Skip to Content

looking for scoring idea based on puzzle/tile laying

5 replies [Last post]
NewbieDesigner
Offline
Joined: 01/20/2011

Players will play approximately 20 cards or tiles in front of them during the game. Each person will have their own playing area (think Take It Easy). Players will start from one card and build out from there as they take & lay one card per turn (interaction stemming from the competition for individual cards). The cards will have pathways on them like Amazing Labyrinth or Saboteur. Most will just be pathway cards but some will have destinations on them with pathways going through the destination. I have a few theme ideas in mind but let's say the starting card is the Post Office and the idea is to travel and/or make deliveries during the game. I'm looking for scoring ideas:

1. Simple version would just involved laying cards. How can cards be formed to score points? Initially I had destinations times the number or cards played (no branching) and perhaps a bonus for connecting back to the starting point but I don't think that will work well.

2. More complicated version would to have some resource cubes in the mix either starting on the first card or coming out when destination cards are revealed (similar to Railways of the World Card game).

The more simple the better as the target audience will be 8 and up. Thanks in advance.

NativeTexan
NativeTexan's picture
Offline
Joined: 03/04/2009
Simple+

Why not use the go with simple scoring mechanism that also supports a more advanced option for older players?

1) Standard Rules
- Points are awarded based upon the value of the destination (each destination card would have a point value), combined with the number of cards played to get to that destination.
- High value destinations might require certain types of connections (thus the rarity helps to justify their higher value)
- Example: The library is worth 10 points and requires a blue connector (the rarest connector), plus you played two cards / paths to get there (one of which ended in a blue connection), for a total of 12 points

2) Advanced Rules
- Place icons in the corner of select cards and allow players to gain bonus points for completing a connection that includes special icons
- Include a set collection scoring mechanism where you get a certain # of points based upon having 3 of a kind of a particular icon / resource that is part of your destination
- You can also introduce restrictions such as "you cannot play a destination within 2 cards of another destination" or "all yellow connectors are wild"

The exact same set of cards can support standard and advanced play. In standard play you just ignore the extra icons.

Hope that helps!

NewbieDesigner
Offline
Joined: 01/20/2011
thanks!

Those are some great ideas. Not sure why I didn't think of the difficulty of the extensions idea. I think I like the idea of destinations have to be at least one card away for both basic and advanced game. Thanks again, exactly what I was looking for.

NativeTexan
NativeTexan's picture
Offline
Joined: 03/04/2009
No problem!

Happy to help. Swing back by and let us know how it turns out.

Have fun!

infocorn
infocorn's picture
Offline
Joined: 07/30/2008
Cards for points

a common deck of map cards that everyone pulls from and then builds a "points-road" for the highest score seems pretty straightforward for younger gamers. Maybe even a dice system where after their pawn moves through the various cards, they roll a d4/d6/8 etc. and score that many points. The advanced option could be printed effects on each tile/card that say "if you do X, roll the die, then add Bonus."

OHMS Gaming
OHMS Gaming's picture
Offline
Joined: 03/13/2011
Have you ever played Infernal

Have you ever played Infernal Kontraption (Privateer Press)? It's a great card game that shares some of the mechanics you're looking at. Their "scoring" mechanic is damage based comprised of decking or milling your opponent. Each turn players draw cards and add components to their machine (according to a set of rules based on connectors, linear placement, etc.) which leads to it being run at the end of the turn. Different parts do different things (some add to your deck, some take from your opponents, and all manner of things in between). The last person in play wins. If you can get your hands on it check it out.

As a thematic note it may be beneficial to award efficiency (unless you're going for humorous, then you could reward chaos) with a post office theme. lol I could get behind the destination idea, but perhaps award them in a scrabble like manner where "chains" or groupings are awarded points. Allow for quick and easy smaller point gains early on but the patient and strategic player harvests larger rewards for playing the long game (holding off for big scoring words that are well placed in scrabble).

Syndicate content


forum | by Dr. Radut