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Tracking shared victory points

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occam-razor
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Hey everyone.

I'm working on a card game where players can combine resources to win victory points. Each card has a different arrangement of VP depending on difficulty and number of players contributing points (fewer resources, fewer points). I need a elegant way to signify which player won VPs on a card. A victory point track comes to mind, but there's no way to audit it at the end of the game.

Aside from cards the game uses small player boards and resource chits/cubes/tokens.

Thanks.

let-off studios
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Two Suggestions

Two options I can think of right now, though I have little information regarding your game.

- Add coloured cubes to a card corresponding to each contributor. The more cubes of a particular colour, the more resources that player contributed. Set the card aside until end of game scoring.
- Give each player a VP token for each resource they contributed to a card. You may be able to discard the cards after they've been resolved. At end of game, players simply add the points listed on their tokens to their end score. These points can be hidden/face-down until the end of the game to prevent player bookkeeping.

occam-razor
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Thanks for the suggestions

Right now I am using your first option. I guess I'm trying to keep production costs low by not introducing another set of pieces for each player.

Are there any other examples of games where players can combine resources to claim VP?

ssm
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Would it be possible to make

Would it be possible to make it so you need to have X number of recs to score?
Let's say you made it so players need 10 recs to get vp (maybe a combo of recs?). When a player reaches 10, they then trade the rec cubes/chits for a card stating 10 recs. That way components would be fed back into play, lessening the need for more components. Or trade 10 green cubes for 1 big green cube? Or 10 green cubes for a yellow cube and 10 yellow cubes for an orange cube, etc. Or even just punch outs that have numbers- 1, 10, 100, etc.

Zag24
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Look at Viva Java, which has

Look at Viva Java, which has a great mechanic for changing teams.

I'm not convinced that victory points should be awarded linearly based on who spent the resources.

If you have, say, 9 of 10 resources for some card that awards 20 points, am I going to put in the one missing resource to get 2 points so that you can get 18? I don't think so. I'm going to want a disproportionate share -- maybe 4 points for my one resource -- because otherwise I get to waste your turn altogether.

occam-razor
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ssm wrote:Would it be

ssm wrote:
Would it be possible to make it so you need to have X number of recs to score?
Let's say you made it so players need 10 recs to get vp (maybe a combo of recs?). When a player reaches 10, they then trade the rec cubes/chits for a card stating 10 recs. That way components would be fed back into play, lessening the need for more components. Or trade 10 green cubes for 1 big green cube? Or 10 green cubes for a yellow cube and 10 yellow cubes for an orange cube, etc. Or even just punch outs that have numbers- 1, 10, 100, etc.

Resources behave this way. When a player spends resources they go back into the pool. I want to explore ways of tracking VPs beside the victory track.

Zag24 wrote:
Look at Viva Java, which has a great mechanic for changing teams.

I'm not convinced that victory points should be awarded linearly based on who spent the resources.

If you have, say, 9 of 10 resources for some card that awards 20 points, am I going to put in the one missing resource to get 2 points so that you can get 18? I don't think so. I'm going to want a disproportionate share -- maybe 4 points for my one resource -- because otherwise I get to waste your turn altogether.

I'll check out Viva Java. Looks like we may be using similar mechanics with resources and alliances.

As a side note, victory points are not awarded linearly. (In the prototype they are pretty willy-nilly. If development progresses more thought needs to go into card scores.)

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