I tihnk the Game Design forum is the right place for this, I'd like to discuss opinions on a particular rule in a really good game I've finally played called Vinci.
If you're not familiar with this game, then I suggest you check it out. I've been ver inpressed with it so far.
However, there's an ambiguous rule, and my friends and I have had some disagreement about it.
In the game, players have civilizations characterized by a pair of Civ chits. The civilization has a number of wooden discs ("dudes") which you use to capture provinces to expand your little empire. When you think you've expanded as much as you're going to be able to, you put that civilization "into decline", and you get a new one. You score points for your civ that is in decline as well as for your active civ. Putting a civ into decline requires that you take a "Decline turn", so all you do is get the new civ, no expanding.
Each "Expansion turn", you pick up some of your dudes and then start putting them down in provinces adjacent to ones you control, expanding into those provinces. The rules specifically state that you may pick up ALL the dudes in a province, abandoning that province. The rules do NOT specifically state what happens if you pick up all your dudes, effectively abandoning all provinces.
When a new civilization enters the game, it enters the board from an edge, i.e. expanding into a province on the edge of the board.
So... what happens when you pick up all of your dudes? Here are a couple of arguments...
1. When picking up all your dudes, you may 're-enter' the board in the same way a new civilization would. You are NOT a new civ, so you get none of the benefits (extra dudes) of a new civ, but you follow the Expansion rules for entering the board. This makes sense mechanically... anytime you have no province to expand from (new civ or otherwise), you 'enter the board' via the enter-the-board rules.
2. You have no provinces from which to expand, so you cannot put any dudes down. Therefore picking up all your dudes, while allowed by the rules, was probably a lousy idea. In a way this is more thematically consistant, as civilizations don't really teleport around the country. However, they also don't up and die at their height... and if they did, are you allowed to take ANOTHER Expansion turn in which you can do nothing? I guess you would... though it would likely be a bad idea strategically.
So the question is, which rule is 'better'? I have not found a definite answer as to which is 'more correct' (or which the designer intended), though I did find people who claim #1 is correct. That it was errata to the rulebook (though I cannot find the official errata).
Any thoughts on this rule, from a game design standpoint? Is it fair to be able to pick up dudes and attack someone through their back door? Doe sit make for a better game to be able to get out of a tight spot when you're surrounded by opponents? Or is that what Declining is supposed to be for?
- Seth
I agree with Matthew that it's probably not a winning strategy... but the question remains as to whether or not it's legal.
My friends and I are considering making it illegal anyway, as it seems that would cause more Declining of civs, which is what the game is about.
- Seth