Hi All,
By simultaneous action I mean a situation in which all of the players make a set of decisions at the same time (presumably in secret) and then resolve them in a way that ignores which player reveals his or her decisions first. An obvious example is Diplomacy; my first published game Succession: Intrigue in the Royal Court uses this to resolve Intrigues.
I love what simultaneous action does for game dynamics and realism, but it can be cumbersome as well. Not everyone wants to write things down every turn. Succession isn't too bad because all you write down is "Pass" or "Fail" and a number, but when you've got more complex options it can be time-consuming and annoying.
For the gladiator game I mentioned in another thread, I think I've come up with a good way to handle card-based simultaneous play. Each player will have a hand of cards that can affect a match, and they will put them face down at the same time. However, each player also has a "do nothing" card that is always in his or her hand. If you put the "do nothing" card in your face down pile, you can just reveal it and keep the rest of your cards secret. If you don't play it, then you reveal all your cards (as do all the other players) and their combined effects are resolved.
The idea is to keep the play itself simple and unencumbering but not create a situation in which you can tell whether another player is "making a move" by how many cards they put down and thus avoid having people try to put their cards down last so they can see who else might be doing things.
Three questions:
1. How does this sound to you as a player?
2. Are there any other games that have this or a similar mechanic?
3. What other good ideas are out there for allowing simultaneous moves?
Hugs,
Chad
1. How does this sound to you as a player?
2. Are there any other games that have this or a similar mechanic?
3. What other good ideas are out there for allowing simultaneous moves?
I have seen examples of simultaneous play where a card is played by each player face down, then revealed once everyone has chosen their card. I think this could be considered the "standard" method of simultaneous play, as it also applies to blind bidding and things like Diplomacy- anything where everyone makes their decision and when everyone's done the decisions are revealed.
I too have used this simultaneous card play mechanic, in All For One duels. Each player chooses a card from their hand and places it face down, and there's even a 'do nothing' type card which you can play if you don't want to affect the outcome (or spend a card doing it). At one time my other game 8/7 Central had a similar mechanic for setting up your initial lineup of programs, but it ended up getting scrapped for various reasons.
So to answer your first question, it sounds fine. If you want simultaneous action, have players play cards face down. It sounds like your model has more than 1 card being played face down, which is fine.
Yeah, that's actually a major part of the mechanic. Having simultaneous action is easy if everyone always plays the same number of cards -- whether it's one or all. The idea here is that on some matches you don't want to commit any cards, while on others you might want to commit several -- and I don't want other players to be able to tell by how many cards you play down. Hence the "do nothing" card so that the only way people know what you're doing is if you put no cards down or your entire hand...ironically, both of those would have to be "do nothing" options!
I know a lot of games have simultaneous card play or decisions -- I was thinking about this specific idea of being able to play as few or many cards as you want and using a "do nothing" card to remove any potential advantage of waiting to see how many cards other players put down.
I think it's Menacing Ogre. Each player writes down a number and then reveals them. Both players lose life equal to what they wrote down -- if the player casting Menacing Ogre wins (I think he wins on a tie, too), Menacing Ogre gets two +1/+1 counters and haste. Smashy smashy.
The idea is basically this. Gladiators will have matches throughout the game, either with each other or with NPGs. All players can bet on the match. Players will have cards that can affect the match in various ways, from giving a bonus to one of the gladiators to bribing an NPG gladiator to take a dive, to changing the betting odds. (I'll start another thread on the concept for betting odds.)
One of the big challenges to the game is trying to figure out what the other players are going to do -- for example, if I challenge an NPG I could be trying to win (picking up the purse, a bit of money for betting on myself, possibly gaining skill or popularity) so you might bet on me too. But it could be that I'm hoping the other players will be that I'm going to win and my real plan is to take a dive and bet against myself. Or even if you think I'm going for the win, you might want to spend some cards making me more likely to lose so I don't get the purse or whatever other benefits I was going for.
The upshot is that you might want to play no cards or two cards or a lot of cards...and if I know that you're playing a lot of cards I know that you're making a move on this particular match. So basically there's a problem of players wanting to see what other players are doing before they act. I thought about solving this with simple clockwise order but then thought it might be much better to have a "do nothing" card so you can't (theoretically) gain any information.
Regards,
Chad