FL wrote:I think a fun idea would be to have sets and runs count every exhibit but have the single value only count at the end. That gets players to work hard on building sets and runs all the time, while knowing that every acquisition will be worth at least something at the end. I also think it's fine if the sets and runs count every round.
I think that's what I said before. I suppose that means I agree again :)
Sorry, I must have missed it. That, or I meant to say "I agree with Seth." :)
Also, I don't think "slowing the leader" is really necessary for the same reason. If the game is fair to begin with, then the loser shouldn't need extra help, and the leader wouldn't need to be hindered.
This I don't necessarily agree with. A game can be "fair" while still having a runaway leader problem. There are many games that make it a little harder for the leader to take too much advantage of his leadership position. When it's done well it's very smooth and almost invisible. When it's done poorly (as in Age of Steam) it's very obvious and a bit clunky.
Let me respond to a couple of points that FL and seth have raised.
First, I still don't think you guys are completely understanding the function of the "Artifact values". Let me explain again (and let me know if you got it already...)
For each location, the "strength", if you will, of your Exhibit is determined by the sum of the values of your Artifacts and the number of coin symbols on the Bid Card you associate with your exhibit.
For each location, players compare the strengths of their Exhibits, and the player with the strongest Exhibit scores Victory Points. (equal to the number of coin symbols on Bid Cards played by players with weaker exhibits at this location)
The point I'm trying to be crystal clear on is there is no point in the game currently where you score points directly for the value of your Artifacts (ie, the number printed on the Artifact). The *only* exception to this is when you sell to the Black Market. The reason I'm reluctant to go to a "you score VP for the value of your Artifacts at the end game" is that in renders the Black Market superfluous, unless some additional mechanic is created whereby having VPs early on is important (like if you need them to pay for something).
So, again, the "value" of your Artifacts never directly translates into Victory Points. This may be a bit counter-intuitive, but I think it actually leads to a more subtle and interesting scoring system. It's a design principle I sometimes use that rewards *relative* strengths rather than *absolute* strengths. So, I score points if I have a "stronger" hand than you, but the number of points by which my score exceeds yours isn't directly related to the absolute strengths of our hands, nor, necessarily the relative strength. For this game, it's actually somewhat of an abstract correspondence, the key point being that if I have a stronger exhibit, I'll score more than you.
The impact that I want this to have on the game is the core concept that having the best collection of Artifacts at a Location that lots of people are exhibiting at is more valuable than having the only Exhibit from a given Location. It rewards you more for competing and rising to the top than for creating a monopoly. You may or may not like this, but it's absolutely central to the design, and I think, creates a lot of tension (as long as there is a steady enough influx of Artifacts to players' hands that relative strengths can change every turn, otherwise, it's not so interesting...)
Now, as to the other point of "runaway leader" and "bringing up the rear". Let me again be clear that the redistribution mechanic was simply meant to prevent someone from scoring bonus points for the set repeatedly; that person need not have been the leader. And a simple way to do that seemed to be to force the person to give up an Artifact. And who should he give it to? Why not the person who is in Last Place, if anyone?
I couldn't disagree more with Seth's "the last place player should have played better". I think this has merit in the final analysis, but if someone is getting killed, and can be brought back into the pack simply and cleanly, I don't think that is necessarily a bad thing. It's no fun to have no chance of getting back into the game, even if it's due to making mistakes. That said, it's a flaw if "be the loser" is a viable strategy, because then the reward for being in last is too generous. Such may be the case here.
There shouldn't be a runaway leader problem in this game, because your scoring so depends on other players. People can slow down your scoring by shunning your auctions, which prevents you from getting mucho VP for winning auctions (although it gives you easier choices of Artifacts...the decisions!); or they can shun Exhibiting at a Location where you're strong, to slow down your point scoring there...
So, I think there are enough ways to slow down a leader without resorting to an explicit "hit the leader" mechanic. Furthermore, because everyone has the same Bid Cards every turn, there's no chance of a "rich get richer" system because VPs (money) can't currently be directly translated into buying power. Money doesn't beget more money.
And, I should point out, in the current "closed holdings" game, no one actually knows who the leader is, although it's probably knowable if people keep track. Yet, the consensus seems to be for open holdings, so maybe that will change.
So, I'm still not satisfied with a good mechanic to keep a player from scoring a set repeatedly. Maybe a simple system would be that once you score a set, you set it aside, and at the end of the game, all Sets played during the game are compared and the best one gets extra VP or something. Or perhaps there's a diminishing returns effect, whereby the first set cashed in gets X VP, the second gets X-1, the third X-2, etc. This adds additional bookkeeping, and again, wouldn't keep a player from scoring repeatedly, unless again you only let the player score once for that set...
Or maybe having a Set doesn't actually net you points, but lets you draw a special card that is worth extra VP at the end or something...
I don't know. I guess that this problem is only created as a result of my "exhibit every turn" rule, but since people seem to like that, I don't have a great system for how to prevent a player from scoring a set repeatedly. Maybe instead of "give one of your Artifacts to the Last Place Player", it should be "give one to a player of your choice". Inevitably, you'll give to the player who has no Artifacts from the same location, yet, that's ok; the person could either sell it to the Black Market, for quick VP, or could start trying to build a collection at that Location...
The third alternative is to just make Sets worth less, eg "Sets are worth the number of Artifacts in the Set". But maybe that doesn't incentivize Set collection enough, and anyway, it's still a steady supply of points that can never be stopped by other players, unless I add FastLearner's "steal an artifact" mechanic.
Anyway, another long post from me, but hopefully I've clarified a couple of things in my thought process...
Let me know what you think!
-Jeff