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Game Mechanics : Action distribution

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dr_Edge69
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Joined: 12/31/1969

I was working on a game where some caracter cards are chosen, like in "puerto rico" to perform some actions. But the difference with Puerto Rico, is that the player who choose the action doesn't have any privilege and he decide to wich persons he gave the right to perform the action. Some caracter cards will be for 1, 2 or 3 players (in a four player game)

For exemple, he choose an action that give him the right to build something, and on this card it's written that 3 players (for a four player game) can do this action, so he must decide wich other two players will execute this action.

I was thinking on giving some advantage to the players who we're not chosen buy giving them a counter, and the player with the most counter in a turn will be the first player to choose the caracter card on the next turn.

So some negociation will arise, like the player say if you choose me, when i'll pick my caracter i'll choose you i promise!

Do you think this mechanic is interresting or worthless??

GamesOnTheBrain
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Game Mechanics : Action distribution

I definitely think this mechanic interesting and worth investigating.

One problem I foresee is that unless you have a fixed number of players in a game, it may be difficult to state specifically how many players get assigned actions.

One solution may be...

Assign all but one player an action.

This way, if you have 4 players, you award it to 3. If you have 3 players, you give it to 2, etc.

Brykovian
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Game Mechanics : Action distribution

I agree with GOTB ... anything that serves as a natural thing for diplomacy/negotiation as an important element in a game should help give the game some spice.

-Bryk

Anonymous
Game Mechanics : Action distribution

Traders of Genoa has a trading dynamic of granting favors that may have some relevance to what you're looking to do.

In a Puerto Rico type game you'd end up choosing other people's roles based on when in the turn you wanted to see a specific action go off... Or you could even try to bury an action so that other player's can't benefit.

It's an interesting idea...

GamesOnTheBrain
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Game Mechanics : Action distribution

I've been thinking a lot more about this idea.

One problem that may occur is that more than one player may have the same number of "rejection tokens" at the end of the round. If that happens, how would you determine who the starting player is in the next round?

Rolling dice or determining it randomly just wouldn't do it for me.

Here's an alternative idea...

1) A player chooses a role.
2) He awards the actions to all but one player.
3) The player that does not receive the action becomes the next player to choose a role.

The only problem I see with this method is that it is possible that two players could repeatedly reject each other, thus going back and forth in the job of choosing a role. This might prevent some of the players from ever getting to choose a role.

It seemes to me, however, that this would not be in any player's best interest, because the players that are not rejected would get to perform twice as many actions as the players going back and forth.

FastLearner
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Game Mechanics : Action distribution

In a game of mine first player is determined in such a way that there can be a tie. There are two rules to cover it:

1. It's always true that the same player cannot be first twice in a row.

2. If there is still a tie then the first player marker is moved clockwise from the previous first player to the first tying player.

While it sounds slightly confusing, after one round everyone's got it and it works fine.

Just a thought. You'd probably want to change rule 1 to "if more than one player is tied to go first, if one of them was first last turn then he's out of consideration for this turn" or something, and it's important that the repeatedly rejected player still get a chance to play first.

Just a thought.

-- Matthew

dr_Edge69
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Joined: 12/31/1969
Game Mechanics : Action distribution

Thanks for the ideas :)

For the tie i think that the person next to the last first player would be a good idea :) the other "first" would be second to choose

But the game is about dealing anyway and promises, this rules of giving a token to people who weren't chosen was just a way to balance the unfairness of this dealing.

So i think there's no need for a complicated system...

what do you think about it?

jwarrend
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Joined: 08/03/2008
Game Mechanics : Action distribution

I think this idea will be great, in part because I am working on a game with something similar!

I wouldn't worry about the "tie breaker" stuff at this point; that's a specific, and currently, you need to worry about the generalities.

A few things to take into account. While the "I'll choose you if you choose me" kind of negotiations are fine, it will be somewhat underwhelming if the game's entire system for choosing which other players will act reduces to this. Human nature being what it is, there will always be an ingredient of this, but you want to make sure there are other motivators for choosing who will take the action than simple "I'll scratch your back" stuff. For example, imagining your game was like PR, maybe you're choosing whom to allow to ship, and one player is shipping Tobacco, one is going to ship Corn, but you're shipping Tobacco as well and the other Tobacco player would fill the boat, preventing you from shipping, thus you'll choose the player who's shipping corn. This is a simple example, but you get the point.

Second, the reality is that it's going to be fairly common for one player to get hosed through no fault of his own, simply by not being allowed to take as many actions as the other players. To mitigate this, keep the game somewhat short, and keep the actions punchy. I wouldn't worry about ways to compensate "unchosen" players -- yet -- but it's certainly something I'd keep in mind as a possibly needed mechanic. Also, perhaps there could be a shifting number of players to take actions. For example, maybe there are 5 "Action cards" describing the actions to be taken, and then five "number cards" from 1-5 dealt out one to each action card, indicating how many people will be taking that action. So then you select an action, and select as many people to take that action as the number card indicates. In fact, just playing Puerto Rico as-is, but with this variant, would probably be *very* interesting.

Other than that, I'll share other thoughts with you as I get further along with my own similar game; it's currently on the back burner, but if I get it further forward on the oven, I'll let you know!

Best of luck!

-Jeff

dr_Edge69
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Game Mechanics : Action distribution

Quote:
I think this idea will be great, in part because I am working on a game with something similar!

Cool i hope our developement will help each other. These mechanics are for my game sumbreros.

Quote:
A few things to take into account. While the "I'll choose you if you choose me" kind of negotiations are fine, it will be somewhat underwhelming if the game's entire system for choosing which other players will act reduces to this.

Don't worry yeah some of the motivation can be like this. But for the most part of the game, what will help you choose is to find wich card will help the most wich player and wich action card will he choose, so you need to forsee the strategy of each player, before give them the privilege

Quote:
For example, maybe there are 5 "Action cards" describing the actions to be taken, and then five "number cards" from 1-5 dealt out one to each action card, indicating how many people will be taking that action.

I don't think it would work because i don't know wich advantage it would be to choose the number card five who will give the privilege to everybody. Maybe if a person choose 1 he will be the last to choose next round and 5 the first. I don't know i'll think about it

Thanx for the help :)

jwarrend
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Game Mechanics : Action distribution

dr_Edge69 wrote:

I don't think it would work because i don't know wich advantage it would be to choose the number card five who will give the privilege to everybody. Maybe if a person choose 1 he will be the last to choose next round and 5 the first. I don't know i'll think about it

I think you may have misunderstood (which wouldn't be surprising since I didn't state it clearly...)

The idea is that there are, say, 5 different actions; let's use "Puerto Rico" as an example and say that they are "Trader, Builder, Craftsman, Captain, Prospector".

Now, in addition, there are 5 cards, numbered 1-5. At the start of the "governor" round, they are laid out next to each Action card. So, maybe you get a situation like this:

Trader 4
Builder 2
Craftsman 1
Captain 5
Prospector 3

And the idea would be that this turn, 4 people will get to use the Trader role, so whoever chooses "Trader" decides which 4 people will take that action. Whoever chooses Builder will decide which 2 people will take that action.

Of course, this may not work at all with your idea, I just think it could add some additional variation each turn which could be interesting.

Another concern I just thought of is that this game may have a strong element of "players must adopt a certain play-style for the game to work right". This can be off-putting to some people (see the Mystery of the Abbey discussion in the "Game Reviews" forum as an example). I think it can be avoided, just something to watch out for.

Good luck!

-Jeff

dr_Edge69
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Game Mechanics : Action distribution

Quote:
Of course, this may not work at all with your idea, I just think it could add some additional variation each turn which could be interesting.

That'S a really good variant for puerto rico! :) But i think it won't work with my idea because, some action must be use by more peoples than other to balance the game and keep the flow.

Quote:
Another concern I just thought of is that this game may have a strong element of "players must adopt a certain play-style for the game to work right". This can be off-putting to some people (see the Mystery of the Abbey discussion in the "Game Reviews" forum as an example). I think it can be avoided, just something to watch out for.

How could this mechanism add this strong element? Sorry i didn't understand :)

Thanks

jwarrend
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Game Mechanics : Action distribution

dr_Edge69 wrote:

How could this mechanism add this strong element? Sorry i didn't understand :)

I guess what I'm concerned about is that, thinking about any good game with negotiation or diplomacy, you want to have diplomacy be about "real things", rather than "petty diplomacy" -- "you attacked me, so now I'm going to attack you back." The concern comes in that perhaps the game will be ruled by "petty negotiation" rather than something more interesting, or rather, that players will be unclear what those more interesting bases for decisions will be, and so will just resort to "petty negotiation" ("I'll scratch you back if you scratch mine" kind of thing). These concerns may be completely unfounded, I guess it just depends on how the mechanics go. I'll withold judgement until reading the rules in the GDW!

-Jeff

GamesOnTheBrain
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Game Mechanics : Action distribution

jwarrend wrote:
The idea is that there are, say, 5 different actions; let's use "Puerto Rico" as an example and say that they are "Trader, Builder, Craftsman, Captain, Prospector".

Now, in addition, there are 5 cards, numbered 1-5. At the start of the "governor" round, they are laid out next to each Action card. So, maybe you get a situation like this:

Trader 4
Builder 2
Craftsman 1
Captain 5
Prospector 3

And the idea would be that this turn, 4 people will get to use the Trader role, so whoever chooses "Trader" decides which 4 people will take that action. Whoever chooses Builder will decide which 2 people will take that action.

Wow. What a cool idea, Jeff!

Now, would the numbered cards be played randomly each round? Or would the starting player of the round lay them out?

Here's a thought...

You could have a "bidding" system where each person takes turns putting cubes on whatever role they want. At end of the bidding, each role would have a certain number of cubes on it. Then, each player would choose a role and assign it's action to the number of players equal to the number of cubes on the role.

You'd have an interesting dynamic of, do I place cubes on roles/actions that I want, and thus reveal my desire to perform that action?

I'll be thinking a lot about this one.

dr_Edge69
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Game Mechanics : Action distribution

Quote:
I was working on a game where some caracter cards are chosen, like in "puerto rico" to perform some actions. But the difference with Puerto Rico, is that the player who choose the action must decide to wich persons he gave the right to perform the action too. I was thinking on giving some kind of "rejection token" each time a player is not chosen, and the player with the most counter in a turn will be the first player to choose the caracter card on the next turn.

Is the "rejection tokens" are really necessary??? they add some more length to my game. I don't know how to replace them, to make a quiker way to balance my "action distribution" mechanism...

Somebody has an idea?

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