First of all, I would like to thank you all in advance for taking the time to workshop my game. I've enjoyed reading the last few game's rules and hope you enjoy this one as well.
In Barbarian's Wrath (title still up for grabs) each player controls a city that they must protect from the onslaught of barbarian hordes. This protection is proven by how the city flourishes, meaning its population at different times in the game.
I've playtested this game a few times and it plays pretty well. The length of the game can somewhat be determined by the players. We've recently been working on streamlining both the components as well as the length. Unfortunately, I haven't been able to playtest since the last revision of rules.
Once again thanks
Here are the rules
http://www.bgdf.com/files/My_Uploads/Trickydicky/BWrules.doc
The graphics on the cards and board are pretty weak. I'm just experimenting with the cards. I've got the card designed but none of the graphics to go on it. Here they both are
http://www.bgdf.com/files/My_Uploads/Trickydicky/BWboard.pdf
http://www.bgdf.com/files/My_Uploads/Trickydicky/bwcards.pdf
Thanks again
First thank you for your comments.
I agree. I will go back and put the rules in a better order. I've been trying to get others to read the rules and see if they make sense. Unfortunately, no one has really helped me out in this area. So, your suggestions should help out a lot.
I knew this would be a concern. And I somewhat agree. There are a number of situations which allow the players to moderately interact. When there are only a few of any given building left and it is a race to get the building/wonder. Also whenever a player plays a Barbarian card and the Barbarians attack there is some interaction. Granted it isn't much, it is about like a game of "Age of Mythology", at least very similar to the times I played that game. You usually sit back on others turns and watch what they do, and most of it only affects you indirectly. During my playtests the lack of interaction has never been an issue, but it is definitely not a high interaction game.
Great question. I wish I knew the answer. I haven't been able to playtest a full length game. I have had a few games that went easily into the late teens (in number of turns) and we didn't have any problem with the number of components. This was before a change to the player's cards. Players use to have the ability to play a Barbarian's Raid card directly from their hand. We got rid of this and made it when players play a Barbarian card they draw from the Barbarian Pile giving them the chance to draw a Score Card or Barbarian's Raid card. This should eliminate a fair number of turns. Still, your concern could very well be valid.
This was a concern of mine as well. But in playtesting it seems there are better ways to avoid the barbarians than relying on someone elses ability to defeat them, i.e. Bribery Cards, Great Marketplace, Great Wall. This is because you can never be sure that the player with the strong defenses is going to roll well enough to beat the barbarians anyway. Plus, that player may play a bribery card and force you to face the barbarians at the strength he would have faced them.
Yes you do. I must not have explained that well in the rules. I will look back over that section.
Thanks Johan for your concerns and suggestions. They have given me some things to think about and will definitely help in my rules writing department.