Up and ready a bit early (though it technically is May 24th here now), so here goes...
The game is Really Big Robots, or: How to Defend Tokyo v5.7 from Giant Evil Robots. It's a fairly silly name whose seed came from a fairly silly conversation. However, the game doesn't really have themed humor. The current stage of the game (so you don't have to guess) is "Fleshed out for a few weeks and gearing up for a playtest." Other than that, there really isn't much more I want to say before things begin, except that I'm more than willing to do mock-ups of a game-in-play, specific pieces, and examples of mechanics if people are having a hard time visualizing elements. Just ask.
I'm looking forward to the comments, no matter what they may be (so be harsh/honest, please). Thanks in advance.
Jeff-
While it's true that placing the Evil Robot could be quite strategically advantageous, there are a few simple strategies that should minimize it's overall power. As you've stated, multiple players should get the tile throughout the game, however, player positioning should also reduce the importance.
If a player draws the Evil Robot tile and all other players are at opposite corners of the board, the other players might be able to get near that player's Really Big Robot during the Evacuation phase, but it will be close. A safer strategy is if players stick near each other throughout the Building phase, and leech off each other's Resource Tiles to lay Special Tiles. The disadvantage to this is that players near each other will have less control (individually) for how the board will look. However, they can be reasonably assured that they will have an equal chance to fight the Evil Robot at the same time. A player could go on his own, and would have a better chance of laying Special Tiles, but if he moves too far away there's a good chance he won't be close enough to even get a chance at the Evil Robot.
I completely agree. Best case scenario would be a player who had full control over the Evil Robot but could never be in a king making solution. This is the great fear I had while designing that portion, and I think it's mostly why it seems so clunky. However, I don't know how much bookkeeping there will be with the "attack last player who swung" rule. It should be fairly easy to keep track of within one turn cycle, shouldn't it? I think a far greater source of bookkeeping problems is players having to keep track of hit points they've taken away from the Giant Evil Robot. To me, I see that as a far greater threat to the speed of the Combat phase.
An excellent idea. I do want some luck within what Special Tiles a player can lay, but it is far too luck driven right now. Another mitigating factor might be to add multiple copies of Special Tiles into the Tile Bag so players have more chances of drawing tiles they want. Though that may not help enough, and the Special Tiles could need a complete overhaul in the system. Perhaps if all Special Tiles were generic and a player chose what they would be when he laid a Special Tile. However, that sounds like a bookkeeping nightmare, and it would be hard to determine strategy by looking at the laid tiles only.
That seems solid, though perhaps the "luck of the draw" in the Giant Evil Robot could be reduced even less. I want to keep the element of surprise when a Giant Evil Robot comes, but at the same time, I want some control over game length and wouldn't like to see the Giant Evil Robot be the last 4 tiles in the bag. Perhaps Giant Evil Robot tiles could be shuffled into a Special Tile stack, with the 4th Evil Robot tile as the last card. Players have a hand of up to 1 Special Tile and up to 3 Resource Tiles, and draw accordingly at the end of their turn. Also, players would have the option of discarding the Special Tile they drew for the chance of getting a better one to play next turn.
Yup. I'm hoping that Special Tiles will give the Evacuation phase more of a flavor, however, it worries me that ideas for Evacuation Special Tiles aren't filling my head. I agree that extra rules to evacuate citizens might be bad, but perhaps players could have the ability to "protect" a tile each turn during the Evacuation phase, and the Evil Robot would have to attack that protection before moving on to the tile. This could allow players to protect their best Special Tiles, and some VPs might be thrown into the mix as well.
Very true.
Thanks for your comments!