Ok, thanks again to all who have participated in the Workshop so far, both as contributors and commentors! (And keep in mind, those who would like their game workshopped, part of the process is that you'll provide feedback to others' games as well!)
I have decided to put one of my games up for consideration this time around; it's an archaeology-themed bidding game called "Profit and Provenance", and you can access it at: http://www.bgdf.com/files/pp_rules_v3.pdf
(Let me know if you have any problems with accessing/viewing)
I have some specific areas in which I'd like to solicit feedback, but for now, I'll just put it up and allow preliminary comments to come in. Thanks in advance for comments/suggestions! Be brutal!
-Jeff
Great, thanks for getting us started. I'll respond to a couple of your points.
A legitimate concern. But, this is really only a prototype, and those kinds of kinks can be worked out more at the (hypothetical) publisher's level. For the purposes of making a functional game system, though, it's just the simplest way to do the bookkeeping of different archaeologists, different players, different Sites. But I agree, a more icon-heavy solution would likely be needed for the "published version"!
Yes, the "semi-blind" bidding was the core concept of the game; you know approximately what people are bidding, but not conclusively. The extra functions of the "coin symbols" were an attempt to tie the whole game together mechanically.
The board is indeed functionally superfluous, it is primarily included because a prototype need not be hindered by production concerns initially (because, after all, it may not be me paying for the game to be (hypothetically) published!) and I thought that having the board would help enhance the feel of "I'm sending out archaeologists to these different locations" rather than "I'm drawing from this pile". Any simple ways to evoke the theme more fully are good, in my opinion.
Because your bid cards are used in Exhibits as well, so you must decide whether you want to play a tie-breaker card (in which case you could only have 2 exhibits) or not (in which case you could have 3 exhibits). Making it mandatory may be an appropriate change...Although, a different tie-breaking system would be great. But, "closest to start player wins ties" adds a dramatic player order effect, because, with the one-bid-per-Archaeologist limitation, there are likely to be quite a few ties. I thought that an extra "tie breaker mechanic" would be easier than removing a player order effect. I am open to different suggestions!
There is a "Start Player" marker in my prototype, and the card you used to commission your expedition stays next to the Archaeologist card, so it's a one-step process to find out who the Start Player commissioned. (that rule only exists because your choice of Artifacts may depend on what Artifacts you or other players have chosen in the other (already resolved) auctions, so having the resolution order change each turn may be important) (and the Arch. cards may need to be reordered each turn; I don't know how important the effect is).
I am not sure whether public or private is better. Public, I fear, can lead to a "bash the leader" effect, yet private leads to a "bash the perceived leader" effect, or "whining" about how "I'm not the leader, why bash me?" Bashing is somewhat indirect in this game, yet still very possible, which I like. So setting aside the cost issue (paper money vs. scoring track), which system do you think is "better"? (The scoring track would make the "last place player" mechanic easier.)
Yes, the bids must stay in the order they were placed in; this apparently wasn't clear. And this procedure only resolves "2nd order" ties, ie, ties where the tie-breaker cards of 2 players were also the same. (Perhaps it should become the primary tie-breaker mechanic, and remove the tie-breaker cards altogether?) Perhaps I wasn't explicit enough that the order the cards are laid down in is important.
It was suggested to me on spielfrieks, and I liked it. What I primarily wanted was a way to prevent you from scoring bonus points for the same Set over and over. In my first iteration, your Set became less valuable every time you exhibited it, which was ok, but led to more math. So, the next idea was "if you score for a Set, you must give up one of the Artifacts". And who must you give it to? The last place player seemed the natural choice. An alternative would be to give to another "bidding option", analogous to the Black Market.
But the main thing I want to do is prevent a player from scoring a bonus repeatedly. Any ideas for how to do that would be most welcome! (Abolishing sets altogether would be a possibility, yet I like having them because it makes some Artifacts, though lower in value, potentially more valuable to you, if they fit into your set, which could lead to interesting bidding/choosing). In my earlier iteration, only the player who "won" the location could score for a Set or Group, yet that seems to be too generous.
If it could be a d6, it would be better, but I'd have to shift the value of the Artifacts (not a big deal). It's meant to be a risk-reward effect. You can go for cheap points by selling a value 2 artifact and incur little risk, but other players will be able to acquire that Artifact next turn. Or, you can go for big points by selling a more valuable Artifact, but the risk is higher. It's mainly meant to be a different path to getting some VPs, and also to let you "dump" artifacts you acquired but can't really use.
Not a bad idea at all! Thanks! The only problem I see is that high-valued Artifacts, since they are less prevalent in the decks, are actually *less* risky to sell on the Black Market, because other players are less likely to have them. But something like your idea could work...
Ok, fair enough. The "cohesion" mainly comes, I think, from the fact that you're using the same Bid cards in all 3 phases of the turn, so you must maximize the way you use them to both get you the Artifacts you want, and to net you the most points, BUT you must also be careful because every auction/exhibition you lose (and you must lose some), you will give away points, so you have to think carefully about those bids/exhibits, as well.
So, it's the single deck for 3 different kinds of actions that are meant to provide "unity", but beyond that, I agree, the 3 different phase mechanics are, well, different. Do you see a way that they could usefully be unified without losing anything? eg, perhaps the "exhibit" system could be hacked altogether, and only the Expeditions/Acquisition phases remain. And then, maybe at the end game, you also score points for your Artifacts, with bonuses if you've acquired Sets. That might make the game feel more "cohesive". Any thoughts?
Thanks again for the comments! Let me know if anything else occurs to you! (It sounds like you were able to follow the rules of the game pretty well--yes? I tend to be long-winded, but my hope in this case was that it resulted in a comprehensible rulebook.)
-Jeff