Hello Peoples,
I've been playtesting my Pirate/Cannibal game (aaarrrrr...) which is gonig well but I need a better way of sorting out the player order which affects the gameflow.
2 player is fine, as you don't get much choice over who you attack, but the game should be playable from 2-6 players
The current fiddly way is that the turn starts with the First Player. The First Player then chooses a player to attack. Once that attack is done, the player who was attacked gets to choose another player that they will attack, as long as its not the player who attacked them, or a player who has already been attacked that turn. After everyone has made an attack, the turn ends, and the player to the right of the First Player becomes the new First Player for the new turn...
This kinda works ok, and means that the order is not always A>B>C as the next turn could be B>A>C so players are not attacking the same person each time. It also means that each player gets to make one attack and defends once each turn. But it is kinda fiddly in that you have to remember who the First Player is each time, and as the turns go quite fast, the First Player changes around very quickly.
There should be a simpler solution...
The framework restrictions I am designing around are -
- I don't want to make up any new cards or use cards in the determination of player order etc.
- I don't want players ganged up on, or left out of play.
- When a player gets attacked, he uses up at least one card to defend with, and may get at least one more card taken off them, so getting attacked twice in a row can be a killer. This does happen in the current game framework.
I have started soming up with some solutions while writing this (that always happens, maybe I should just write to myself...) but I would like to hear peoples thoughts on how this could work better - what are some other ways card games work, rather than just one player after the next in a set order?
Hey ya'll,
Thanks for all the good feedback guys.
I have just put the current rules up at -
Pirate/Cannibal card game rules
Indeed, I did have it that after had been attacked, you flipped your Pirate card over, showing that no one else could attack you. Coupled with the rule that you could not attack the player who attacked you, it seemed to work. But when actually playing, people just forget to do it, or you think 'ah nah, we'll remember' and then you end up getting a bit lost. Its one of those rules that looks good when written, but to implement feels like too much of a hassle.
One idea that I have come up with is that the defender in an attack gets to draw two cards after the attack, at the same time as the attacker draws his. This, coupled with just having players go turn by turn clockwise, attacking whoever they want, feels like it may work.
It is possible for someone to get ganged up on, but if that is the case, then they end up being able to draw more cards than they lose out on, which will strengthen their position.
Gotta dash, will write more later...
Cheers!
Nestalawe'