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Wind Up - Sample Rules

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DrFro
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Greetings BGDF!

I posted my first attempt at prototype rules for my game "Wind Up" last week. The rules were pretty bare-bones, and were simply "cut and paste" into the body of my forum post. Not very pretty. Soooo - I am trying again! This time, I am providing a Dropbox link to PDF rules, complete with sample images taken from my prototype. The artwork embedded in the rules is functional, but not final:

https://www.dropbox.com/s/qq7ai0wj89wtnqs/Wind%20Up%20Rules%20Prototype....

I would greatly appreciate any feedback that the BGDF community could provide, including feedback on rule length, redundancy (which there is a lot of!), typographic errors, or anything that simply isn't clear.

Thank you all for the help!

- DrFro

DrFro
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Sample Gear Card

Also, here are a couple sample gear cards from the game:

https://www.dropbox.com/s/pz5uyhq8dulfpk8/Sample%20Gear%20Card.png?dl=0

https://www.dropbox.com/s/yon6jerba61rimq/Sample%20Gear%20Card%202.png?dl=0

More are embedded in the rules file, but this is a quick way to check out the art I currently have.

kos
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Comments

I had a read through the rules and here are some comments in random order. A caveat on all of these comments is that it is a bit hard to judge what the gameplay is going to be like without playtesting it, so if I've misunderstood anything feel free to ignore the comment.

* It seems this game would benefit from using either square or round cards for the gears, rather than poker cards.

* The proposed playing time seems optimistically low. Given 12 rounds, a 4 player game will have 48 individual turns so that is just under 1 minute per player. I guess playtesting would reveal whether players can actually play that fast.

* I didn't understand why the first player gets to decide who to give the unwind cards to, given that once played they affect all players. It seems you would always want to give them to the two players to your left, with the worst one to the immediate left. Unless I'm reading it wrong it seems there's only a small opportunity for clever play here, but I suspect that it would be (1) nasty and (2) slow the game down without making it more fun.

* The Overview section may benefit from being shorter; as it is, the Overview is longer than the "detailed" Sequence of Play section. There is a lot of duplication between the Overview and the Sequence of Play.

* In the setup you deal 3 workers face up. I assume from analogy to similar games that when buying workers you can select any of the 3 face up workers and then draw a replacement from the deck, however this is not explicitly stated.

* I was somewhat confused by the production rules until I saw the sample cards. An example picture embedded in the text would help.

* I assume that energy cannot stored for future rounds, although this is not explicitly stated.

* The example of Overwinding has 3 doubling to 8.

* Thief: In a multiplayer game, paying 3 gold to steal 1 prism would actually put you at a disadvantage vs the non-stolen-from players. That is, assuming that you steal from the leader, you have a net loss of 1 point vs his net loss of 2 points (for a relative gain of 1). But the other 2 players have a relative gain of 2 points each for no cost. Is that the intended outcome?

* Alchemist: This doesn't seem to be very useful, other than to try to get the bonus points for most prisms. You're spending two points to gain two points, but at a loss of flexibility (since the gold could have been used as iron) and you've also lost the gold that you spent to buy the Alchemist.

* Vandal: This doesn't seem useful in a multiplayer game, for the same reason as the Thief.

Overall, it looks like the game has promise. It appears to follow the pattern of a typical eurogame, where there are multiple strategies available and opportunity costs for everything you do. Little direct interaction between players other than the "take that" work abilities, but it does seem like there would be indirect interaction through the increasing costs of the cards.

I wish you all the best and happy playtesting.

Regards,
kos

DrFro
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Rules review - thank you!

Kos - this is really helpful feedback! Thank you! I will take what you have provided and edit my rules accordingly. A couple quick notes:

1. Regarding play time - in our play sessions, 30-45 minutes has been pretty much where the game has ended. However, a player with AP did push this further - so it is indeed possible for a game to go as much as an hour if analysis paralysis takes over.

2. Square or round cards may be a great idea! I'll have to investigate this further. For my prototype, poker cards were simply easier to get a hold of. :)

3. Handing out unwind cards: I'm still working on this. I only want two cards dealt per round, which in a two-player game is not an issue. Not sure what the best way to handle it in a three to four player game.

4. The worker cards are all very much works in progress, and will change quite a bit - thief and vandal may not even make the final cut.

5. Rule clarifications: I will work on all of your suggestions. Great stuff there.

I will update later today. Thank you again - really helpful!

- DrFro

DrFro
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Updated Rules

I have updated the rules to reflect some current feedback. A few changes:

New links (the initial link has been updated as well):

Word: https://www.dropbox.com/s/qq7ai0wj89wtnqs/Wind%20Up%20Rules%20Prototype....

PDF: https://www.dropbox.com/s/rkkflr2dzfng8qr/Wind%20Up%20Rules%20Prototype....

1. The "Prism" Thief and the Vandal have each had their cost-to-use reduced (Vandal from 2 to 1, Thief from 3 to 2).
2. Alchemists now produce more additional resources: 2 gold -> 1 prism and 2 iron; 4 iron -> 1 prism and 1 gold
3. Rules have been tightened a bit. An extra image has been added to better explain production.

I am keeping (for now) the way unwind cards are handed out at the beginning of each round. In practice, this hasn't been all that bad. However, I am seeking alternative solutions. If anyone has an idea, please let me know!

DrFro
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New Rules, PnP Cards and Tokens

Hello all!

I've updated the rules to Wind Up, and have a complete set of prototype PnP cards and tokens available to download. Here are the files:

https://www.dropbox.com/sh/pkvki1oyrg4aazc/AAASlrQ0C0MEXYrSKqllJo2ga?dl=0

The tokens are designed as a stop gap - a final product would use physical pieces rather than cardboard tokens. This is still a work in progress, but I feel that it is getting closer.

Would love feedback on the game! Thank you for any comments you can provide.

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