First of all, let me thank everyone for taking their time to participate in the GDW.
This is the first game where I started with a theme (hitchhiking) and created a mechanic that represented the theme. I was too successful - the first and second versions of the game felt like the players were wandering aimlessly with no purpose.
After learning from the first two play test sessions, I started again - from scratch. There are a few similarities. For example, both games contain hitchhikers and ships. But with this version I simplified scoring and added a lot more opportunities to score. The game transformed from a race game to a set collecting game.
Without further ado, here are the rules and board
http://www.hagerfamily.com/games/intergalactic-hitchhikers/rules.pdf
http://www.hagerfamily.com/games/intergalactic-hitchhikers/board-small.pdf
There is a scoring track that does not appear in this digital version. It was added after printing the board and scores 0-99.
I am looking for feedback in general. However, if you want to think about particular questions here are a few things that I hope to discover:
- 1. Does it sound fun?
2. Are the rules clear? Is there any section that needs clarity?
3a. Two examples of "Play When Arriving in Solar System" Challenge cards are "Visit a Solar System in the Orion Sector" and "Visit Sargas, Muhlifain, Menkar or Tejat". Do these sound like reasonable secret goals? Are they clear?
3b. Some examples of play "During Final Scoring Challenge Cards" are "Write at least 2 Blogs in the Cepheus Sector"; "Write the fewest Blogs in either the Orion, Cepheus or Gemini Sector", "Write a Blog for either Cepheus Iota, Depheus Delta or Alfirk" , "Have the most ships with a movement point cost of 2". Do these sound like reasonable secret goals? Are they clear?
Thanks
Jonathan
The ship tiles are very similar. The destination is shown in the upper left, the destination sector is shown in the lower left and the cost is shown in the lower right. The back of the tile (not shown) indicates the origin sector. There are three ships to each destination.
I'll add a section to the rules that highlights what each area of the tile represents. I was also thinking about making them different colors based on the destination sector too.
There are no ships that originate and end in the same sector. I have a cost grid that shows where all the tiles are. Would that be useful to understanding the game? It should not be necessary to play the game as the tiles represent possible movement.
The movement cost for the ships is 2, 3, or 4. The total cost for the three ships to a single destination adds up to 8. How much it cost depends on the distance between the origin sector and destination solar system on the game board. For example, the tile to the Castor solar system from the Cepheus sector cost 2, the tile to the Castor solar system from Orion sector cost 3.
Yes. Two players may be on the same solar system or in the same sector at the same time. Currently, the only interaction is that the first player to arrive chooses what action they take and the other player may only do one of the other actions.
I'll add a section to the rules to clarify this since many gamers might expect some type of conflict or bonus when encountering other players. This might not be a bad idea; I'll have to think about it. I like how the game is focused on set collecting with a few auxiliary goals. But encounter other players might be a good auxiliary goal.
The solar systems are the labeled star. For example, the upper-left sector shows Castor, Pollux, Wasat, Mebsuta, Tejat, Gemini Lambda, and Almesisan.
There are 6 sectors in the game. They are (in left-to-right and top-to-bottom order) Gemini, Cepheus, Orion, Scropius, Centaurus, and Cetus. I will label the sectors on the game board so it is obvious what they are. That should eliminate the need to either play with the designer or know astronomy.
A player's current sector determines where they can go while what a player can do is deteremined by what actions remain on his or her destination solar system.