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Scoundrels rules

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The Odd Fox
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Joined: 01/19/2017

I have been working on a game called Scoundrels and have started writing up the rules. I've shared it with some other game designers and I'm looking to get a few more eyes on it.

Here's what I'm looking for:
1. How is the game overview? Does it describe the game effectively and succinctly? Does it interest the reader in learning more about the game?
2. What content is unclear and needs clarification?
3. Order of content. How is the flow of information?
4. I'm not concerned at all with the art, as it's only there to assist in understanding the text and will be replaced once I've finalized the rules.
5. Also, if anyone wants to give their impressions of the game after reading the rules I'd love that too!

https://drive.google.com/open?id=1w3lYTR17MPjs2WGp5PfmRHMYF1R7MlwJ

Players: 2-4
Ages: 13+
Play time: 60-90 minutes

Here's a quick overview of the game:
Scoundrels is a competitive game of alleyway economics. Players recruit a team of scoundrels who help them acquire goods, gather information and fulfill contracts. The value of goods fluctuates with demand so players need to watch the market closely. Those who are too greedy may lose their scoundrels to patrolling officers, unless players can make that work in their favor, as each scoundrel not only has a unique ability but also a dangerous liability. Players need to leverage such liabilities well so they can become the most reputable scoundrel in the city!

questccg
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Very good rulebook!

The Odd Fox wrote:
1. How is the game overview? Does it describe the game effectively and succinctly? Does it interest the reader in learning more
about the game?

Yes the format is excellent. And the rulebook is rather easy to read. Good job!

The Odd Fox wrote:
2. What content is unclear and needs clarification?

Yeah the Brutes in the alleyway. It says rolls 3 times... Does that mean if he rolls a -2 and another -2, you lose -4??? Not clear about how this works... Or is it got to do with rolling one 6 but you have three tries?

The Odd Fox wrote:
3. Order of content. How is the flow of information?

The order is great. Easy to read, perfect.

The Odd Fox wrote:
5. Also, if anyone wants to give their impressions of the game after reading the rules I'd love that too!

10 coins x "# on the officer" seems pretty high??? I don't get the impression that you'll be accumulating 50 coins (for example). Can you explain coin collect in relation to officer (bribes) and tavern informants?

Also not 100% sure I get how you will divide "resources" among scoundrels. You each take turns (but it says the piles don't have to be equal...) Maybe some clarification there - not sure.

Just some of the things that came to mind reading the rulebook.

Cheers.

The Odd Fox
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Thank you!

questccg,

Thanks so much for taking the time to read through it! I really appreciate your feedback! You bring up some good things I need to clarify.

Brutes in the Alleyway
The Brutes in the Alleyway will roll 3 times in a row against you, so yes each roll could compound (if he rolls -2 Spirits, -2 Jewelry and -1 Coin then you'd lose all those things, however, if at any point he rolls a 6 then you lose nothing and get away). It works the same way with the other Alleyway cards, only you are the "Brute" in that case mugging some random passerby. You can push your luck as much as you like (not held to only 3 rolls like the Brute).

High Cost of Bribes
Yes, the cost of bribing Officers can get expensive fairly quickly. It's by design that I'd like Scoundrels to cycle through each player's crew rather quickly. There's a lot of variability between each Scoundrel and the abilities/liabilities they each have. With that being said, if a player really likes the combination of crew members they can pay the coins to keep those specific Scoundrels from going to jail and needing to hire new ones. I'll keep an eye on the cost and see if other's who are playtesting get the same sense. I may even do some playtesting where I cut the cost down to 5 coins per Officer, just to see how that feels.

Resource Distribution
Looks like I need to have more clarification here as well. I think this is the perfect spot for an image showing how the dividing of resources works.

Thanks again!

The Odd Fox
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A couple changes

Another designer suggested changing up the way "I Split/You Choose" functions in the game. He talked about giving all Scoundrels a Brawn Value and a Brain Value. The player with the highest Brawn Value chooses first, while the player with the highest Brain Value splits. The more Scoundrels you send to a location, the more Brawn and Brain you have to manipulate the resource distribution (though you risk bringing in the Officers with more Scoundrels as well). I loved this idea as it gives players more choice over how "I Split/You Choose" works!

I think I'll allow each Scoundrel to have 7 total points to spread across Brain and Brawn in a zero sum spectrum.

Examples:
Villain: Brain 7, Brawn 0
Rogue: Brain 2, Brawn 5
Wretch: Brain 3, Brawn 4
Mutineer: Brain 1, Brawn 6

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