I need help with a three-player trick-taking game. The original idea was that each hand pits one player against two of the others. The actual strategy within each hand works well, and I thought the game was complete. In tonight's playtest, however, we discovered a degenerating problem with the endgame.
I'll explain the bidding and scoring, and then I'll explain the problem with it.
At the beginning of each hand, one player opens with a bid of the number of tricks they think they can take. The next player may either bid higher or pass. And so on. It keeps going around until there is a settled highest bid. Then the tricks are played, with the other two players trying to stop the high bidder from making the bid. If the bid is met, the high bidder gets points equal to the bid. If the bid is not met, then the other two players each get points equal to half the bid.
The original rule was that the first player to accrue 31 points wins. This created a problem; for example: Player A has 29 points, and Players B and C have only ten or so points each. Bidding results in a high bid of 5 by Player B. In order to get points from this hand, Player C needs to work with player A to stop Player B. If C does this, however, A will get the points needed to win. So C either has to give the game to A or play the hand so that B makes the bid and gets points. If C does not give the game away, then the hand really ends up being the bidder and one non-bidder against the points leader - not the original idea at all! This dilemma will continue until two or even all three players are one hand away from winning.
One suggested fix was change the end condition, so that in order to win a player must win a bid after having accrued 31 or more points. This means that Player C could help Player A defeat Player B without making Player A win immediately. However, it means that a player could stop anyone from winning by always making insanely high bids. The other players would get points for stopping the high bidder, but it would never trigger the end game.
So - any suggestions?
Thanks for the helpful suggestions. Definitely some things to try for the next playtest.
One problem with allowing negative points rather than positive points is that it makes infinite loops of scoring possible. The game should be forced to end eventually.
I had probably read about traditional two-against-one tricking games at some point, but I have never played any of them. So I wasn't thinking about them when I designed this one.
One problem with a fixed number of rounds is that the game might be resolved - or pretty well resolved - several hands before the end. Suppose Player A has enough points that it is only mathematically possible for Player B to catch up in the games remaining and strictly impossible for Player C to catch up.
A playtester suggested that this could be solved by making later rounds worth more points. For example: Three hands with normal scoring, and then three more where values are doubled.