Ok, it's time for my second session in the GDW. This is a game that I've been kicking around for about a year but only recently completed and am hoping for some feedback on some of the systems, which I'll be more specific about as this session progresses...
The rulebook and game board can be accessed in the downloads section, or by following these links:
Game Board
and
Rules
As you'll see, my motto is "function before form" or something like that.
Any and all feedback on the game is welcome!
Best,
Jeff
Thanks! To put a few of my cards on the table, while I think that the recent trend of "re-theming" good games for the religious market (Ark of the Covenant, Settlers of Zarahemla) is a cool idea, I feel like original games with strong German design principles and a religious theme are sorely lacking, and so this was my attempt to that end!
Sure. And in fact, though the rules aren't clear on this, Capernaum and Jerusalem have more Deed cards (maybe 10 each) than some of the other towns (Cana may only have 3 or 4).
I think about 60; probably 40-45 Deeds and 15-20 Events. The Events will probably vary from "Advance the Pharisees by 1" to "All players with Jesus receive one Action Card" and so on. The Deeds will be mostly of the sort shown in the rulebook.
Yes, although I hope to make it work out that the game should typically end before the deck is exhausted. But, yes, it's once through -- after you perform a Deed, you keep the card (for game end scoring). If Jesus performs a Deed, or if the card is an Event, it's simply discarded.
Yeah, when I read the rules, I was like, "is this all there is to this game?" It seems so simple. Earlier versions of the game were much more "simulation" oriented, but I've tried to strip things down to a couple of simple interlocking systems. I think the "decision matrix" of "what Deed will I perform" is informed by (a) the position of the Action track counters, (b) The possible consequences of the available Deeds (c) The geographic location of the Deeds and (d) Whatever "secret goal" I may hold. So, I think there's actually a basis for decision making even in a simple package, or at least that's the hope.
Originally, each Deed card had a value and an "action card cost", but I thought the Action tracks might be a more interesting way of having action costs shift from game to game and from card to card.
Yes, this will obviously be the subject of much playtesting effort to get the balance right. The idea with the Gospel tokens, secret goals, and last turn actions, is that all of these are meant to conspire to make it impossible for the Traitor to have "perfect information" about scoring, or else the end game will break down, and even so it might. Still, this is the "core concept" around which the rest of the game was built, so in a sense, I have to make this aspect work.
This is my first iteration of the board, so yeah, it's just a "first try" at this point. Originally, I wanted to have separate boards for the map, the Action Tracks, and the "Anger Tracks", and then just a set of draw piles, but in the end, I just decided that throwing everything together on a 17" x 17" board would probably work best from a prototyping standpoint. Obviously, the thing is an artistic disaster, but I hope the game makes it out of the workshop with a favorable enough review that it seems worth going to the playtesting stage! We shall see!
Thanks again for your comments,
Jeff