OK everyone, here's a link to the rules to my game, Championship Dynasty.
In this game, everyone is a coach of a fictional team playing a fictional sport. The game spans several seasons, during which coaches draft, trade, and develop players. It's funny that I'm following Brykovian's bit-heavy economic game with my own bit-heavy economic game.
Make no mistake, even though there is a sports "wrapper" around this game, it is an economic game at heart. It is also a somewhat complex game; the rules take up about 10 pages in Word, and I've split them into five web pages. So be sure to have some time if you intend to go over the game rules.
Despite its complexity, I think it's possible for this game to work. Sports sim games are extremely popular as computer programs, and they're usually very accurate in terms of simulation, because they can easily track the many variables that a game like this requires. And there's this moment after the first couple of seasons that starts to kick in, where the game takes on the feel of a soap opera, and you want to see how your team does, and follow the careers of these players who suddenly have identities. I've been dying for a board game like this, and I'm surprised the challenge hasn't been taken up by designers more qualified than me.
One of this game's big influences is Die Macher, a board game that models an election in Germany. It takes about four hours to play, and uses several interlocking simple and heavily-abstracted game systems to capture the feel of a very complex process. That's what I was going for in this game. Therefore, expect a relatively heavy "gamer's game." It's not meant for the general public or family gaming, but for someone who's willing to take on a Die Macher-esque challenge. Please keep that in mind when posting suggestions and critiques.
That's about it. Knives out!
These are my replies to Torrent's comments. Scurra, I haven't read your comments yet... I will later today. :)
That's cool... the only reason I was able to get the game up in time was because I was on vacation for all of last week. 8)
Yes, it would. There's one impact on gameplay this would have... remember, after the Initial Draft that opens the game, the four Player decks are shuffled into a single deck, and is drawn from at the beginning of each season for the Amateur Draft. This means that everybody will know the first card in the Amateur draft for the next season. This isn't a bad thing at all, because it would resemble the buzz a young number one draft pick gets just before he graduates college.
Actually, extra game time would be a problem... that's the only reason why I'm a little cautious about changing the match play system. I'm obviously open to suggestions; otherwise I never would have posted this game on the GDW. But I ask that you consider two things when critiquing match play.
First, as the rules go now, we can assume each match takes 30 seconds, tops. In a four-player game, there are 12 matches. That translates to 6 minutes for that part of the game. If we can assume the other two game phases total to 15 minutes per season, then we're looking at about 20 minutes per season. In two hours, six seasons can be played. That's probably not enough to decide the game; it would realistically take closer to three hours. That's not a problem; but if you add any strategic thought into the phase, the game would balloon to four to six hours to play. IMHO, matches need to remain less than a minute, to keep the playing time practical.
Second, the meat of this game is really in the Offseason and Training Camp phases. That's when most trades will be made, players will get upgraded (and downgraded), contracts renegotiated, and teams built and dismantled. In a computer sports sim, the regular season is the time when the GM has the least influence. Anytime a real GM is seen during a real sporting event, he's usually up in the press box sweating as he watches his team perform.
So as much as it sounds like a copout of an answer, I don't really mind the regular season being so deterministic. A stock market simulation shouldn't be completely strategic, because of the market's chaotic nature. GMing a sports franchise is similar, in that you can't completely control your team's outcome.
Of course, if someone suggested a killer mechanic for matches that was under a minute, I'd absolutely consider it. :D
Yeah, I threw that in at the end because I've had one solo playtest of this game, and without that rule. Its purpose would really be to break up overperforming teams quicker, to keep the game competetive. I think you're right... it should eventually end up in the main rules.
I'm not too sure about the MVP getting Raw tokens, only because it would be a "rich getting richer" situation. I'd rather keep the coaches' decisions difficult. :)
I thought about this for awhile while originally considering the MVP rule. The problem with it is, if the MVP is going to cost more money (in the form of a potentially higher contract), then giving money for the MVP is somewhat pointless. In any event, the team with the MVP will wind up get more money under the existing rules, because each Win token translates to $1 at the end of the season.
Yes, absolutely. "Seed" or "Rank" would be better terms here. However, they would have to go in descending order. That might be intuitive or counter-intuitive; I'll have to see in playtest.
This is a good idea, and any way to avoid slips of paper would be great (hey, did you spot the rule I thought of as I was writing the rulebook? :) ) I'm hesitant to add another set of bits to an already bit-heavy game, so I'm curious what everyone else thinks. But seperate draft order tokens would be very interesting.
Very interesting idea. That would certainly spice up drafts. A player like this might need to have an extra contract card dealt to him (like the MVP), because he is more valuable.
Yes, but I don't want this to be a "gotcha" phase. By having the Ammy Draft before Contracts, coaches can better plan for next season. Most coaches will have to release one or two players in the offseason, and they'll be better informed as to who to drop if they have their replacements in hand.
Also, all real-life teams have scouts, so by having the new players come out of the blue after all the contracts are locked up, the game might not feel true-to-life... not a huge consideration for me, because I don't really want this to be a sim. But I don't want it to feal cheap, either.
Now that I think of it, the best way to do this would be to prepare the 3-5 new Amateur Draft players first, then do the Contract Negotiations, then Free Agency, and finish with the Ammy Draft. This is how computer sports sims do it. There would be some turn angst, but this may not be a bad thing. Is it too fiddly, though?
Oops, rules omission. The team with the highest Order token (highest-ranked team) is the home team. I'll get that in for the next rules draft. Nice catch!
This is one of the most important mechanics of the game, so naturally, it's one of the most difficult to explain. :) You're right with your second sentence, in that coaches may need to downgrade their players' skills to pay for injuries. The Upgrade improves a player's skill, which improves his performance in matches.
Not a bad idea, and would keep the stakes high. I considered giving coaches the ability to spend money to modify the die roll, but it just didn't keep with the theme. Paying Raw tokens is a better idea. I'd imagine that it should be the player indicated on the Positional Die who spends his Raw tokens, because the other way would be too much of an advantage.
Another idea would be to spend a Raw token to improve your performance a level, but I don't think the resulting spend-fest would be much fun.
No, once Health is gone, it's gone. Each player is a ticking clock. I should clarify this in the rules.
Those would probably best go on the Training Camp cards as flavor text. It would be a nice touch... good idea!
Shoot, so much for double-checking my rules. :)
First off, they were originally called Offseason cards, but they made more sense as Training Camp cards. I'll have to correct that in the rules. Also, I forgot to mention in my disclaimer that the "Type" is just for me; I have different types of TC cards, some more extreme than others. I want to see which ones I can get away with in the game. If the game is ever completed, Type won't be included.
The Bench is positive in the four cards I picked as examples, but there are plenty of cards where they're negative numbers. Nowhere to hide.
Thanks, and I appreciate your input! I have pretty high hopes for this game myself... it might be the first one of mine that playtesters may actually like! :D
Keep 'em coming!