Hi all,
It certainly seems strange on the other side of the GDW, offering a game for comment rather than commenting on other peoples' games.
I've put up 'High Council of Evensford'. Here are the relevant bits and pieces:
*** Sorry - downloads have now been deleted as it looks like a publisher might pick the game up ***
- rules
http://www.bgdf.com/files/My_Uploads/GeminiWeb/Even_Rules.DOC
- player reference card
http://www.bgdf.com/files/My_Uploads/GeminiWeb/Even_Player_Reference.DOC
- board
http://www.bgdf.com/files/My_Uploads/GeminiWeb/Even_Board.pdf
- sample cards
http://www.bgdf.com/files/My_Uploads/GeminiWeb/Even_Card_samples.zip
Please don't be scared off by the length of the rules (which is not an indication of complexity) - that includes a title page and pages of tables in appendices. No doubt, it is more of a reflection that I need to learn to write a bit more succintly. A project for a later date is to write a set of 'quickplay rules' which are much shorter.
The board is set up as 6 A4 pages .. To be set up as:
1 2
3 4
5 6
Some background that might be of interest …
* The game has been played about 15 (?) times for playtesting purposes.
* The game originally had players each building their own city and the game played okay like that. However, I wanted more player interaction (than just through trading), so I decided to make people compete for limited space in a single city (after about 10 playtests). Similarly, I added bonus points for have the majority of buildings in a district to heighten this. The game seems more interesting now as a result.
* The most recent playtests have seen the number of districts drop from 6 to 5 to 4 (which has not yet been playtested).
* The other unplaytested aspect is the recent addition to allow a player to build 2 houses per turn (instead of just 1) with 3 levels of technology in Agriculture. This was to make houses and the 3rd tech level of agriculture more appealling in the later stages of the game.
* The game originally called for people to hold their cards in their hand (which was often quite a few). However, during a playtest we agreed to have the cards face-up til people got the hang of the rules … and it worked so well so I made it a rule!
* Playtesting tends to suggest that the game favours people who:
- are flexible in their strategy, in response to the cards they draw
- are good traders
- don't hoard their cards too much
* One additional rule I am considering is to have the top two cards of each deck face-up (but still kept in order). This will lead to some informed decisions on whether to draw PRODUCTION or RESEARCH cards, or to build. The reason for two cards rather than just one is that people might take a lesser valued card to get to a better card … This is completely unplaytested though.
Any comments would be great. It's nice making a game that my friends enjoy playing on the few occassions we get together to play a boardgame, but a game with wider appeal than that would be much better!
Also, I'd be more than happy to provide files of the full card sets for anyone interested in playtesting (15 plays in 8 months makes for a very slow process …).
Thanks
Bill (GeminiWeb)
Brykovian,
Thanks for 'howdy'.
Good! So do I. Funnily enough I started this game with "I like games that make you feel like you've achieved something ... like building things ... and I also like to be able to research technology in games ... let's see if I can turn that into a game ..."
Yes, very much. Typical choices are:
BUILD
- I want to build before the building sites I want are taken.
- I want the advantages that the special buildings provide.
PRODUCTION
- I can't build anything without money
RESEARCH
- I want to build a specific building, but I don't have the technology to build it.
- I need COINS to build, but they are only useful if I have the right technology
This can lead to choices such as ... do I try and draw more PRODUCTION cards (to get resources that I can use) or do I improve my technology so I can use the PRODUCTION CARDS I already have (but don't have the technology to use yet) ... or do I build now rather than risk losing the site and/or the cards?
Interesting. I hadn't thouight of that. As you say, everything has fairly specific functions. One idea might be to allow people to spend coin to 'hire a scholar', which allows them to draw a research card. The counter-problem with this is that the choice of drawing the production card isn't as tough anymore, as it can give you technology as well ...