Its been ages since I last posted on this board. It's almost like returning home. So here is my question:
Do you know that? You have a game - a little, neat, complete, WORKING game - and then after some playtesting you get the feeling that there is something missing. You start to tweak your little game, just a bit - to make it work different than the others - and this is where the real trouble starts.
The game is a light wargame. There are two different objects in the game: hex tiles and units. You move your units across the gameboard to gain control of the hex tiles and try to eliminate as many enemy units as possible. The units are classic fantasy wargame units and everything from melee to ranged, from slow moving to fast moving, from small warriors to large beasts is present.
And now we come to the point where it's getting tricky. Personally I have the feeling that there is no real solution for my problem, the whole system does just not sound right. Maybe more playtesting will clarify things, and maybe some of you have ideas to contribute:
My twisted terrain control concept:
* For every hex tile under your control you gain 1 goldpiece per turn.
* To bring new units into play you have to pay in gold.
* To move, attack or conquer hexes with units you have to pay in gold.
* Every other action in the game costs you gold too (playing event cards or whatever).
* the player who first collects x goldpieces, wins the game (x is a large number).
(collected goldpieces are kept and carried over to the next turn)
So basicly its not about how many hexes you control but how many goldpieces you manage to gather and keep - wich should be roughly equivalent to basic terrain control.
furthermore you use the gold to buy, move, attack and conquer with your units.
every turn you have to decide how much of your gold you want to spend. spending gold makes victory more unlikely, but increases your chances to dominate the gameboard. on the other side keeping gold increases your changes for victory but does not extend your precence on the gameboard.
Thats it. Maybe someone has a oppinion. I will clarify things if this seems unclear. keep in mind that the other mechanics of the game are uninteresting in this discussion, its just about this key mechanic.
I dont now if this works out right - it just sounds too "quirky"?
-Fhizban
@FastLearner: Thank you, you described the mechanic better than I did. I have to check out Medici by the way.
Excactly thats it: I wanted to COMBINE victory condition with resource generation. Seperating it is (in my opinion) the normal way to go.
It's a tough one - I have to admit. Right now the runaway leader/fallaway loser problem is present very often. It is just too easy for a player to gain an advantage early in the game (and let it by just being one single goldcoin ahead) and the opponent is not able to make up this advantage anymore (without the use of special cards/a large amount of luck).