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Game #32: Really Big Robots by fos

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Fos
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Joined: 12/31/1969

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.

Here Be Rules

I'm looking forward to the comments, no matter what they may be (so be harsh/honest, please). Thanks in advance.

jwarrend
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Game #32: Really Big Robots by fos

This sounds like a really great game! I think you've done an excellent job with capturing the theme with the mechanics, and it sounds like a lot of fun to play! Great show!

A few comments, some major, some minor. I don't know how much I like the "the player who draws the Evil Robot tile then gets to decide when to activate it". This feels like a very powerful advantage conferred to that player, at random, and mid-stream. It's analogous to my big complaint with Illuminati, where players get power cards randomly and these swamp the strategic aspects of the game.

The only factor that mitigates this would be if multiple players can have "Evil robot" tiles (since there are 4 in the bag), and any one of them can trigger the Combat phase.

The robot AI is ok, but clunky. The "Robot attacks the last player who swung at him" adds bookkeeping, which I guess you could handle with just a token or marker of some sort. I would also provide a "dummy tile" that shows the movement vector for each of the six die rolls, and I'd put it in the rulebook as well; it would be much easier than trying to explain it in words.

I also worry about the special tiles. I think these will add a lot of luck to the game, which I guess is ok during a short game, but which this won't be. But it seems like drawing a special tile early is a huge advantage, since then you have time to arrange the board in such a way to be able to place the tile. A special "Build" tile drawn late in the build phase will be difficult to place before the evacuation phase, and impossible to fully benefit from. It will be worthless (except for scoring, I guess) in the evacuation phase. Although, I guess there will be another build phase later on...

What I would probably like better is if there was a separate draw pile for special tiles, or perhaps if each player starts with X special tiles in their hand. Something to mitigate the luck factor a bit.

The evacuation phase could start as early as the very first turn of the game. Is that really ok? I think you will probably need some time lag, like "after each player has had X turns, throw the "Evil Robot" tiles into the bag. Maybe not this specific thing, but something that gives a bit of a buffer.

The evacuation phase is the only one that doesn't feel very thematic. But, that's not necessarily a bad thing; I don't think I would necessarily help to add extra rules just to force players to "evacuate" citizens. It just feels like the build phase but with a little less freedom. I guess that's kind of the point.

Anyway, over all the structure sounds very good. I suspect that getting a balanced set of special tiles and scoring conditions will be the work of a lot of playtesting sessions, but hopefully the game will be enough fun to play that it will be worth it. I particularly like the "semi-cooperative" aspect, whereby all of us are teaming up to fight this big menace, but in the end, we're still out for ourselves individually. Very nice.

Good luck!

-Jeff

Fos
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Game #32: Really Big Robots by fos

Jeff-

Quote:
The only factor that mitigates this would be if multiple players can have "Evil robot" tiles (since there are 4 in the bag), and any one of them can trigger the Combat phase.

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.

Quote:
The robot AI is ok, but clunky.

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.

Quote:
What I would probably like better is if there was a separate draw pile for special tiles, or perhaps if each player starts with X special tiles in their hand.

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.

Quote:
I think you will probably need some time lag, like "after each player has had X turns, throw the "Evil Robot" tiles into the bag. Maybe not this specific thing, but something that gives a bit of a buffer.

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.

Quote:
The evacuation phase is the only one that doesn't feel very thematic. But, that's not necessarily a bad thing; I don't think I would necessarily help to add extra rules just to force players to "evacuate" citizens. It just feels like the build phase but with a little less freedom. I guess that's kind of the point.

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.

Quote:
I suspect that getting a balanced set of special tiles and scoring conditions will be the work of a lot of playtesting sessions

Very true.

Thanks for your comments!

Brykovian
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Game #32: Really Big Robots by fos

Nice game, Fos ...

A couple of minor questions ...

1) Do players show the tiles they're holding in their hand? Or are hands hidden from the other players?

2) How many of each kind of resource and special tiles will be in the bag? Is it possible that players will run out of useable tile during the last couple rounds of build phases? Or aren't rounds 3 and 4 going to be much shorter due to fewer tiles in the bag at that point?

3) If you play a special tile during the first building round, will it be scored in *every* scoring round as long as it isn't damaged? Do you think keeping track of who played which special tiles will be tricky after a number of rounds?

Otherwise, I do like the suggestion of allowing players to "prepare" tiles during the evacuation somehow ... that phase could be as short as 1 turn around the table, but will most likely be 2 or 3 so that the player holding the "evil" tile can prepare his robot and tiles as well. It might be a nice tension to have the player make the decision between getting one more special tile built or protecting the ones already on the board.

As for tracking who scored HPs on the evil robot ... have 5 small markers representing the evil robot's HPs. Start with them on the robot's tile, then when a player scores a hit, give a marker to that player.

-Bryk

Fos
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Game #32: Really Big Robots by fos

Quote:
1) Do players show the tiles they're holding in their hand? Or are hands hidden from the other players?

:oops: Whoops. Players hands are hidden from other players.

Quote:
2) How many of each kind of resource and special tiles will be in the bag?

That's definitely a ratio that needs playtesting. My original thought was about 15 to 18 special tiles and about 50 resource tiles. Resource tiles are put back in the bag when rebuilt over, so that should extend their life in the bag somewhat. However, if the two tiles are seperated, shorter turns due to lack of tiles should be less of a concern. My hope is that players don't run out of tiles by the fourth round. Again, that will need heavy playtesting to get the numbers right.

Quote:
3) If you play a special tile during the first building round, will it be scored in *every* scoring round as long as it isn't damaged?

Yes. I was thinking a cheat sheet of sorts for each player would be an easy way to do it. Put a mark by each Special Tile activated. This cheat sheet could also have the rules of each Special Tile. I was also thinking (originally) that there wouldn't be more than one copy of each Special Tile, making keeping track of who activated what when a little easier.

Quote:
As for tracking who scored HPs on the evil robot ... have 5 small markers representing the evil robot's HPs. Start with them on the robot's tile, then when a player scores a hit, give a marker to that player.

Excellent idea.

NuYawkDawg
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Game #32: Really Big Robots by fos

Great game. being the combat junkie that i am a question occured to me. if there are two really big robots in play with the giant evil robot between them, what happens if one scores a hit on the giant evil robot? since they can not occupy the same hex would both robots be pushed or would they both end up "digging in" and remaining in their hexes?

both scenarios would give you two damaged hexes,

1)
RBR - GER - RBR would result in RBR - hex - GER - RBR
atk dam dam

and

2)
RBR - GER - RBR would result in RBR - GER - RBR
atk dam dam

nbr 1 would also provide more movement for the GER since it would then be out of combat range of the first attacking robot.

NuYawkDawg
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Game #32: Really Big Robots by fos

silly little space bar...

1)
RBR - GER - RBR would result in RBR - hex - GER - RBR
atk ..............................................................dam..dam

and

2)
RBR - GER - RBR would result in RBR - GER - RBR
atk .....................................................dam..dam

there, that's better

Fos
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Game #32: Really Big Robots by fos

Thanks. I had completely missed that situation, but I think option 1 is going to be best. More chance for robots flinging around.

And in the same vein, a Giant Evil Robot that's hit in the direction of empty space won't move off of the board. In that case, he will dig in and just damage the tile he's on. That rule I did have in my mind at one point, but it didn't get on virtual paper when I was writing the rules. Silly me. :roll:

As a combat junkie, NuYawkDawg, what do you think of the combat system in general? Does it feel too clunky to you? Not in depth enough? Should it be more strategic, or perhaps quicker?

DarkDream
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Game #32: Really Big Robots by fos

Fos,

Nice looking game. It is really coming along.

A few questions. It wasn't clear from me in the rules how the players started out. I understand a tile was drawn, and then a robot is placed on the tile, but I don't think you mentioned that the other player drawn tiles must be adjacent to the tiles of the other players. From how it seemed to me, you could have little islands of tiles for each player that are not connected.

I understand the whole idea of the special tiles, but how do you remember which player's special tile is whose? It would seem quite difficult to have to keep track of this adding book keeping to the game.

I was not clear on the special tiles length of influence, I presume if the tile is destroyed then its power is as well. Are the special tile powers a one shot deal or the player's continually have the powers.

Right now the game appears to be somewhat limited in player interaction. It would seem to me that players will be concerned without thought of other players and acquiring tiles to make their own little kingdom. I think it would be neat if players could destroy each others tiles. Also maybe having a constraint of the size of expansion will lead players to really fight for key locations on the map. Have you thought about randomly creating a little continent of tiles before, and then letting players trying to take advantage of the terrain.

It also seems to me that players are racing against the impending Evil Robot to get victory points while largely not concerning themselves over other players. I think it will add tension if players can also compete against themselves or at least fight over key areas of the map that is a result of limiting the growth of the map. Maybe in the game (its a city correct) that players can get extra victory points for constructing only a certain color to activate a special tile just for that player.

To me the idea of having competing factions defend the city would be kind of neat.

Hope this helps.

--DarkDream

Fos
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Game #32: Really Big Robots by fos

DarkDream wrote:
I understand a tile was drawn, and then a robot is placed on the tile, but I don't think you mentioned that the other player drawn tiles must be adjacent to the tiles of the other players.
At the beginning of the game, players put tiles together. Thanks. It's little things like this that I just assume are obvious (even though they're not) because I know the game inside and out in my head...

Quote:
how do you remember which player's special tile is whose?
That is a concern. Cheat sheets, which I mentioned above, could help, and little chits might work better.

Quote:
I was not clear on the special tiles length of influence, I presume if the tile is destroyed then its power is as well.
"Bonuses remain until the corresponding Special Tile is damaged." I'll be sure to mention that again in the rules under Tile Laying Specifics.

Quote:
It would seem to me that players will be concerned without thought of other players and acquiring tiles to make their own little kingdom.
While players could do this, they'll be at a disadvantage when it comes to the Combat phase as there is a more than likely chance that the Giant Evil Robot will not be placed next to them, or that other players will have no dilemma in choosing to position a Giant Evil Robot to completely destroy their tiles. If a player builds next to another player's Special Tiles, and if the other player draws a Giant Evil Robot, they have less of a chance of the Giant Evil Robot getting placed right next to their tiles. It's an "all eggs in the basket" thing. Building your own kingdom would allow lots of activated Special Tiles during the building phases, but your tiles would be far more susceptable to complete destruction (thus losing your Victory Points which are calculated at the end of the Combat phase).

Quote:
It also seems to me that players are racing against the impending Evil Robot to get victory points while largely not concerning themselves over other players.
"If the player has 4 or more of one Special Tile type (Combat, Evacuation, or Building) currently activated, the player gets 20 Victory Points." The intent of this rule is that a player who is left alone could easily win. The number of Victory Points might need to be adjusted, but it should be a very hard to attain goal that gets you lots of points and therefore all other players will try to limit your ability to accomplish it (by ruining clusters with unneeded resource tiles or throwing Giant Evil Robots at your Special Tiles).

Quote:
Maybe in the game (its a city correct) that players can get extra victory points for constructing only a certain color to activate a special tile just for that player.
If I'm understanding you correctly, that's already in the game. Each Special Tile type uses primarily one color of Resource Tiles.

Thanks for your comments, DD.

NuYawkDawg
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Game #32: Really Big Robots by fos

Ok, the combat is simple and I have a fondness for direct damage. Just get in there and swing away.

The movement of the GER is fine as well as the RBR's, but the attacking seems biased towards the RBR's. Extra armor, extra movement, better chance to hit. Did you look at pumping up the GER? Not much, since the whole point is to destroy it, but to give it optional pluses.

You could let the players that did not place the GER pass on their special ability as a one shot for the robot. They would lose the ability, the special tile gets flipped and the GER gets to whomp on the next RBR.

That would give the robot and the other players better odds against someone that happened to get more than 2 or 3 special combat tiles out.

You could even regenerate the robot 1 point for every special tile destroyed during combat.

Strategy is fine since the movement of the GER is random. The players will have to figure out how to corner the GER, either against an edge tile or another player on the edge. That would provide a bit of cooperation as opposed to just a beatdown of the GER.

That is what I could think of for now, there may be more after I get some sleep.

GeminiWeb
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Really Big Robots

Looks like fun.

A few questions/comments.

(1) RBR's don't seem to worry about hit points or the like - is the only disadvantage to being hit by the GER the damage done to tile your RBR just landed on? Did you want to consider something like the RBR is knocked over and needs to use one movement to stand up again? After all, they are only really big - not giant!

(2) [Let's make this GER a bit more evil!] Depending on the desired rate of devestation, it might be tempted to let the GER have one movement and one attack. Also consider options such as:
- GER uses its attack first if it can
- GER must move towards the nearest (undamaged) special tile if one exists. Dice rolls can resolve cases where 2 tiles are equally close to the target tile.
- attacks are given preference to knocking RBR's out of its way if they are in between it and the nearest (undamaged) special tile.

(3) I agree with previous comments about whether its possible to control the randomness in getting a special tile ... some players might not get any at all. Two separate bags might work, where the player chooses which bag they pick from.

Fos
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Game #32: Really Big Robots by fos

GeminiWeb, I want to respond to this before I take off for work. I'll get to the rest later.

"GER must move towards the nearest (undamaged) special tile if one exists. Dice rolls can resolve cases where 2 tiles are equally close to the target tile. "

This was originally in the design, but I was extremely worried about king making and fiddly rules to fix it. What happens when there is more than one closest path to the nearest Special Tile? A tile only 4 hexes away can yield 3 different paths, each destroying different tiles. Do you ask players to roll between those paths (what if there are more than 6?), or do you say the Giant Evil Robot moves always right first and then up (but whose right?)?

I did really want to have that in the game, but there just seemed to be so many possibly game-breaking consequences by making the GER AI situationally more complex. So any more thoughts of how to make the GER more flexible would be greatly appreciated.

I like your other ideas Gemini, thank you. And NuYawk, thanks for replying. I'll get back to you... well, probably tomorrow. I'm working 9am to 2am today.... but thanks.

DarkDream
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Game #32: Really Big Robots by fos

Fos,

Great answers to my questions. It does appear that you have more interaction than I thought. I guess it is hard to really envision the game in your mind.

Quote:

Quote:
how do you remember which player's special tile is whose?
That is a concern. Cheat sheets, which I mentioned above, could help, and little chits might work better.

Another idea is to have special tokens for each player designated by a symbol or a color. They would be placed aside of the board, and when one is choosen, the player substitutes it.

--DarkDream

SVan
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Game #32: Really Big Robots by fos

DarkDream wrote:

Another idea is to have special tokens for each player designated by a symbol or a color. They would be placed aside of the board, and when one is choosen, the player substitutes it.

I just got the chance to read the full rules and comment. I wish I had more time to comment in depth, but I figured anything was better than nothing.

On the above quote, I think that you could give each player their own tile bag. In each bag, would be enough resources and special tiles for each player, marked so that you would know which bag to return the tiles to when they are rebuilt. Each player would have one GER tile in their bags and they can play it at anytime and am not restricted to waiting to a evalcuation period. When a GER tile is played, a battle begins and then the building (rebuilding more likely) resumes.

Also to allow a player a little more freedom, allow them to exchange tiles from their tile bag at the end of the turn (in a case when they get a GER tile and do not want to play it yet.) The game could possibly end when all players have played their GER and the last battle is over. Then add up VP's as you had them in the rules before.

Hope this helps and hope you can see my viewpoint. I think this game is very good and very interesting. Good luck on it!

-Steve

Fos
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Game #32: Really Big Robots by fos

Sorry for the delay. I wasn't really awake enough to respond after that 16 hour work day yesterday (and honestly, I'm a bit burnt out today as well).

NuYawkDawg

Quote:
You could even regenerate the robot 1 point for every special tile destroyed during combat.
I really like that. It encourages players to make the GER destroy Special Tiles (more hit points to take away for VPs) unless a lot of players are around in which case you could be giving VPs to other players who attack the GER. It seems like a good balance choices.

Quote:
Strategy is fine since the movement of the GER is random. The players will have to figure out how to corner the GER, either against an edge tile or another player on the edge. That would provide a bit of cooperation as opposed to just a beatdown of the GER.
Wonderful. Honestly, I never saw that strategy in my mind, even though that will probably be the most effective, primary strategy of players, now that I think about it. Thanks.

GeminiWeb

Quote:
Did you want to consider something like the RBR is knocked over and needs to use one movement to stand up again? After all, they are only really big - not giant!
Another excellent suggestion, and I believe within the spirit of the game. Playtesting would reveal if that slows down combat too much, but I don't think it will. Something to watch for though.

SVan
Thanks for replying!
I do like each player getting their own set of tiles, however, from my understanding at least, that could break another mechanics. Would all players get a copy of every Special Tile? Would that reduce or increase the want to focus on a single type of Special Tile? Also, would there be a way, using that system, to control the GER timing? Other people have said, and I agree, that it's a flaw in the game, that 4 GERs have a chance to come out in the early game, making a very short game, or that 4 GERs could be the last tiles in the bag.

I do want to give the players some choice in when to lay a GER, but as the designer, I want to have some built in control on game length as well. The two seperate stacks of Resource Tiles and Special Tiles/GER Tiles is the easiest way to do this so far that I've seen. . . however, this has a flaw as well. I do want to give players the opportunity to discard Special Tiles they don't want and that's a bit more difficult to discard into a stack of Special Tiles, rather than into a bag of Special Tiles. . . though there could still be a bag, with the additional rule of "when the bag is empty, the next player to draw gets a GER tile."

I like the ability to discard Special Tiles into a pool that everyone can draw from because I think it'll create this interesting choice: Do I keep this unwanted tile so my opponent doesn't have any chance of getting it, or do I want to discard this tile and have more hand space for tiles I actually want?

* * *

Thanks for all of your comments, everyone. Already, the game feels much more solid to me. I do have another question though, if you'd be so kind. Many people have said "interesting game" so far, and I'm wondering what aspect is so interesting. Is it how resources work, the phases, the mixture of direct combat and tile-laying? I'm asking to get an idea of what appeals to you the most so I can try to preserve that as much as possible even if the game goes under a major redesign in the future, or so we can focus on that aspect next to make sure it's as good as can be.

GeminiWeb
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GER movement

Fos wrote:
"GER must move towards the nearest (undamaged) special tile if one exists. Dice rolls can resolve cases where 2 tiles are equally close to the target tile. "

This was originally in the design, but I was extremely worried about king making and fiddly rules to fix it. What happens when there is more than one closest path to the nearest Special Tile? A tile only 4 hexes away can yield 3 different paths, each destroying different tiles. Do you ask players to roll between those paths (what if there are more than 6?), or do you say the Giant Evil Robot moves always right first and then up (but whose right?)?

I did really want to have that in the game, but there just seemed to be so many possibly game-breaking consequences by making the GER AI situationally more complex. So any more thoughts of how to make the GER more flexible would be greatly appreciated.

I originally thought about paths but then decided it would probably be much easier to role one hex at a time. (Afterall, GER's don;t tend to do too much forward thinking!). That is, the nearest (undamaged) special probably involves a choice of 2 hexes for the next move ... roll for which one. Then the next hex might have a similar number of choices ... Also, this works well with the fact that the GER only moves one hex per turn.

As for the complexity of different nearest (undamaged) special tiles, you could either include that in the random hex by hex allocation, or provide some sort of hierarchy to break ties (e.g. combat tiles over evacuation tiles over building tiles ... or just stick a little number on the tile and it goes to the lowest number if there is a tie to the closest tile ...)

- Bill

(I'll probably be unable to follow this thread for a few weeks after today as I'll won't have access to this account til I return from leave ... best of luck!)

Fos
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Game #32: Really Big Robots by fos

I'll definitely file that idea away for playtesting, Gemini. I'm not sure how much it'll help or hurt the game, though. The downside is a bit more on-the-fly calculation of the players, but that might be sufficiently offset by additional strategies arising from it.

Alternatively, each tile could have a number, and no matter how close, the GER could always default to damaging the Special Tile with the highest number. This would create some tension in laying (activating) a very good Special Tile (with a higher number), as it has more chance of getting devestated by a GER. Something to think about, at least.

I'm still a bit concerned about path finding for the GER. I suppose a simple die roll every once and awhile wouldn't be too bad, though.

SVan
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Game #32: Really Big Robots by fos

Fos wrote:
Alternatively, each tile could have a number, and no matter how close, the GER could always default to damaging the Special Tile with the highest number. This would create some tension in laying (activating) a very good Special Tile (with a higher number), as it has more chance of getting devestated by a GER. Something to think about, at least.

I'm still a bit concerned about path finding for the GER. I suppose a simple die roll every once and awhile wouldn't be too bad, though.

Here's another random idea. I don't remember how many special tiles their are in the tile bag, but if you put in 20 of them in the bag, you can number each one 1-20, and then put a d20 in the game. When the GER is played, the die is rolled until a number matching a special tile in play is rolled. The GER takes as direct as possible path towards that tile. After that tile is damaged, the die is rolled again in the same way, until the GER is destroyed or all of the special tiles are destroyed. (I don't know what you would do then, maybe it could result in all of the player's losing the game together.)

Edit: Also if a direct path is hard to determine, the player who played the GER could make the final decision.

To make sure the GER doesn't come out too early, you can make a rule that states that a GER tile cannot be played unless each player has one special tile in play (or whatever minimum you want to use)

Now to reply to your specific comments to me (sorry it took so long):

Quote:
I do like each player getting their own set of tiles, however, from my understanding at least, that could break another mechanics. Would all players get a copy of every Special Tile? Would that reduce or increase the want to focus on a single type of Special Tile? Also, would there be a way, using that system, to control the GER timing? Other people have said, and I agree, that it's a flaw in the game, that 4 GERs have a chance to come out in the early game, making a very short game, or that 4 GERs could be the last tiles in the bag.

I was thinking that each player would get their own set of each special tile. With the suggestion I made above, it wouldn't matter if you went with seperate tile bags or just one of them. Another thing I thought about is allowing each players to start with a GER tile and their set of special tiles and only being able to play one per turn. I don't know how long of a game this will be or how long you want it to be, so this may not work if you want a longer game. Currently the game is over when the last robot is played and I think that could work for this as well. I really believe that if the players are in control of when the GER comes out, the game would be more strategic, but you may have wanted the random "come out and play" for the GER.

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I do want to give the players some choice in when to lay a GER, but as the designer, I want to have some built in control on game length as well. The two seperate stacks of Resource Tiles and Special Tiles/GER Tiles is the easiest way to do this so far that I've seen. . . however, this has a flaw as well. I do want to give players the opportunity to discard Special Tiles they don't want and that's a bit more difficult to discard into a stack of Special Tiles, rather than into a bag of Special Tiles. . . though there could still be a bag, with the additional rule of "when the bag is empty, the next player to draw gets a GER tile."

I like the ability to discard Special Tiles into a pool that everyone can draw from because I think it'll create this interesting choice: Do I keep this unwanted tile so my opponent doesn't have any chance of getting it, or do I want to discard this tile and have more hand space for tiles I actually want?

If you seperate the tiles, then the player's would get to choose what they draw during a turn, right? I think if this is the case and you do use this (which I am still not sure if it sounds the best way or not) then I would make it if they draw resource tiles, they should get more, like 2 to 1 over the special tiles/GER tiles. Maybe the same turn actions, except your robot cannot move or draw resource tiles if they get a special tile.

All in all, I hope this will help you. You have the overall picture in your head, which I don't, but I hope I have gotten close to it. Good luck with your game!

-Steve

Fos
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Joined: 12/31/1969
Game #32: Really Big Robots by fos

SVan wrote:
Edit: Also if a direct path is hard to determine, the player who played the GER could make the final decision.

I like both going for the highest number, and going for the D20 roll. Highest number might add some interesting strategy, and the D20 might simplify things if analysis paralysis is too great. However, I worry about the player who laid the GER making the final decision of movement. While king-making will be very slight in that situation, and probably won't make that much of a difference, it will still allow a player to directly control the GER to possibly destroy Special Tiles on the way to its target, and that, I worry, might make players feel cheated. It really doesn't feel like a part of the spirit of the game.

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With the suggestion I made above, it wouldn't matter if you went with seperate tile bags or just one of them.

Well, it does sorta change the strategy a bit. If each player has a copy of every Special Tile, it makes it less risky to go for activation of multiple colors of Special Tiles and it reduces part of the strategy of hand management. It may be a less punishing system, and that may be required (playtesting what I had in mind would be a quick way to determine if my current system in place is too unfair or hard).

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Maybe the same turn actions, except your robot cannot move or draw resource tiles if they get a special tile.

Hmm... that might make actions too dependent upon luck. I'd rather give players the option to either draw, say, one resource or one special tile and then the option to either move or draw another resource tile. This would require a slight reworking of the turn order, however. Right now I have it set up where you draw at the end of your turn... though I think I can work this in without too much fuss.

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All in all, I hope this will help you.

It certainly has. You've had many great suggestions, and if I haven't decided to go with one of them, it has at least helped me to solidify my own concept of this game as I consider the rationale behind my rules. Sometimes rules are thrown together haphazardly and what I get at the end seems really fun, but it's important for me to go through this process if only to trim the excesses of one sleepless night's wild creation.

Fos
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Joined: 12/31/1969
Game #32: Really Big Robots by fos

Well, today's the last day of formal workshopping on Really Big Robots. If anyone has any additional comments please post them. Later tonight I'm going to compile the suggestions and comments and post a little post-GDW report. Thanks for all your help, guys. It's been worthwhile.

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