Hi,
I'm starting to think about designing a game where, rather than having fixed VP returns for doing things, the VP return can be influenced by the players. Consider 2 examples:
(1) Settlers of Catan - create a way that players could make (all) cities worth 3 points, rather than 2 points ... or the longest road only worth one point.
(2) Puerto Rico - Consider a new role which allows a player to alter the VP returns on shipping a particularly good. For example, you might only get 1 VP for every two commodities shipped (of a specific type), or you might get 2 VPs for a single type of commodity.
Thoughts? Examples of games which do this?
Trickydicky wrote:
To some extent.
I did not necessarily mean that a target number of VP required to win would change (e.g. 10 VPs for strandard Settlers of Catan), but that could be included.
I did include the idea of VP awards given out during a game (e.g. shipping commodities in Puerto Rico). For example, consider a game similar to Puerto Rico except the VP returns for shipping drop off as more of a commodity are shipped away (e.g demand drops off back in the old world).
Similarly, I included the idea of VP awards given out at the end of the game (e.g. building VPs in Puerto Rico). For example, consider a game where you purchased things and the price dropped and you sold them and the price increased (fairly standard). Now consider that your final score is determined by working out the total value of your holdings at the end of the game based on the prices at the end of the game. Thus, the more you purchase something, the less valuable it is in VPs.
Hope that clarifies things.