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For Thy Honour

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Shoe
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Joined: 12/21/2012

I started working on another game and I want some first impressions

I have only made some of the cards, and I havent created the character stat cards yet. I just want to get a rough idea of if the game sounds fun or not.

The theme is poking fun and the Paladin's Code of Honor. Players take vows that make thier life harder (but give them a lot of Honour/VP) and then complete quests to gain smaller rewards, but thier vows make certain quests harder.

Rules and some of the cards:

https://drive.google.com/folderview?id=0B5hWskZvZFxFcEx3VDVVRy1SanM&usp=...

Shoe
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Joined: 12/21/2012
Hello?

Anyone willing to take a look?

rene.shible
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Joined: 01/30/2014
Bookmarked, and will

Bookmarked, and will definitely take a look. BGDF is definitely giving me a lot of reading material lately :D I'll be sure to post some feedback when I get to read this!

Shoe
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Sweet, thanks. I;ve had mixed

Sweet, thanks. I;ve had mixed opinions of the rules based on my friends/playtesters first read through. I like the idea, but i like weird things sometimes.

Leeton
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Joined: 04/28/2013
One thing you seemed to miss

One thing you seemed to miss in the rules is how/when players have cards in their hand. You say things happen when they have X amount of quest cards in their hand, but there's no mention of putting quest cards in your hand.

I like the general idea of the game, though. It seems like a fun mechanic that the more points you get the harder it is to actually keep/gain them.

However, I think the overall mechanics need a closer look. From this glance, I see two main problems:

1) With 50 quest cards in the game and the game running until they're all gone, that's a long game! Since you say a failed quest returns to the pile, it adds to the length. The game is ultimately flipping cards and meeting their requirements, so there's not a large amount of tactics or luck involved. Maybe a more quickfire method would work better to prevent a game from becoming dull and repetitive.

2)Similarly, if all 30 vows are in play then the players can pick a certain set and they'd rarely deviate far from it. Maybe you should consider having only 10 of the vows on the field. Or each turn a player gets a choice of 1 from X. Just to add some variety or chance, otherwise it seems like there's a little too much choice and control in the game. I can't picture there being much replayability if I have the same 30 evident from the start every game.

I really like the idea and general mechanics behind the game. It looks fun if you can flesh it out more and get the balance right, but at this time the rules make it seem repetitive and strained. But you definitely have the bones for something good here. :)

rene.shible
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Joined: 01/30/2014
I had only glossed over the

I had only glossed over the rules once before reading Leeton's reply - I can't believed I missed those points! My understanding is that any completed quests are drawn to your hand, but I never noticed that no such rule is explicitly stated.

I concur with Leeton's observations, and I agree that this represents a fun game in the making. I would totally play this!

To represent some variety in game play, the vows that are available can be drawn from a deck and can be different in each game, allowing for different combinations and encouraging changing strategies. Also, the game could end with a certain number of completed quests, or when one player's hand reaches a certain size. The truth is that there's all sorts of variations available on the rules as you drafted that sound promising :)

Shoe
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Joined: 12/21/2012
you are right, added

you are right, added "Succeded Quests go into your hand."

1. 50 may be too many, I was toying with different numbers. I think I may get rid of the "put back quests if you attempt multiples" mechanic so the deck churns through faster....probably will still tweak the size of this deck.

2. The mechanic of the Vows is based on a Magic the gathering variant format called "Rotisserie Draft". (http://www.wooberg.net/rotisserie-draft.html) The rules are basically you put out a massive set of cards (usually a full expansion of 150-225 cards) and players draft thier deck from it. I wanted to try and use the large buffet-style choice mechanic in a game, and that's what spawned this entire game.

Is it inheritly a bad mechanic due to the large amounts of info? Should i Opt for only a small subset? What if I had 100 Vows and only 30 out per game?

Almost every game I have designed to date has a small pool of cards that you somehow choose from and then repopulate so I dont particularly want to do that again, but if Rotisserie Draft is not fun, I'll remove it. No cow is sacred. :P

Thanks for the opinions.

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