Hi There,
This is my first post, so greetings to all!
I have been working on a little euro style game called The Queen Shepherd. Its a light strategy game with some tile-laying, card management and economic/trading aspects. It uses action points to resolve play on the board. Basically, the players are shepherds competing to breed the greatest flock of sheep. They sell wool and score with an overseer pawn which travels round the hex tiles (pastures). Space is limited on the pastures so players compete to get their sheep in there in time to score with the overseer, in order to get money to breed more sheep. Of course there are black sheep which turn up in the flocks procreation - which take up space, but score nothing. Players can manoeuvre these, and their own sheep around the board to hinder other players with scoring, whilst also trying to maximise their own profit. The Sheep win the game the first player with 12 sheep is given the honoured title of Queens Shepherd.
Weve play-tested it a few times and the basic game is indeed fun. The structure is enjoyable with some strategic elements and a lot of tactics. I would like to add and additional ‘layer’ of complexity by adding an element of, what amounts to, role selection. These are special items (Shepherds staff, Key, Wagon, Purse and Quill) which break the rules and give the player an edge. They are all useful, so as always, I think the fun would be figuring out which item to pick once your opponents have certain items to get the most advantage.
My question is about the selection system. I am currently thinking of basing it on a bidding mechanic. Players bid gold coins for the use of Special Items, placing their bids next to the item of choice. If you are the only player bidding for a tool you automatically get it for 1 coin. If 2 or more players bid for the same item, the highest wins. In the event of a tie the noone gets it unless one of the bidders raises their bid - if its go’s unchallenged he gets it. Money is tight in the game - every coin counts, so I think that would make things pretty interesting.
I am worried that with this approach the play length might become a problem. Another concern is that a player already in the lead with coins would have a distinct advantage. I have considered bidding with action points, as everyone always has only 4 of these...
Any other suggestions? I havent had much experience with bidding mechanics and wonder if there isn't amore elegant way.
Thanks in advance,
Chad
Thanks for the encouraging response!
Seth, money is used to buy resources Hay, Wood and Water from the resource stack. Although resources are earned primarily through breeding - when lamb is bred a resource card is drawn into the player hand, which has a black sheep, ordinary sheep, prize sheep icon in the top left corner. This determines the kind of sheep produced. When players buy resources however, they may draw 3 cards choose one and place the remaining 2 back on top in any order. So really, they are also buying the opportunity to manipulate the result of a future breeding, whether its to advantage themselves or disadvantage another player.
Hay is used to breed sheep, Wood is used to build gates, and Water + Wood is used to develop pastures (lay tiles). Breeding, Gates and Pastures also have coin cost, in addition to the resource cards. When gates are built on a hex side, players have to pay the owning player a coin toll when herding sheep through that side.
I really like your suggestion for making lesser order special items more immediately attractive by rewarding their use with coins or some other means.
I will put together a pdf of the ruleset and post a link, any feedback would be very welcome.
Wow, Gogolski its like you already read the rules. You even guessed the use of items (I guess it’s pretty obvious.)I must say your action point argument makes sense. Perhaps ‘lesser’ items could have a lower AP cost? Making them easier to use but fast to loose?
There are two ways I have been considering handling it; the first way you hold on to the item you buy, until its swopped away - a lot like maharaja as you say, a very good game, but I dont want to be too blatant in my mechanics pilfering. Although opens up interesting tactical decisions “do I give him the Staff and he gets those extra sheep in here, but i get those 2 coins for my future sheep from his Purse card?”
The other way is that the objects are ‘rented’ and returned after each player turn. Players have less overt means of manipulating each other this way, but is balanced I guess..
What turned me on to the bidding mechanic is that I liked the idea that once an Item was engaged by another player it is gone - you have to find the best way to use the tool you did get. But alas, I cant seem to find a balanced way to do that...
Cheers,
Chad.