Hi guys,
This is the first time I've posted on here, so tell me if what I'm asking has already been discussed somewhere else.
I was thinking of designing a game with a very unorthodox scoring mechanism and using that as an ultimate victory condition. Basically, you aim for the lowest possible score.
However, your score is what dictates what actions you can take during your turn, so players have to balance how much they want to get themselves away from the pack to perform their actions. In this type of game, giving points to other players hinders them but can also hinder you(certain types of actions might become available to them).
The victory condition would ultimately be that the winner is the player with the lowest score, but I'm struggling a bit on how to reach the end of the game. So far the only possible condition would be to attain a certain number of turns, but it seems a bit boring.
My main goal in creating that scoring system was to eliminate leader bashing and leader running. In this case, the lowest your position in the food chain, the more dangerous you become, therefore making leader bashing a bit more complicated(you basically make the leader stronger by bashing him, but are lowering his position in the score chart) and making leader running basically impossible to achieve. Any player under the leader will work to make the leader go down, but if you get bashed you suddenly become much more dangerous. In this case middle ground is almost always the best possible position.
What do you guys think?
Is the reason people are playing for the lowest score a mental one? I don't see a ton of advantage in that, personally.
I do like the self limiting aspects, but it seems like you are imposing something like a handy-cap. Once a player starts winning, tie their hands. I can see people getting frustrated with it, but it could work.
Personally I like the early rounds to be worth less points, and the later rounds to be worth more points (so it is possible for the underdog to catch up and win).
Just some thoughts.