For a little while now I have been trying to think up for an end game mechanic for my design Ares: Battle for Moonbeam. I wanted it to stay simple but still some tactical elements to it. I don't know if this hit the button, so I would like to see what others think.
All comments are welcome.
My game is about collecting Moonbeam, a valuable resource on a newly found planet named Ares. Now my mechanic:
Players go about and collect moonbeam on the planet Ares. To encourage some fighting, the board is small so that players will meet eachother at somepoint. Moonbeam re-grows itself so that every round 1 token is placed on each Moonbeam patch. But anyways,
After collecting Moonbeam, you have a choice of either stockpiling it in a spendable supply. Or, putting it into a shipping crate. 1 card is turned over every round, and if the card is a shipping round card, all players check to see who has the most moonbeam in a crate, and the winner keeps the card giving them 1 VP.
There are a total of 5 shipping round cards, and after the last one is complete, the player with the most VPs wins.
Now to make it challenging you first of all never know when a shippping round is going to occur. Second, Moonbeam -- after 2 turns being in a crate is discarded.
Now while it is somewhat like I wanted, I don't think it sounds fun/challenging/tactical enough. What do you all think?
All comments/suggestions are welcome
Thanks,
-Justin
This sounds interesting. The setting reminds me of Full Metal Planete, somewhat.
I think that in the scoring method there is a very frustrating element. When you aquire MoonBean, you have to decide that you use it to improve your position on the board or place it as a bet. Betting on that possibility of a scoring card turning up in the folowwing two (three) turns.
If players have no way to figure out possibilities of this happening (which is the case if the scoring cards are dumped in a deck of cards randomly), than you have a simple luckluster auction/betting game supported by a strategy game.
I have a few ideas to counter this, possibly a few you tought of before, too:
1.) Implement ways for the players to get information about the event deck:
an idea I used in one of my uncompleted games. Say players may spend moonbeans to activate obsever sattelites. They are allowed to scoop the next „n” cards of the event deck. If there is no scoring card in sight, they will know that they can spend their moonbeans on their units for the next „n” turns. If they spot a scoring card, they can build up on the crane. Clever players will to this in a way that other players will not notice, and won’t compete, so they can get a VP for less MoonBean (one more thought on this in paragraph „2”)
Better yet, there could be a power or something harder o achieve, which allows a player to reorganize the event cards they pick up to their liking.
Using the Comsat gets more expensive, or even unusable, until the events scooped by the previous comsat user happen. This you have a nifty embedded cutthroat auction system (sounds good? Just made it up…:)) Player auction over the right to use tha ComSat, which helps them with the auction for VPs.
2.) Consolation Prizes
There should be some use of MoonBeans lost due the two turn limit on the Crane. This will lower frustration, as players won’t feel that they just threw something out the window. Plus, it will be harder to tell, that a player is building up for a Scoring Card, or just want to get the consolation prize. So this Consolation prizes should be essential, so players can sometimes think: „Damn! A Scoring Card! I wanted to get the Special Power instead!”
These Consolation Prizes should be something that players can get only by letting MoonBean rot in the Crane intentionally. You can even link the usage of the ComSat to this element.
Along these lines, there should be something in it for the players that don’t get VP for their hard earned MoonBeans when a Scroing Card turns up. Just to wash away the bad taste in their mouth.
That’s all for now. I hope you’ll tell more about your game soon, it sure sounds interesting.
Matt