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Tracking mission progress

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diluce
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Joined: 01/09/2015

So I'm in the process of developing a game where players need to collect mythological creatures and complete missions in order to win. There are two types of missions: one depends on the types of cards players have in hand, i.e. Collect 3 tech cards, and the other is based on actions players take during the game, i.e. Visit 4 different landmarks.

The problem that has come up during play testing is players can't keep track of their progress for the action missions. This isn't too bad with only two or three players, but with 5 or 6 players there is so much time between turns that they forget.

I've considered the following options:

1. Scrap the action missions altogether and keep only missions based on a single action or on the cards players obtain. This would make it easier for players, but would eliminate any variety in the missions, making them repetitive and/or too easy to complete.

2. Make the mission cards dry-erase so players can record their mission progress. Not sure how exactly this would be accomplished and how much cost it would add to the mission deck. Also worried about durability over time.

3. Have some other method of tracking missions - notepad, slider, etc. Major concern in this case is adding too many components to the game and driving up the cost. Also want to keep the game simple and easy to understand as it's targeted more at casual gamers, and the missions aren't the main focus of the game anyway.

Any thoughts, suggestions, or options I haven't considered?

questccg
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Joined: 04/16/2011
The Tower

Check out what this game does: https://www.thegamecrafter.com/games/tower

The Tower has reserved room on the square cards for wooden resources that are collected. Look through the images...

You can consider reserving space on your cards for markers...

Note: This game is NO longer for sale. But you can still view the TGC page - until the Designer decides to not make it public anymore...

ruy343
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Joined: 07/03/2013
An idea

So, your action objectives are tied to cards, which explain what you need to do, but the objectives are intended to be secret (I assume). If I'm wrong, correct me (later)

For now, why not use a play help mat? If you have a jumbo card with all of the objectives, and you could put tokens next to the face-down card to show which objectives had been done, you could just flip over the card at any time to see what the tokens represented.

Just an option

diluce
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Joined: 01/09/2015
Thanks!

Thanks for your input!

@questccg - So far the game is very simple component-wise - there's 3 game boards and 4 decks of cards, plus the player's game pieces (1 per player). I don't know that I want to add another component for what is a relatively minor part of the game, but I love how the Tower has their cards set up. Will look into it!

@ruy343 - The missions will not necessarily be secret, although I suppose some players will choose to play that way. I actually played around with the idea of a play mat when development first started, but because there are several ways to play, and the game itself takes up quite a bit of space already, it just didn't work. With changes that have be made since then, perhaps I'll try that again.

Additional info - players draw 3 mission cards each at the start of the game, and may complete them whenever they wish (but before they're able to win). About 1/2 of the missions require players to keep track of actions. Missions are a secondary purpose to the game (to keep players interacting and moving between the boards) and the main goal is collecting creature cards.

Any other ideas? At the moment I'm leaning towards sliders.

Zag24
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Joined: 03/02/2014
Sliders

The problem with sliders on a regular card is that either they are too loose to stay in place, or they will damage the card. A slider needs to be on a heavier card to work well.

Is there at most one action mission active per player? If so, then you can have a separate action mission counter card for each player. Perhaps it can serve some other purpose, as well, such as a quick reference card. The card just needs stripes with "Mission Started," "Stage 1 complete," "Stage 2 complete," etc. You use it by putting the mission card over it, so that only the current completion state shows. When they complete a stage, they just pull down the mission card to reveal another stripe.

questccg
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Joined: 04/16/2011
Chitz, winks or shards

You can have circular shards, each turn you add another one - until the mission is completed.

You can also use those transparent BINGO tokens (circular plastic winks). Those cost like $0.02 each if you buy more than 10 (https://www.thegamecrafter.com/parts/wink-blue).

Very cheap counters... for progress. IF you can have MORE than one (1) mission per player, just buy the other color winks. And limit the number of missions you can do concurrently to 8 (there are 8 different colors of winks)...

diluce
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Joined: 01/09/2015
Cards & Winks

@zag24 - I didn't know that about sliders (never owned a game that used them before). But I like the idea of the counter card. Fits in well since the entire game pretty much relies on the different types of cards.

@questccg - Those sound like great options as well.

I think I'm going to prepare both of these and see how they work in play tests. Thanks so much for the input!

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