First let me apologize for not contributing lately. I had a big project at work that was taking most of my time. For the most part I will now have a lot of time to work on this, so let's revive this thing!
Recapping A&I: Take 1, here are the assumptions:
1) A robust action point system will be used as the central mechanic for determining what a player can do on their turn. APs will be used for movement, overcoming obstacles, searching, paying penalties and possibly placing tiles.
2) An equipment system will be implemented to help alleviate the AP cost in overcoming obstacles. Whether this will be an automatic 'overcoming' of the obstacle, a reduction of the AP cost to overcome an obstacle, or the requirement (I.E. a lock and key mechanism) of a particular piece of equipment to overcome the obstacle, has yet to be determined.
3) Discoveries (the major scoring portion of the game) and Obstacles will be chits permanently placed on the tile (or completed cave, to be determined) that they reside in. The jury is still out on on distribution of these chits and whether they will be seperate or combined into one chit.
4) Searching will be done by paying a certain (yet to be determined) # of Action Points, after which a card or cards will be drawn. Basically, results of searches will be represented via a deck of cards.
Now we add these assumptions:
5) Players will start out on a 3 X 3 tile sized starting area. Players may enter the cave system from any tile legally played onto this starting tile.
6) There will be an initial placement phase of the game where players will play tiles legally onto the cave system, starting with the starting area.
7) Players will have a hand of X # of tiles. Whenever they play a tile, they draw to replace it from the face down pool.
8) Players get a 'free' tile placement at the beginning of their turn, in addition they pay an appropriate action point cost to play another tile during the action phase of the turn.
Any problems with these new assumptions?
We need to decide on these issues:
1) Doho's tiles sure are shiney. I haven't analyzed them but are they functionally the same as FL's? Do we want to stick with FL's tiles and make them shiney as well or lean more towards Doho's?
2) We need to nail down Obstacle / Discovery placement. Everyone seems to have a different idea about this at the moment.
3) We need to nail down how movement works, specifically through passageways and completed vs incomplete caverns.
4) We need to nail down searching. Specifically we need to limit constant searching in one area.
5) Still need to decide on cave exits and the end game trigger.
6) Equipment... How will they work, how do you get them, can you buy more, etc.
Other things we need to decide on later:
1) Collaboration among players
2) Trading
3) Passage blocking and cavern occupacy limits....
4) Secret passageways
Why later? I really don't see the above issues hinging on these things. If we lay the framework down now, we can embellish later when things appear to be working well.
Also if someone has a clever method for book keeping all these chits we are probably going to have then please tell us!
Ok people let's move, move, MOVE! I want this thing done into to be in the stores by Christmas! :D
-Darke
First, let me reiterate that I really don't want to include the rules for blocking / passing right now. Let's just create the basic system and then we can add to it later if necessary.
Next, I am not totally sold on paying an AP to pass through a junction. Let me give you an example why:
Say we have two nearly identical game set ups: Both have two caves seperated by a passageway that is three tiles long. In game A the two caves are connected by one continious passageway (I.E. no intersections). In game B, let's say that the two caves are connected by the same passageway, but instead let's say that each of the three tiles is a 'junction' tile.
Ok in game A, the cost to go from the first cave to the second is 2 AP. One to go from the first cave to the passageway, and another to go from the passageway to the second cave. Now in game B, I have to pay FOUR AP! One to go from the first cave to the first passageway/junction tile, one more to advance to the 2nd junction tile, another to advance to the third junction and then a fourth to finally move into the second cave. Logically this makes no sense to me. Both caves are of equal distance apart in the same direction so they should be the same cost to reach.
I propose the following movement rules:
Pay 1 AP to enter a cavern from a passageway.
Pay 1 AP to switch from one passageway to another; I.E. switch directions. This basically means if you make a turn to the right or left at an intersection (I.E. you leave the passageway you are on), you pay 1 AP to then travel down that new passageway.
The reasoning behind this rule is that it is/should be much easier to move forward and continue moving forward, but changing directions means you have to stop, turn and then move down that passageway which might take considerable more time. Yes, it's not 100% realistic, but I think it's better than paying 1 AP per junction. Also I forsee that there might be a lot of 'junctions/intersections' between two caverns, even though they might be a short distance apart. I think it might be frustrating for the players to spend all their AP in this manner just to go a short distance.
Are you refering to pay extra APs to draw more cards and then keep the one you want? If so, I again have to say I am completely against that. Depending upon how you would implement pay X to draw Y cards, you would either end up with too many trash cards at the top of the deck (if we used the method of drawing X, taking 1 and replacing the rest on top) or you would have too many worthless cards at the bottom (if we did draw X, take 1 and return the rest to the bottom of the pile). A way to fix this 'stratification' (as I like to call it) is to either discard all cards not chosen by the player or reshuffle the deck afterwards. Either way I'm not a big fan of it. My personal preference is to always give the players the top card of the deck.
What I was referring to in my first post was a method for making it more difficult for players to find things the more a cave is searched. I.E. you increase the AP cost to search everytime the cave is searched. With this method, it will eventually be too costly (read impossible) to search the cave and the players will be forced to move on.
I agree with this completely...
I think it's going to get ugly with the amount of chits sitting around. I have an idea of how to clean this up but I still haven't fully weighed all the implications. I will post it as soon as I have thought it through more.
All for now.
-Darke