I posted a game to the GDW a while back. Treasure Castle.
I'm currently in the process of completely reworking the game.
I have a couple ideas for keeping track of things, but I just wanting opinions on whether or not they're too complicated.
The original game had each player choosing a theif they're representing. Now, each player is assembling a team of 3 theives. Each theif has a corresponding card with attributes and information etc.
Now, each player gets three pawns. At first I had thought that the values of each theif just added to a "globaL" total. For instace, say these thiefs had a trap skill. To determine the trap skill the player will use, you simple total up all three theives. Therefore you wouldn't have to keep track of which pawn is which theif.
However, I'm starting to see why keeping accurate track of which is which is going to be necessary. So I decided each player will get a pawn marked A, B, and C.
Now, each player arranges their theif cards in front of them from left to right. The left being A, middle being B, and right being C. Is this sufficient without any further markers? I personally think it works fine, but not everyone is me :P
The second is the laying of traps. I originally had each player own a set of trap tiles, but I wanted more of strategy in placing and choosing of trap tiles.
Now each player has a small screen, so they can pick and choose their sets of traps, but keep them hidden from everyone else. So the key will be to remember who has what traps, etc.
Anyway, one of the traps (possibly more as I get further into this) is a "catapult" type thing. When it's sprun, it will move the victim one space in the direction of the arrow. When I had the tile placed face down at first, then there was a possibility the alignment changes when it's flipped. Something that would cause argument, or even unscrupulous play. So I made it so players place an ownership marker on top of the tile then place it. That way the ownership marker can just be taken off and the alignment stays what was intended (unless the player messes it up, but that's why I gave them a screen).
Do games with a screen feel clunky? Even if it's a small screen? I remember seeing a few board games that use screens, and I figured it fit the bill perfectly here.
I have not seen the rules for your game, but why not just label a 'direction' in text on the catapult card instead of an arrow? You could say right or left or front or back, and then, when the card is flipped, there is no confusion as to which direction the pawn is moved. This may not eleminate the need for the screen, but should eleminate the need for the ownership marker.
- Just my two pence.
Geoff