn (clockwise i.e.) MUST do one of these 3 things:
1. Draw a card FACING DOWN, thereby gaining MOMENTUM. Players can't see their own cards.
2. Shoot a card to another player: The player discards one of his cards (facing down) and selects another player. The selected player MUST discard ALL of his cards.
3. Call. The player reveals his cards and scores 1 point per every figure (J,Q,K). Then discards all the cards.
So what happens here?
- The more momentum, the higher potential score.
- The more momentum, the higher the risk to score 0 by being shot.
- The more the calls a player does, the less potential score. (i.e. draw-call-draw-call... is slower than draw-draw-draw-....-call)
- The more the shots, the less the potential score.
So what strategy derives from here?
- Never call until someone calls. Then call. This implies infinite momentum with no score if everybody follows this strategy. So what it seems like an optimal strategy brings no benefit. (I must add a limitation then. Maybe a timebomb with hidden timer).
- Call if someone shots to secure your score.
- draw...draw-Call-draw-shot-draw-shot... hence the name 'bulletfest'.
Just wanted to share this. Can you give it a try?
Néstor
I allways do. Thank you for trying it!
(It's 'NESTOR') ;-)