Skip to Content
 

Game #27: The Shrubs by nosissies

21 replies [Last post]
nosissies
Offline
Joined: 07/26/2008

Hey folks,
Checking the schedule it looks like I'm a little late. Sorry to keep you waiting :-)

Build a family tree, try and grab some of the inheritance:
http://www.superpowernosissies.com/shrubs.pdf

I've spent a bit of time trying to simplify it down to the core mechanism and I'm looking to find holes in it, and come up with consistent add-ons to improve it ... the perfect job for the GDW!

I'm looking forward to your candid comments, criticisms and encouragment.

peace,
Tom

Brykovian
Brykovian's picture
Offline
Joined: 07/21/2008
Game #27: The Shrubs by nosissies

Hello Tom ...

On my first read-through, I think you've done a pretty good job on the rules. However, I do have need for one clarification ...

If I understand it right, none of the money starts to be passed down through the family until the Matriarch/Patriarch is dead (their will is automatically executed at that point) ... and there is a single final round after that point, in which players can make other family members dead and/or execute dead people's wills. My questions are this ... does killing a family member that has already inherited money automatically execute that person's will too? Or does the player have to purposely do it as a 2-step process: 1- kill person; 2- execute will? Also, is there any way to have the money flow down the family tree before the family founder is dead? If not, then what strategic/tactical purpose would killing other family members ahead of time play?

Nice job so far ... I like how you can use everyday items to play this game.

-Bryk

DavemanUK
Offline
Joined: 12/31/1969
Comments

Hi Tom,

Just for background, I re-read your prelude thread (http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&p=7162).

First impressions: (1) the 'hidden identity' and 'kill person' mechanics reminds me of the game 'Titan' :) (2) the end of the game could be sudden (early matriarch kill) or until the deck/kill markers run out (in which case what happens?).

I'm not happy about the kill markers being "4 for each player + a few extras" as it's too vague for production issues (rather, 4 players using 4 markers at 3 markers per person = 4x4x3 = 48 max).

It feels like a waiting game to get a perfect hand of 5 cards that are also in play alive and with money on them (or on their parents/spouse as the money is 'one kill away'). Given this, I'm wondering how much luck there is in the hand-reconciliation step to have lucky draws into the persons near the money.

I was actually expecting the game to end when the deck runs out or there is only, say, 1 kill marker left between all players (to signify the matriarch's death). This would be a visible and partially controlled 'clock' for all players to work by trying to get their plan in place before time ran out (rather than the game ending on a single player's whim - which personally I don't like in games as it feels as if one has either total or no control over the timing of the end of the game).

Regarding dead cards in hand, I think a player should only be able to discard from hand rather than replace otherwise it adds game time when analysing the new card draw (and could create a long loop of discard-draw-discard again-draw again-etc. which is boring for other players). Simply drawing back to 5 at the end of the turn keeps the game moving fast and allows a player to analyse their own hand during other players turns.

Granted, one can't be ones own grand-father but can one marry ones own sibling, parent, grand-parent, etc.? Agreed it is difficult to prevent impossible relationships (and the method I've used is simply to have the card play consented by all the other players).

The size of the initial family fortune could be relative to the number of players (which hopefully makes for more varied gameplay).

The tie-breaker would be decisive if it involved who got the 'charity money'.

Minor points...

I'm assuming that step 3 of 'Executing a will' adheres to the same priorities of steps 1 and 2 (i.e. the money goes to the spouse before the children).

Also in 'killing the matriarch' can the remaining players perform either or both of (a) 'kill a person' and (b) 'select an identity'?

Small continuity point, I would mention the rule "a person is dead if it has a kill marker on it" before mentioning that you can replace dead cards (it's just easier [for me] to read rules when game terminology is explained before listing the applicable actions).

The first diagram (grand-daughter of the matriarch) only needs the first two sets of cards to make the point (surplus cards in a diagram just confuses things).

Nit-picky points...

A mother could give birth to a child for up to 9 months after the death of the husband.

An alive matriarch with great-great-great-great-great-great-great-great-great-great-great-great-great-great-great-grandchildren is a very old person indeed :)

In summary, I think the design is very clear, clean and elegant, and considering you're working with decks of cards should be easily produced.

Best wishes,
Dave W

nosissies
Offline
Joined: 07/26/2008
Game #27: The Shrubs by nosissies

Brykovian wrote:
On my first read-through, I think you've done a pretty good job on the rules. However, I do have need for one clarification ...

Thanks, though I'm positive I could have spent more time clarifying the rules before posting them.

Quote:

If I understand it right, none of the money starts to be passed down through the family until the Matriarch/Patriarch is dead (their will is automatically executed at that point) ... and there is a single final round after that point, in which players can make other family members dead and/or execute dead people's wills.

Yes, although, it's not really an and/or ... see my answer below...

Quote:

My questions are this ... does killing a family member that has already inherited money automatically execute that person's will too? Or does the player have to purposely do it as a 2-step process: 1- kill person; 2- execute will?

I'm not quite sure I grasp the distinction, so I'll explain it again, just more loudly, or clearly at least. Whenever a player kills a person who already has money then they must execute the will for that person. This happens on the same turn. If any of that money flows to a person who is already dead, then the player also executes that person's will. So, the end result is that the money has no further place to go after someone's turn until another person dies. Does that make more sense?

Quote:

Also, is there any way to have the money flow down the family tree before the family founder is dead? If not, then what strategic/tactical purpose would killing other family members ahead of time play?

At the moment the only money in the game is that owned by the family founder (the matri/patriarch). I have considered adding in some action cards which would allow a player to add money to a person who is in play... say "sell a baseball team" or "find oil"... these would probably be smaller sums but they would change the dynamic.

The strategic purpose of killing off other family members ahead of time is to make sure that the inheritance reaches a family member who's identity you are assuming. I like to imagine it almost like a pipe dreams sort of thing, where you are building a network of pipes and opening/closing valves before the water(money) starts flowing.

Quote:

Nice job so far ... I like how you can use everyday items to play this game.

Thanks again for your generous comments, and yes the everyday items makes it easy to play test too.

peace,
Tom

nosissies
Offline
Joined: 07/26/2008
Re: Comments

DavemanUK wrote:

Just for background, I re-read your prelude thread (http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&p=7162).

That's a sensible place to start. You may have done more homework than I did :-)
Quote:

First impressions: (1) the 'hidden identity' and 'kill person' mechanics reminds me of the game 'Titan' :)

I'm not familiar with that one, I'll have to consult the geek.

Quote:

(2) the end of the game could be sudden (early matriarch kill) or until the deck/kill markers run out (in which case what happens?).

Yes it can be sudden, but there are a few pressures which keep that from happening. Though it's more of a problem in the two player game than with four. One of the main things that keeps it from happening too soon is that the other players each get a chance to kill someone, making it more likely that they might guess who you are. You're not the only one who had that instinctual response, and I'm pretty sure it's justified, but in playtesting so far, it hasn't really been a problem. I'm still counting this one as a rough edge.

oh, and when the deck runs out (sorry this wasn't in the rules) I haven't quite resolved this one. There are lots of options, but the one I've played with is that the matriarch dies when there are no more cards to draw. The will is executed by the first person who doesn't get to draw any cards. One other interesting option is that the game ends, and if anyone has assumed the identity of the matri/patriarch then they win. I'm open to suggestions here.

Quote:

I'm not happy about the kill markers being "4 for each player + a few extras" as it's too vague for production issues (rather, 4 players using 4 markers at 3 markers per person = 4x4x3 = 48 max).

Sorry, I was lazy there, you're right, potentially you would need three chips to effectivly communicate that a person is dead, and potentially you run into that case for every death... hence the 4x4x3.

Quote:

It feels like a waiting game to get a perfect hand of 5 cards that are also in play alive and with money on them (or on their parents/spouse as the money is 'one kill away'). Given this, I'm wondering how much luck there is in the hand-reconciliation step to have lucky draws into the persons near the money.

Yes, there is a distinct waiting portion of the game, but it is more complicated than that :-) .... I'm not sure I've played enough to determine the balance of lucky draws and skill. To a certain extent, you are wanting a draw which gives you multiples of a particular person, which gives you a bit more contol. You would like to have at least a couple living folks in your hand who are potentially "near" money. And the way you get to see more cards is to play more cards, and playing more cards you create more complexity on the table which has to be navigated. I don't particularly care for games where I'm jsut sitting there drawing hoping for the card I need to finish, not feeling as though I'm really controlling any part of my destiny. All that to say I think the waiting in "Shrubs" is distinctly different. Only time and more playtesting will prove that out.

Quote:

I was actually expecting the game to end when the deck runs out or there is only, say, 1 kill marker left between all players (to signify the matriarch's death). This would be a visible and partially controlled 'clock' for all players to work by trying to get their plan in place before time ran out (rather than the game ending on a single player's whim - which personally I don't like in games as it feels as if one has either total or no control over the timing of the end of the game).

I think you've found one of the main rough edges here. I thought about this one for quite a while, and I'm not conviced I have the right solution just yet. I agree with the clock concept, you actually get a pretty good feel for this just by paying attention to the number of people who are in play. That doesn't fix the fact that you are at the whim of another player. And the fact that my playtesters have been kinda tentative it hasn't given me as accurate a feel for the endgame as I might like.

Quote:

Regarding dead cards in hand, I think a player should only be able to discard from hand rather than replace otherwise it adds game time when analysing the new card draw (and could create a long loop of discard-draw-discard again-draw again-etc. which is boring for other players). Simply drawing back to 5 at the end of the turn keeps the game moving fast and allows a player to analyse their own hand during other players turns.

Good point, and simple to implement. That would be the whole point of the "draw back to 5" mechanism wouldn't it?

Quote:

Granted, one can't be ones own grand-father but can one marry ones own sibling, parent, grand-parent, etc.? Agreed it is difficult to prevent impossible relationships (and the method I've used is simply to have the card play consented by all the other players).

Consent has been the primary mechanism thus far, and playing with relatively conservative folks I haven't seen much inbreeding. I'm not sure if I want to address that directly in the rules or just leave it up to the scruples of those playing.

Quote:

The size of the initial family fortune could be relative to the number of players (which hopefully makes for more varied gameplay).

Yep, another rough edge here. I haven't really spent any time thinking about the ideal amount to start with, I usually just grab a handful of pennies.

Quote:

The tie-breaker would be decisive if it involved who got the 'charity money'.

That would be quite decisive. I'm still trying to figure whether or not to work that money back into the game

Quote:

Minor points...

I'm assuming that step 3 of 'Executing a will' adheres to the same priorities of steps 1 and 2 (i.e. the money goes to the spouse before the children).

Yep.

Quote:

Also in 'killing the matriarch' can the remaining players perform either or both of (a) 'kill a person' and (b) 'select an identity'?

The remaining players are allow to do both. Also, the player who kills the matriarch gets one more turn, but on that turn they can only 'select an identity'

Quote:

Small continuity point, I would mention the rule "a person is dead if it has a kill marker on it" before mentioning that you can replace dead cards (it's just easier [for me] to read rules when game terminology is explained before listing the applicable actions).

Fair enough, I think anyone here would concur.
Quote:

The first diagram (grand-daughter of the matriarch) only needs the first two sets of cards to make the point (surplus cards in a diagram just confuses things).

Yep, I got a little carried away :-)

Quote:

Nit-picky points...

A mother could give birth to a child for up to 9 months after the death of the husband.

An alive matriarch with great-great-great-great-great-great-great-great-great-great-great-great-great-great-great-grandchildren is a very old person indeed :)

Yep, this whole game is rife with that sort of nits.... what about adoption?

Quote:

In summary, I think the design is very clear, clean and elegant, and considering you're working with decks of cards should be easily produced.

Thanks for your gracious comments. I think you found most of the rough edges I've been fighting with.

peace,
Tom

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #27: The Shrubs by nosissies

On first readthrough the game sounds very clever, if a bit difficult to follow perhaps- with different trees that are really just portions of the main tree (or which turn into such).

My only comment off the bat is, why not strike the 'claim an identity' action, and change the 'final round' action to "Each player plays a card face down from their hand- this represents the identity of that player. When each player has played a card, reveal all identities and tally the score. Tiebreaker is number of Kill counters remaining." Or just add kill counters to money to figure the final score. Maybe tie going to the player further along the tree (more deaths had to occur to get the money that low).

I think I like the idea posted about the game ending when the deck runs out or something, rather than when someone decides to kill the matriarch.

Also, how about having people die as soon as their great grandchild is born (so people live 3 full generations, and money moves without someone spending an action to make it move).

I don't know exactly what it would do to the game, but it sounds like such a rule (in addition to if not instead of killing as an action - which is pretty morbid to begin with... reminds me of the serial killer thread we had) might be good... gotta make sure that money gets moving, and frankly, the way the rules are now, doesn't all the money stay put until the very end when the Matriarch/Patriarch dies?

- Seth

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #27: The Shrubs by nosissies

Also, is it good to be able to play all the cards you want from your hand? Maybe just 1 or 2 a turn or something- and make it a 'must'...

And another thing... this could be played with only 2 decks of cards (4 of each person), or just 1 (but that's only 2 of each- probably bad), Red = female, Black = male.

- Seth

nosissies
Offline
Joined: 07/26/2008
Game #27: The Shrubs by nosissies

sedjtroll wrote:
On first readthrough the game sounds very clever, if a bit difficult to follow perhaps- with different trees that are really just portions of the main tree (or which turn into such).

Thanks. ... and yes it does get tricky to keep track of who is related to whom. I even had a playtester request paper :-) I would call that a success, since I really wanted to create the feel of doing genealogy research.

Quote:

My only comment off the bat is, why not strike the 'claim an identity' action, and change the 'final round' action to "Each player plays a card face down from their hand- this represents the identity of that player. When each player has played a card, reveal all identities and tally the score. Tiebreaker is number of Kill counters remaining." Or just add kill counters to money to figure the final score. Maybe tie going to the player further along the tree (more deaths had to occur to get the money that low).

Great thoughts. I think it makes sense to move the identity stuff to the end, though this means that you have to hold the identities in your hand, which may slow the game down some as players will have less freedom to draw.

I like the kill counters serving as tie breakers. That would be an interesting twist. In fact I've seen a few ties in playtesting, more than I would have predicted. It makes sense as two players may select siblings who will each likely receive an equal portion. More often I have seen differences of 1 or 2 "points."

Distance from the matriarch is an interesting measure. There is a distinct tension here in not wanting to be too far away as you are relying on other people killing the people you want dead.

Quote:

I think I like the idea posted about the game ending when the deck runs out or something, rather than when someone decides to kill the matriarch.

Yeah, I'm going to take another look at that one and give it some playtesting.

Quote:

Also, how about having people die as soon as their great grandchild is born (so people live 3 full generations, and money moves without someone spending an action to make it move).

I don't know exactly what it would do to the game, but it sounds like such a rule (in addition to if not instead of killing as an action - which is pretty morbid to begin with... reminds me of the serial killer thread we had) might be good... gotta make sure that money gets moving, and frankly, the way the rules are now, doesn't all the money stay put until the very end when the Matriarch/Patriarch dies?

Yes, you're right, the money doesn't move until the end. The whole game is somewhat morbid actually. To make it even moreso I could have the death markers be little tombstones or caskets :-)

I had thought of that (death after birth of great grandchile) at one point before, but never took it very far. This might add a little more weight to the action of playing new people. Sometimes it feels like the people are being played somewhat haphazardly at the beginning, this would force players to take a little more care. At the same time, the haphazard portion makes for nice randomness in the "core" of the tree that you have to work with.

The only other twist which might effect this mechanism (death after great grandchild is born) is re-marraige. You could have the case where the matriarch just has children, and there is a bigger parallel tree being built, and all of a sudden via re-marraige one of the matriarch's children marries into this already existing tree thereby giving the matriarch step great grandchildren. Does the matriarch die? Not really a problem, more of a twist, which may or may not call for more rules. In the spririt of simplicity, if this rule would require even more rules to patch up loose ends then I would tend to shy away from it. Worth thinking about though.

Thanks a heap Seth.

nosissies
Offline
Joined: 07/26/2008
Game #27: The Shrubs by nosissies

sedjtroll wrote:
Also, is it good to be able to play all the cards you want from your hand? Maybe just 1 or 2 a turn or something- and make it a 'must'...

In testing so far it seems to work pretty well to allow any number of cards to be played. It has the effect of getting a bunch of stuff out on the table quickly. It seems to be pretty self regulating really. You'll see a lot of stuff get played at the beginning, somewhat randomly, to create intial trees/stumps/shrubs what have you, then people get more conservative trying to determine how to make the table work for them.

Quote:

And another thing... this could be played with only 2 decks of cards (4 of each person), or just 1 (but that's only 2 of each- probably bad), Red = female, Black = male.

True. If your crew has that mental capacity then go for it ;-) And you're right, having only two of each person would likely break the game. I don't know what 4 of each would do though. I'll add here that the 13 people was strictly a function of the size of a normal deck. I haven't really put any thought into the ideal number of people, but this number seems to work pretty well, keeps the play time down around 20-30 minutes (if I recall correctly). Might be fun though to use even more ... I can hear the expansion packs already.

Thanks again Seth.

nosissies
Offline
Joined: 07/26/2008
Game #27: The Shrubs by nosissies

One other thing... I'd like to add a thanks to svan, and even moreso to his wife who put up with a playtest of "Shrubs" ... I should have taken some hints from my conversation with him and made some changes to the rules to make them more clear.

You can see our conversation in the relevent game journal...

http://www.bgdf.com/modules.php?name=Journal&file=display&jid=161

Thanks Steve!

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #27: The Shrubs by nosissies

I had a few more ideas that seem like they fit into your game. In no particular order:

One might be to begin the game not just with 1 M/Patriarch, but with 1 of those and maybe 2 other 'sub-trees' started already... some configureation of cards to begin. Maybe you start with the King of Spades and Queen of Hearts as the initial couple, three random cards dealt out as their kids, and 1, 2, or 3 random cards as seperate trees (which may later end up connected to the 'main tree').

Money could begin at the 'initial couple' as well as at the top of any 'sub-tree' - OR - perhaps at the end of the game some money is placed at the top of any tree that isn't somehow connected to the 'main tree' to represent money coming from the other families.

I still think the deaths should for the most part be from age/generation rather than the players hunting down people and killing them. It might be nice if each player had at least 1 Death token to use strategically, but I think it should be a smaller portion of the game.

I think it would be neat if the money moved during the game, rather than at the end. This however might cause problems if someone marries into the family 'above' the level where the money is. One possible solution is... require that all cards played are attached to the main line and have no sub lines... I think that might be worse though. The benefit of moving the money during the game is that players can have more control over how the money is split up... like you play a card on this line so that that guy dies and his portion of the money is split between his wife and kids- 1 coin each and split the rest how you like. something like that.

Maybe for identities, rather than the way you have it and rather than my previous suggestion, maybe at the beginning of the game each player is dealt a face down card which is their identity... the game could be less about creating a true family tree, and more about 'proving that you are in line for the inheritance' - so the M/Patriarch dies and all the players are trying to show that they have a claim in the fortune. They are 'constructing' family trees to prove that they are connected at some point, and the higher up the tree you are connected, the more of the inheritance you get.

Kills and playing cards: I think this game could be made so that each action is equivalent to 'playing a card', then the 'budgeted action points' could be just "play up to 2 cards per turn" or however many you want. So you could play a card to add a member to the family (child/spouse), you could play a card to put a family member in an early grave (play the card, put the death marker on the matching guy- means you have to have the card of the person you want dead), you could play a card to draw a card (cycle through cards, get rid of 'dead' cards- pun intended ;)

It would be nice to see cards turned sideways to indicate... stuff. Like if a family member in the main line appears in a sub-tree, those cards could be turned sideways so people can more easily tell. Also maybe dead cards could be turned sideways or upside down (probably not upside down...)

Maybe upside down dead people would be ok... and then copies of that card could be considered a different person ("You're the spitting image of your great grandfather!")

That's about it for now. I do like the idea of some cards that add money to the system, like Windfalls or marrying into money.

- Seth

nosissies
Offline
Joined: 07/26/2008
Game #27: The Shrubs by nosissies

sedjtroll wrote:
I had a few more ideas that seem like they fit into your game. In no particular order:

mmm... more ideas... tasty.

Quote:

One might be to begin the game not just with 1 M/Patriarch, but with 1 of those and maybe 2 other 'sub-trees' started already...

This tends to happen somewhat spontaneously at the beginning of the game as folks try to create a structure in which they can start to make decisions. I can understand the sentiment here and I'll probably end up testing this sort of thing at some point just to see the effect it has on game play.

Quote:

Money could begin at the 'initial couple' as well as at the top of any 'sub-tree' - OR - perhaps at the end of the game some money is placed at the top of any tree that isn't somehow connected to the 'main tree' to represent money coming from the other families.

Thats an interesting thought, this would give more motivation to creating these other trees. Taken to an extreme, you would try to create as many trees as possible and try to make them converge at the individual you are "betting on."

Quote:

I still think the deaths should for the most part be from age/generation rather than the players hunting down people and killing them. It might be nice if each player had at least 1 Death token to use strategically, but I think it should be a smaller portion of the game.

Point taken. I am leaning towards reducing the number of kills a person can make, 4 is a bit high. It would end up being a rather different game if people died based on the "tree depth." There would be a bit more info to keep track of, but not too much more. One benefit I see is that it would encourage players to do more tree building. To keep speculating on the effects of this, one of the broken scenarios in this game is to create huge numbers of direct offspring and then kill the matriarch. This dillutes the inheritance, but it also reduces the probability that one of the other players will manage to kill you (if you are one of 2 children of the matriarch, then you are more likely to get knocked off in the last round than if you are one of ten). The kills help players to regulate this by dissallowing a particular nuclear family to grow any further. Causing deaths via generation would take much longer and might allow that broken scenario to proliferate. --- of course, with the caveat that it would take a playest to really put this to rest.

Quote:

I think it would be neat if the money moved during the game, rather than at the end. This however might cause problems if someone marries into the family 'above' the level where the money is. One possible solution is... require that all cards played are attached to the main line and have no sub lines... I think that might be worse though. The benefit of moving the money during the game is that players can have more control over how the money is split up... like you play a card on this line so that that guy dies and his portion of the money is split between his wife and kids- 1 coin each and split the rest how you like. something like that.

Actually, I share the same dissapointment :-) ... I wanted to design a game where the money is moving and I ended up with this, which I think is elegant, and I do think the players have a significant amount of control (this is backed up by several playtests where the final scores have been pretty close). The thing you lose in this is really the player interaction and the excitement of watching the money flow "in real time." I think the windfall cards would be the best way to address this. It would give the players two goals to balance: 1) captureing short term gains from the money that is moving quickly/currently and 2) setting yourself up to get stuff from the end run when the matriarch dies.

Quote:

Maybe for identities, rather than the way you have it and rather than my previous suggestion, maybe at the beginning of the game each player is dealt a face down card which is their identity... the game could be less about creating a true family tree, and more about 'proving that you are in line for the inheritance' - so the M/Patriarch dies and all the players are trying to show that they have a claim in the fortune. They are 'constructing' family trees to prove that they are connected at some point, and the higher up the tree you are connected, the more of the inheritance you get.

I'm not entirely comfortable with how the identities are dealt with currently, though it seems to work ok, but it is a little difficult to decide when you should play down an identity vs. just hold on until later. It's not a very clear decision. So, on the one hand I like the idea of assigning identities for the reason that it removes a potentially meaningless decision from the game, but i don't like it for the possibly fatal problem that you could die very early in the game through no fault of your own... then what? But, as I've stated about other things, I'm still open to suggestions here, I've even tried to figure out how the game could be played if all the players' identities were known throughout the game. How would the rules need to be balanced to allow for this? I think it would have a positive effect on the amount of player interaction, but it might just degrade to a big backstab-fest or kill-the-leader. At least without significant other changes to the game.

Quote:

Kills and playing cards: I think this game could be made so that each action is equivalent to 'playing a card', then the 'budgeted action points' could be just "play up to 2 cards per turn" or however many you want. So you could play a card to add a member to the family (child/spouse), you could play a card to put a family member in an early grave (play the card, put the death marker on the matching guy- means you have to have the card of the person you want dead), you could play a card to draw a card (cycle through cards, get rid of 'dead' cards- pun intended ;)

yeah, this could probably be done, and perhaps playtests with a more agressive group would end up neccesitating this, but as of yet the lack of a budget (aside from the 5 card hand) hasn't been a problem.

Quote:

It would be nice to see cards turned sideways to indicate... stuff. Like if a family member in the main line appears in a sub-tree, those cards could be turned sideways so people can more easily tell. Also maybe dead cards could be turned sideways or upside down (probably not upside down...)

Maybe upside down dead people would be ok... and then copies of that card could be considered a different person ("You're the spitting image of your great grandfather!")

It does get a little tricky to track who is related to whom, but again I think this is a good thing, playing right into the theme. Also, the table can get pretty cluttered as is, and adding another transposition of cards to indicate something else might actually make it harder to see what is going on.

I'm not sure about the upside down thing, since, as I just mentioned, the cards aren't always neatly oriented in front of you... the cards tend to be placed on the table oriented around a circle with the matriarch's relationship(s) near the center.... basically each person tends to play in front of themselves, so upside down might end up being hard to keep track of. ... thought that made my brain make the next logical step to a domino like card which would have two people on it :-) ... who knows how that would work!

Quote:

That's about it for now. I do like the idea of some cards that add money to the system, like Windfalls or marrying into money.

Thanks again Seth, I really appreciate the thoughts. It's fun when an idea kinda grabs you isn't it :-) And I think it's definite at this point that the windfall cards will be added. I'll be sure to post a playtest when I'm disciplined enough to keep notes!

peace,
Tom

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #27: The Shrubs by nosissies

For starters, by 'upside down' I meant face down, so if someone's dead then you're looking at the back of the card. I don't know that this would be good necessarily, but it's an idea.

Another idea to contain the 'lots of kids' problem you mentioned... allow a maximum of 3 kids per couple. It works space-wise as there's the 2 married people cards next to each other, and three cards will fit nicely below them (like a pyramid). Though it probably spoils a lot of the game perhaps.

I'd like to see a picture of a game in progress (or just finished)... I was picturing it as one big pyramid-type thing, your circle description really threw me off.

- Seth

nosissies
Offline
Joined: 07/26/2008
Game #27: The Shrubs by nosissies

sedjtroll wrote:
For starters, by 'upside down' I meant face down, so if someone's dead then you're looking at the back of the card. I don't know that this would be good necessarily, but it's an idea.

Ah, ok... hm I guess I can agree with that ... it is indeed an idea :-)

Actually this does remind me of something I had come up with intially, which was to be able to play relationships face down, as in a secret affair or something like that which might be revealed either at the end of the game or by some action card. This was one of the ideas that got chopped pretty early on the basis of simplicity, at which point the core mechanism was still fuzzy, so it may be time to start thinking about adding some of these things back in.

Quote:

Another idea to contain the 'lots of kids' problem you mentioned... allow a maximum of 3 kids per couple. It works space-wise as there's the 2 married people cards next to each other, and three cards will fit nicely below them (like a pyramid). Though it probably spoils a lot of the game perhaps.

Yep, this would be an easy fix if the game becomes too prolific :-)

Quote:

I'd like to see a picture of a game in progress (or just finished)... I was picturing it as one big pyramid-type thing, your circle description really threw me off.

I'll try to get a picture up over the next day or so. Thanks yet again Seth.

peace,
Tom

ensor
Offline
Joined: 08/23/2008
Game #27: The Shrubs by nosissies

I like the use of a normal deck of cards, definately easy for prototyping. :) And the theme is something everyone should be familiar with, which will make the rules easier to explain (or harder, as everyone thinks they're an expert and want to change the rules...)

Quote:
I'd like to see a picture of a game in progress (or just finished)... I was picturing it as one big pyramid-type thing, your circle description really threw me off.

That's how I pictured it at first, as if we were watching the growth of the family from the matriarch downward, but if I understand it right, you're looking back and discovering the family member's connections as you go, first laying down cards independently on the table and then adding a parent from another group to connect back to the matriarch eventually? I think the second way captures more of what you want as a historical geneology game.

With this discovery framework though, it doesn't seem to mesh with the other parts of the game, such as where a card can't remarry until the spouse is dead, or have kids until there's a marriage. Each makes sense separately but it's confusing to try and have both. Maybe mothers can have kids and the fathers can be unknown (since it's hard for a father to have kids without knowing who the mother is)? Although without these restrictions, it muddies up the clean mechanic for executing the wills...

Also, if players can select their identity during the game and keep it hidden from others, how do you handle if two people select the same identity? Has this happened in playtests?

Cool idea, it will be interesting to see the next generation of rules (pun intended ;) ).

Mark

nosissies
Offline
Joined: 07/26/2008
Game #27: The Shrubs by nosissies

By popular demand, here's a photo. This was taken just before the matriarch (ace of hearts) died. Note that the stack of chips on the matriarch is the family fortune. The little mexican train markers are the kill tokens (I guess this family lived a little too close to the tracks).

Also, to give you a better flavor for how things appear during play, it was known that the 4hearts and Qspades were married and had kids before it was known that the Qspades was a son of the matriarch. Note that cards can be played without any specific relationship (on their own) ... see the dangling 8spades in the upper left hand corner. The player essentially decided, before the 8spades was dead, to discard the 8spades to the table(floor actually, no I do not have a carpeted table). This makes that 8spades available to any other player at the table. The problem the player had in this case was that the 8spades already had parents, and has no chance of re-marrying since the game ends when his current spouse dies, so the "discard" here was sensible.

So, does the game make more sense with the picture? Any suggestions as to how I can make this more clear in the rules?

ok, I'm off to respond to the couple of remaining questions so I don't trample on ensor's gdw time too much.

peace,
Tom

Ps. here's a quick quiz...
1. who are the matriarch's in-laws?
2. How many great-grandchildren does the matriarch have?

nosissies
Offline
Joined: 07/26/2008
Game #27: The Shrubs by nosissies

ensor wrote:
I like the use of a normal deck of cards, definately easy for prototyping. :) And the theme is something everyone should be familiar with, which will make the rules easier to explain (or harder, as everyone thinks they're an expert and want to change the rules...)

One of the goals I had was sort of to help us poke fun at ourselves and our modern day family shrubs (ie as opposed to nice neat family trees). All that along with trying to capture the feel of genealogy research.
Quote:
That's how I pictured it at first, as if we were watching the growth of the family from the matriarch downward, but if I understand it right, you're looking back and discovering the family member's connections as you go, first laying down cards independently on the table and then adding a parent from another group to connect back to the matriarch eventually? I think the second way captures more of what you want as a historical geneology game.

It's really somewhere inbetween those two. more on that in a moment. I'm pretty sure I'm going to have to rework the rules to make this more clear.

Quote:

With this discovery framework though, it doesn't seem to mesh with the other parts of the game, such as where a card can't remarry until the spouse is dead, or have kids until there's a marriage.

You are really discovering a relationship at a time, but you can't discover a parent-child relationship without knowing who both parents are.
Quote:

Each makes sense separately but it's confusing to try and have both. Maybe mothers can have kids and the fathers can be unknown (since it's hard for a father to have kids without knowing who the mother is)? Although without these restrictions, it muddies up the clean mechanic for executing the wills...

Hmmm... how to make this more clear.... it's more like all of the timelines are happening at once, you are watching the matriarch marry and have children at the same time that you are watching the grandchildren have children and die, and as the game goes on the connections get filled in.
like many games, I think this falls into the "hard to explain the first go around, but it's really simple once you get it" category.

So, think of this scenario... Player A goes first, and shows that the matriarch marries the 8spades and has a daughter(5hearts). Player B goes next and shows that the 4hearts and Qspades are married and had a child (3spades). Player C goes next and shows 7hearts and 10spades are married. At this point, you don't know how all of this connects to the matriarch. The players can continue by adding new marraiges,or adding children to existing marraiges util one of the partners in the marraige is declared dead. Does the scenario help or just make things more confusing? I really think this is pretty elegent, if I do say so myself, but I'm not sure how to elegently explain it.

Quote:

Also, if players can select their identity during the game and keep it hidden from others, how do you handle if two people select the same identity? Has this happened in playtests?

It has happened a couple of times in playtests. There is something satisfying about a tie, but at the same time it feels like a cop-out on the part of the designer. Often we just look at previous identities which the player chose, those adding to their overall score. This gives some incentive to put down multiple identities. Though, I like some of the suggestions others have made here, particularly using the number of kill-tokens left to break ties. I kinda like the idea of just leaving it to the players to resolve or accept a tie.
Quote:

Cool idea, it will be interesting to see the next generation of rules (pun intended ;) ).

Thanks a heap Mark, and everyone else who pitched in. This was a very useful week. I'll be sure to post some rule revisions and perhaps a playtest report or two. In the meantime, if you think think you really understand the mechanic, in spite of my instructions, please let me know what you think would help to make it more clear in the instructions!

Thanks again everybody!

peace,
Tom

jwarrend
Offline
Joined: 08/03/2008
Game #27: The Shrubs by nosissies

nosissies wrote:

Ps. here's a quick quiz...
1. who are the matriarch's in-laws?
2. How many great-grandchildren does the matriarch have?

Hi Tom,

I haven't really chimed in on the game yet, nor have I really been following the discussion, but I did read the rules, and this quiz actually does an adequate job of capturing my concern about the game, to the extent that I have one. I worry that the game may suffer from a "visualization" problem which could lead to analysis paralysis. It seems like it could be difficult to quickly look at the card arrangement and evaluate the state of the game (ie, who is related to whom, etc). Morevoer, trying to figure out which way the money will flow at the game end, based on who's dead and such, could also require a lot of brain cells.

In short, my concern is that your game is meant to be (I think) quick and light, but in actual practice could be very cerebral. This may or may not be a bad thing, but it seems like the game will fall apart if players are each spending a couple of minutes or more trying to make their plays, yet it seems like you're giving them every opportunity to do so with the bookkeeping system.

Would it be possible to restrict the allowable plays to a "family tree" structure or something?

Also, it seems like it could be easier to keep track of the game state if there was an additional rule that a "larger number can't be a descendant of a smaller number". I don't know if this would make the game more interesting or not, but certainly restricting the players' choices is almost always a good thing from the standpoint of creating strategic gameplay.

In that sense, while I understand wanting to use a deck of playing cards, I'd almost certainly be more likely to play the game if it cost $10 and had some pictures of trees of varying heights and styles than to play it on a standard deck of playing cards. That's just me, and I don't know how representative I am of gamers out there...

I also think that having the matriarch's death being the end-game trigger could lead to games that never end, or, conversely, that end too quickly. It seems that if the matriarch could die and the money start flowing, it would make the game much more trackable, as you wouldn't have to trace the whole tree to see where the money was going to flow to. Also, giving each player "secret family members" isn't my favorite mechanic to begin with, and I think it's even more out-of-place in a quick game like this. If you want to have "secret faction" elements, where players are supposed to be figuring out what cards the others hold as a means to motivating their actions, you need more time than I think your rounds currently have. As a result, the "killing" mechanic will either be used randomly (bad) or opportunistically -- "I'll 'kill' my secret character's parents to get their money" which I guess is ok but a bit peculiar (though I guess it works ok with the theme, if a bit of a ruthless take on the theme).

Basically, I'm concerned that the secret "target" cards will be a very chaotic element. That's ok, so long as the rounds are short and the game is played over several rounds. What I'm concerned about is that a typical round would take 15-20 minutes, meaning that you'd really only want to play 2 or 3 in a typical game, which doesn't seem like enough to balance the luck and chaos out.

Have you playtested the game yet? How long do the rounds typically take? Do people have trouble "visualizing" the family tree or the route of money flow (both of which will change almost every turn...)

It is definitely a cute idea and I think it has potential, but I feel like it's in a limbo between requiring a lot of brainwaves but also being pretty light and luck-heavy. My initial reaction is that you need to push it one way or the other...

Since I'm now in the Albany/Troy area, I hope I get to try this one sometime!

Good luck!

-Jeff

nosissies
Offline
Joined: 07/26/2008
Game #27: The Shrubs by nosissies

jwarrend wrote:

I haven't really chimed in on the game yet, nor have I really been following the discussion, but I did read the rules, and this quiz actually does an adequate job of capturing my concern about the game, to the extent that I have one. I worry that the game may suffer from a "visualization" problem which could lead to analysis paralysis. It seems like it could be difficult to quickly look at the card arrangement and evaluate the state of the game (ie, who is related to whom, etc). Morevoer, trying to figure out which way the money will flow at the game end, based on who's dead and such, could also require a lot of brain cells.

In short, my concern is that your game is meant to be (I think) quick and light, but in actual practice could be very cerebral. This may or may not be a bad thing, but it seems like the game will fall apart if players are each spending a couple of minutes or more trying to make their plays, yet it seems like you're giving them every opportunity to do so with the bookkeeping system.

Absolutely, it's not exactly a light game. And it surely isn't as light at the theme/name implies. I wanted to create a light game, but ended up with this instead :-) more on analysis paralysis later.

Quote:

Would it be possible to restrict the allowable plays to a "family tree" structure or something?

I'm sure that would be possible, I think it would lose a bit of the genealogy research "flavor" and the play would change significantly.

Quote:

Also, it seems like it could be easier to keep track of the game state if there was an additional rule that a "larger number can't be a descendant of a smaller number". I don't know if this would make the game more interesting or not, but certainly restricting the players' choices is almost always a good thing from the standpoint of creating strategic gameplay.

I agree that restricting the choices of the player can help to limit the issue of analysis paralysis, but in this case It is likely that that restriction would slow the game down even more. Having play tested I can tell you that your choices are rather restricted as is. Not to mention, in the end this won't be based on a normal deck so the numerical values may or may not be represented in the end. Not that they couldn't be.

Quote:

In that sense, while I understand wanting to use a deck of playing cards, I'd almost certainly be more likely to play the game if it cost $10 and had some pictures of trees of varying heights and styles than to play it on a standard deck of playing cards. That's just me, and I don't know how representative I am of gamers out there...

I wouldn't think about marketing an ordinary deck of cards for this, but for game development it is nice to be able to deal with the game mechanics without having to resolve all of the presentation issues. I've been leaning towards charicatures of some famous and recognizable family. Suggestions welcome here.

Quote:

I also think that having the matriarch's death being the end-game trigger could lead to games that never end, or, conversely, that end too quickly. It seems that if the matriarch could die and the money start flowing, it would make the game much more trackable, as you wouldn't have to trace the whole tree to see where the money was going to flow to.

That seems to be a theme here, several folks are uncomfortable with the current game-end scenario. See the other comments in the thread. There have been some good suggestions and I'm likely to playtest some of the options. (But I must admit I'm somewhat attached to how it works now:-) )

Quote:

Also, giving each player "secret family members" isn't my favorite mechanic to begin with, and I think it's even more out-of-place in a quick game like this. If you want to have "secret faction" elements, where players are supposed to be figuring out what cards the others hold as a means to motivating their actions, you need more time than I think your rounds currently have.

As the tree doesn't tend to get very large, and by default the money will only move where folks have taken action (that is played people and killed people) you can get a good feel for where people want the money to go. So, it's not as though you really need to know exactly what the other player has. I think there is plenty of time to learn what you need to know. But this is still no match for a lucky draw.

Quote:

As a result, the "killing" mechanic will either be used randomly (bad) or opportunistically -- "I'll 'kill' my secret character's parents to get their money" which I guess is ok but a bit peculiar (though I guess it works ok with the theme, if a bit of a ruthless take on the theme).

It is a bit morbid, but it does work well, and it's fun too :twisted:
Quote:

Basically, I'm concerned that the secret "target" cards will be a very chaotic element. That's ok, so long as the rounds are short and the game is played over several rounds. What I'm concerned about is that a typical round would take 15-20 minutes, meaning that you'd really only want to play 2 or 3 in a typical game, which doesn't seem like enough to balance the luck and chaos out.

Just to make sure it's clear, the secret cards are not assigned, they are selected, so you do have some control of them, but you are still dependent on the draught to some extent.

Quote:

Have you playtested the game yet? How long do the rounds typically take? Do people have trouble "visualizing" the family tree or the route of money flow (both of which will change almost every turn...)

You're guessed it, they do take 20 minutes+, so while doing multiple rounds for a total is possible, it isn't something I want to rely on. I wouldn't say that people have "trouble" tracking as the tree doesn't really get that big, but yes, you do have to dedicate a few brain cells to it. And again, that is something I'm sort of attached to as a theme element. Though, I should try to play it with some folks who are into genealogy to see if they actually find it interesting.

Quote:

It is definitely a cute idea and I think it has potential, but I feel like it's in a limbo between requiring a lot of brainwaves but also being pretty light and luck-heavy. My initial reaction is that you need to push it one way or the other...

This is exactly why I workshopped it :-) but I'm not sure I'm 100% comfortable with where it is... at the same time, I don't think I've represented it as well as I could have.

If I do say so myself, It's an interesting game, you have interesting decisions, but you aren't quite sure of the impact of those decisons. Not being arrogant, but I think it feels a lot like Knizia's "Flinke Pinke" (at least the Loco! flavor I've played). You could easily argue back and forth about whether it's a deep strategic game or a "complicated crapshoot" (per one of the bgg comments on Flinke Pinke).

Quote:

Since I'm now in the Albany/Troy area, I hope I get to try this one sometime!

I'm sure that could (and will) be arranged :-)

If I were feeling self-righteous I would state that I think much of the discussion on this game is due to the fact that this really is just such a unique mechanism that you all just can't grasp how the mechanism really works, but it is more likely that I have just devised a new and unique way to randomly arrange playing cards on a table :-)

Thanks Jeff, and thanks again everyone for your comments. I'll be sure to update you all with any news.

peace,
Tom

jwarrend
Offline
Joined: 08/03/2008
Game #27: The Shrubs by nosissies

nosissies wrote:

I'm sure that would be possible, I think it would lose a bit of the genealogy research "flavor" and the play would change significantly.

Ah, this is something I hadn't fully appreciated, that it isn't just about "births and deaths", so much as discovering who is related to whom and how. To that end, can there be ancestors to the matriarch? I can't think of any reason why you'd do that currently, but...

Quote:

I wouldn't think about marketing an ordinary deck of cards for this, but for game development it is nice to be able to deal with the game mechanics without having to resolve all of the presentation issues. I've been leaning towards charicatures of some famous and recognizable family. Suggestions welcome here.

The most obvious choice would be the family of President George W. Bush!

But since this will no doubt elicit the usual political snickering, I would say that just some cartoon pictures of trees and shrubs would be what I am envisioning in my head. Scott Starkey, who posts here as "Yekrats", is a very talented cartoonist, and his work feels like it would be a good fit for this one...

Quote:

That seems to be a theme here, several folks are uncomfortable with the current game-end scenario. See the other comments in the thread. There have been some good suggestions and I'm likely to playtest some of the options. (But I must admit I'm somewhat attached to how it works now:-) )

Do you find, as a matter of practice, that people are actually willing to kill the matriarch and end the game? Does the person who does so always win (they should, it seems...)? Are there any games that end prematurely?


Just to make sure it's clear, the secret cards are not assigned, they are selected, so you do have some control of them, but you are still dependent on the draught to some extent.

You have some control of how many you get, but not which you get...is that right?

Quote:

You're guessed it, they do take 20 minutes+, so while doing multiple rounds for a total is possible, it isn't something I want to rely on. I wouldn't say that people have "trouble" tracking as the tree doesn't really get that big, but yes, you do have to dedicate a few brain cells to it. And again, that is something I'm sort of attached to as a theme element.

I think it's fine as a theme element. My concern is that you have a somewhat 'cerebral' game but where the mental element isn't really about strategizing, but rather, about evaluating the current status of the game situation. I really think you need to come up with some way, even if it involves more restrictive rules, of making the relationships easier to size up quickly. Otherwise, you'll have a very difficult game to market -- a "brain-burner" that isn't terribly deep in its gameplay. It would be a waste of a clever mechanic.

Quote:

If I were feeling self-righteous I would state that I think much of the discussion on this game is due to the fact that this really is just such a unique mechanism that you all just can't grasp how the mechanism really works, but it is more likely that I have just devised a new and unique way to randomly arrange playing cards on a table :-)

I don't think it's necessarily either of these. My concern is much more related to the practicality of actually playing the game, and less about the gameplay itself, which sounds fine. I suspect you'll end up with a different end game situation before it's all done, but that remains to be seen. I'd also hold off on "special cards" or "power cards", at least until you've got your mechanics finalized. Even then, I'd enter those waters very cautiously...

Good luck!

-Jeff

nosissies
Offline
Joined: 07/26/2008
Game #27: The Shrubs by nosissies

jwarrend wrote:

Ah, this is something I hadn't fully appreciated, that it isn't just about "births and deaths", so much as discovering who is related to whom and how. To that end, can there be ancestors to the matriarch? I can't think of any reason why you'd do that currently, but...

Yes there can be, you might do this if it looks like someone is building a very intentional little "side tree" which isn't attached to the matriarch perhaps with the hopes of tieing it in, if you had one of the copies of the matriarch in your hand, you could insert her into that side tree as being someone's daughter and effectively cut that tree out from the inheritance.

Quote:

The most obvious choice would be the family of President George W. Bush!

But since this will no doubt elicit the usual political snickering, I would say that just some cartoon pictures of trees and shrubs would be what I am envisioning in my head. Scott Starkey, who posts here as "Yekrats", is a very talented cartoonist, and his work feels like it would be a good fit for this one...

I must admit I've had the bush family in mind to one extent or another... even in terms of the name. It would be particularly timely if it were out while he is still in office. One possible direction for the game earlier on was towards nepotism rather than inheritance.

Yes, I've seen Starkey's work and stylistically it would fit nicely, I might be tempted to ping him if I get that far with this one.

Quote:

Do you find, as a matter of practice, that people are actually willing to kill the matriarch and end the game? Does the person who does so always win (they should, it seems...)? Are there any games that end prematurely?

First timers tend not to kill the matriarch, and no, the person who kills the matriarch doesn't always win. They are usually in the running, but not neccesarily the winner.

Quote:

nosissies wrote:

Just to make sure it's clear, the secret cards are not assigned, they are selected, so you do have some control of them, but you are still dependent on the draught to some extent.

You have some control of how many you get, but not which you get...is that right?

hm, I'm not sure I understand the question so I'll assume I didn't explain something well enough in the rules.... when you have cards in your hand, you can play one of these as your identity, or you can play them onto the table into relationships. So, these aren't special cards. So, in the ideal case, you end up with two or three of the same cards in your hand which allows you to place them carefully in the tree, and you get to play them as your assumed identity. Does this make more sense or should I try to answer your question?

Quote:

I think it's fine as a theme element. My concern is that you have a somewhat 'cerebral' game but where the mental element isn't really about strategizing, but rather, about evaluating the current status of the game situation. I really think you need to come up with some way, even if it involves more restrictive rules, of making the relationships easier to size up quickly. Otherwise, you'll have a very difficult game to market -- a "brain-burner" that isn't terribly deep in its gameplay. It would be a waste of a clever mechanic.

You might have a point there, but I don't think it's as hard to track the relationships as you and others seem to think it is. You'll have to tell me what you think after a play test - hey you asked for it! :-) ... I may also ask my playtesters more pointedly what they thought of that aspect.

Quote:
nosissies wrote:

If I were feeling self-righteous I would state that I think much of the discussion on this game is due to the fact that this really is just such a unique mechanism that you all just can't grasp how the mechanism really works, but it is more likely that I have just devised a new and unique way to randomly arrange playing cards on a table :-)

I don't think it's necessarily either of these. My concern is much more related to the practicality of actually playing the game, and less about the gameplay itself, which sounds fine. I suspect you'll end up with a different end game situation before it's all done, but that remains to be seen. I'd also hold off on "special cards" or "power cards", at least until you've got your mechanics finalized. Even then, I'd enter those waters very cautiously...

Thanks, I'll consider that a compliment :-) Though, having gotten the same concern from you and others here I promis I'll pay a little extra attention to the information tracking issues in the game. And I agree, I'm not totally comfortable with the windfall cards at the moment as they may put too much emphasis on the short term game rather than the long term.

Thanks again Jeff, I really appreciate the comments.

Anonymous
Little playtesting

Hey I looked into your game a bit, and I even tried playtesting... it just didn't work out for me. It has great promise (in my mind), but without more clearifying rules I think your stuck.

A few observations:

  1. There appears to be 2 types of dead cards. Ones that are represented by dead people, and ones that are just plain useless anymore. Useless ones include people above the matriarch. You may want to clear that up in the rules. (you may have in the posts above this one, I appologize I did gloss over a lot of it)

  • I agree with previous posters that dead tokens are a little too liberal. Maybe a mechanism can be added to kill off people in the tree. These could lead to consiqences in the tree to, but I think that may add way too much complication to an already complex game.
  • When I was testing it, it made more sense to have the martiarch/patriarch in the center (as you have described). But only allow children to be under the parents. For instance the matriarch and husband have 3 children (1, 2, & 3). In order for a child to be married, it will need to be played at the top of a new tree, and have a husband/wife played next to it. This may be what you were getting at, but it didn't appear to be in the rules (unless I didn't read them well).
  • Update: I looked at the photo you uploaded more closely. It appears to be the way you play the game, but I didn't see references in your rules.

  • Play seems to be very slow. In fact at times it's downright painful. This happened a lot early on while people were waiting for the 'right' cards.
  • Someone mentioned a "random" setup, and I think that would help get the game started. People I played with seemed timid to play cards on the matriarch/patriarch tree. This might be due to a lack of understanding the rules, but either way I think it could help the game progress. Maybe before cards are delt, one set of people cards (men & women) get drawn from to establish the base tree? First card = matriarch/patriarch. If the second card is the opposite color from the first card it becomes the husband or wife. Then maybe one child per player playing?
  • We tried playing were a player actually selects who they are. Each player had a "me" pawn (color coded). We set it up so during your turn you could place the "me" token on any unclaimed card. If you wanted to change who you were you could only do it in one of 2 ways. If you died you could pick a new person to be, or if you discarded the card of the person you wanted to become. This eliminated ties for winning because two players are the same person (which I didn't like that as a possibility).
  • I really like your idea. Honest. Or else I probably woulod not have gone through the trouble to try and play test it. I think you could do a lot for your instuctions (you've mentioned this as well), but include a sample game so players can get an idea of how their descitions can impact game flow.
  • Lots of rambling. I hope it makes sense. If it doesn't feel free to ask.

    ----
    "Me fail english? That's unpossible."

    [/]
    Syndicate content


    forum | by Dr. Radut