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Kraken Island - need to ramp up the ending

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EdWedig
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Joined: 09/15/2009

Hey everyone,

I've been working on my game The Lost Treasure of Kraken Island. Right now, the ending feels weak, and I'm looking for ways to ramp up the excitement.

In the game, players are pirates who are searching Kraken Island for treasure. Along the way, they can find map pieces that can be put together in pairs to indicate where the treasure is buried. They can also find equipment that can help them. But, they can also uncover the Kraken's tentacles (8 in total). When the 8th tentacle is uncovered, the Kraken wakes up, destroys the 8 tentacle locations. Each player gets 1 more turn, after which Kraken destroys everything left on the island (including any players who did not make it back to the boat).

As it stands now, the Kraken does not feel like a big threat, and it's too easy for a player to get across the board to the Boat Landing and escape. So, I'm looking for ways to make things more difficult, but not abrupt or impossible (originally, the Kraken destroyed the island when it woke up, which was VERY abrupt).

Does anyone have any suggestions?

Squinshee
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Joined: 10/17/2012
Super cool theme! Without

Super cool theme!

Without knowing your game's mechanics, it's hard for me to say what could be changed. Do you have a rulebook? If so, feel free to PM me. I'd give it a read to better help you out.

Zag24
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Joined: 03/02/2014
I think that this could work

I think that this could work well, as long as there are a couple features.

It should be almost impossible to escape the island if you are deep in, looking where the best treasure is likely to be, when the kraken appears. (Unless, perhaps, you're holding a couple of extra move cards.)

There should be lesser places to search for treasure (in which the treasure is less likely and less valuable) from which it is likely -- but not certain -- that you'll escape.

The bulk -- but not all -- of each person's score should be visible. That is, I should be able to know if I'm behind, but not absolutely certain that I'm ahead (unless I'm way ahead).

For instance, if A is showing 30 points, and B is showing 33 points, but each might have anywhere from 2 to 12 points additional points hidden. If A has only 4 points hidden, he knows that he's behind, so he has to risk being deep in the island where the best treasure is. If B has, say, 7 points, he thinks he is probably ahead, but isn't sure. He might stay in the safer zones and hope to trigger the end of game quickly, before A finds something really valuable.

If this lower level of mobility hurts the rest of the game, then you can say that the kraken appearing reduces mobility by causing earthquakes, waves, etc. That is, the mobility is as you have it now until the creature appears.

This combination makes for great tension both for people who think they're ahead (Am I really ahead?) and for those who think or know that they're behind (I need to take this risk and get lucky, NOW.)

questccg
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Joined: 04/16/2011
K.I.S.S.

Why not simply make it that once all 8 locations of the Kraken are uncovered, the game ENDS, and all players LOSE!

So the goal would be to discover the treasure FIRST before awakening the mighty Kraken.

Just a thought.

let-off studios
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Joined: 02/07/2011
Increased Frequency or Challenge

In games like Forbidden Island or Forbidden Desert, things become more difficult to do, in addition to the time "running out." Is there a way you can make tasks more challenging for the players to complete the more tentacles have been uncovered? For example: maybe with each draw of a tentacle card, a location is listed/illustrated on the card itself, now making that location inaccessible.

Additionally, I assume that you started prototyping with eight tentacles being revealed. You can mess around with this to make the game more urgent. For example: if it's a deck of cards, simply make more than eight tentacle cards and you increase the frequency of drawing a tentacle from the outset. And with every draw of a non-tentacle card, the possibility of drawing another tentacle card increases - even drawing more than one tentacle card in a row.

Corsaire
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Joined: 06/27/2013
It sounds a bit like The

It sounds a bit like The Adventurers where blocks of stone slowly block the way out. Do tentacles become impassable when they appear?

Could the issue be that your map is just too small?

I have found games with count up timers to be a bit less exciting if that is the only measure. I'm wth left off studios: that something should be escalating the difficulty.

whiletruefork
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Joined: 04/28/2016
I think a lot of it depends

I think a lot of it depends pretty heavily on whether or not the players *need* to wake the kraken (i.e., is doing that what triggers the game end sequence that results in a win) or is it merely something that can *sometimes* happen (if they have bad luck drawing cards, say).

That all said, Arkham Horror is another game with tentacles and a great beast whose awakening can trigger a game over. For most of the bosses the great evil waking up triggers a combat sequence (though a *very* lopsided one that only well prepared heroes can hope to win). This incentivizes the players to play *efficiently* (in the hopes of winning the game before the bad guy wakes up) but if they know they aren't going to make it in time, they can focus on gearing up for a climactic battle instead. They still have a *chance*, and that chance of victory is what drives the dramatic tension.

EdWedig
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Joined: 09/15/2009
Sorry. I'm still working out

Sorry. I'm still working out the mechanics of the game, so I don't have a rulebook yet. I'll try to remember to Pm you once I get something put together.

EdWedig
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Joined: 09/15/2009
questccg wrote:Why not simply

questccg wrote:
Why not simply make it that once all 8 locations of the Kraken are uncovered, the game ENDS, and all players LOSE!

So the goal would be to discover the treasure FIRST before awakening the mighty Kraken.

Just a thought.

I tried that early on. The problem was that if I player had no treasure, and 6 or 7 of the tentacles had been found, it was too easy for that player to grief the game and intentionally find the final tentacles, and making everyone lose.

EdWedig
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Joined: 09/15/2009
let-off studios wrote:In

let-off studios wrote:
In games like Forbidden Island or Forbidden Desert, things become more difficult to do, in addition to the time "running out." Is there a way you can make tasks more challenging for the players to complete the more tentacles have been uncovered?

Actually, that's kind of what I came up with on my own. The island is made up of a grid of card/locations. One of those locations is the Kraken's Lair. When the 8th tentacle is found, the Kraken wakes up and thrashes around, destroying the Lair and the 8 adjacent card/locations. This will make it harder for players to make it back to the boat landing and get off the island. Plus, the 8 tentacle locations are now harder to cross. While the Kraken slept, players could move over these locations with no issue. But, once the Kraken has woken up, they will need to have either a Sword or Pistol (2 pieces of equipment they can find on the island) to cross. If they haven't found those, they will have to go around.

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