Thank you for the opportunity to open my game up for feedback in this forum. My apologies for being so quiet on the message board lately, but I needed to get my submission together such that it made sense. Here we go...
The game is titled, unimaginatively, "News." This is a game in which each player must manage reporters who are trying to research and write stories for the news. This game started out as a thought experiment, trying to come up with a game that would use Puerto Rico's role selection mechanic. It has come a long way since. It even made a trip to Germany when I submitted it to a publisher there. Amusingly, they rejected it saying that it was too much like Puerto Rico, and that PR was the better game. I'll let you be the judge on its resemblance.
The game is composed of several parts. It helps if you have Carcassonne: Builders and Traders for the playing pieces I used in the prototype. The components are:
The game board (Excel file). (26k) A low-quality .jpg image of it can be found here. (74k)
The Source and Story cards (Word document). (1,823k)
The Rules (Word document). (112k)
The Information Tokens (Word document). (309k) My prototype uses spray-painted blocks, but I kindof like these more.
Money Tokens. My prototype uses play pennies and nickels.
The Selected Role token. My prototype uses play dimes.
Two six-sided dice.
Three small meeples per player (each player gets a single color). This is partially where Carcassonne comes in handy.
One large meeple per player (same color as the small one).
One scoring token per player (same color as the meeples).
A Starting Player token. I used the black token that came in New England.
Note: downloadable files are hosted on my server, which is a bit slow.
The rules document was designed such that it is printed in booklet format (print pages 8, 1, 2, and 7 on one sheet, two pages per sheet, duplex, and pages 6, 3, 4, and 5 the same way, fold both pages in half and put one inside the other). If this confuses you, just print it normally, and please forgive the LARGE font face. :-)
Some of the concerns I have on the game are:
It's got a good number of rules. I am wondering if there is a more elegant mechanic for some stuff that is simply eluding me.
There's a LOT to track during play, which can lead to analysis paralysis.
There really are a lot of components. Are they all necessary or is there some clever way to eliminate some of them?
Some of the top "gotchas" of the game are:
Players continue to select roles until every player passes.
Sharing information with another player does not cause you to lose the information. Both players take a new information token from the bank.
Stories that have 3 or more of the same color icon provide an information credit. The player with this story does not take information from the bank, but can use this credit when publishing.
Well, there you have it. Let me know what you think. Thanks again!
After reading through the rules of your game I have a couple of comments and questions. Well, I must confess I didn't get all the way through the rules. The reason for this was there was so many.
Question one: Who is the active player? Is this player supposed to be the Governor in PR? The active player gets extra chances to do stuff.
Sharing Information Tokens: Just from reading the rules I feel like I wouldn't ever pay to share information, because the other players can decided not to share information. I would just wait for somebody else to share information with me.
Comments about the overall role choice mechanic:
I like the subtle changes from PR in which instead of each player picking a role (then executing that role), all players choose roles (costing more based on who else is doing it) and then all the roles are executed only by the people who bought them. Another good thing about this is that players can buy more than one role per round. but a problem this might lead to is one player stockpiling money, and just waiting for the right time to purchases tons of roles at once. [not sure if the stockpiling would actually end up being worth it though]