This is my first submission to the GDW for the week of Apr. 25.
Before getting to the game, here is a little history....
I found out about the wonderful world of "euro-style" games when I purchased Carcassonne a few years ago and thought it was such a cool idea for a game that I had never seen before. This led me to do more research on gaming. My 2nd purchase was The Settlers of Catan, which was even more intriguing. I introduced these games to my friends and they loved them too and I went on to buy several more (Bang!, Citadels, Lost Cities, etc.) You see, Americans are stuck with the mindset that boardgames consist of role and move games like Monoply, party games like Cranium, and simplistic war games like Risk. Discovering and learning about new games became my new "hobby".
The more I played new games, the more I thought I could design one. I set out to make a game that would be MY perfect game, one that brought together alot of the mechanics and theme that I enjoy in a game, but in a way that came together and made sense. Needless to say, this has been a great challenge, but a very fun one. I have spent countless hours the last 6 months or so, designing, finding art, revising, playtesting and getting absorbed into the making of this game.
Two weeks ago, I stumbled upon the board game designers forum and thought that this would be a great place for people like me to see my design and provide me with comments and suggestions.
Now more about the game....
It started with an idea that could cut down the risk versus reward concept commonly used in games into the simpliest of forms: for every 1 of something you go for, you have to face 1 of something. I didn't know what the somethings could be, but that is what I started with. I later realized that this mechanic would work wonderfully with stealing items from a castle and having to face guards. If you try to steal 1 item, you face 1 guard, if you try to steal 2, you face 2 guards and so on. The rest of the game kind of formed around this idea, and as I added further mechanics (card management, trading, currency) it all just seemed to fit together. I later added a supply and demand mechanic (that is just demand now), characters, and a way to affect other players (sabotage).
The game has been playtested only a few times, but we have worked out the biggest kinks (game length, flow of play, set-up). I actually started out this game making over 300 cards, but during playtesting, it became apparent that is was just too much, and I was able to cut back to 220 or so without hurting the gameplay. Still more cards then any other game I am aware of, but they are pretty much all needed in my opinion.
So, without further adieu.. here are the links to the files:
http://www.bgdf.com/files/My_Uploads/markmist/Castle_Raiders_Rules.pdf
http://www.bgdf.com/files/My_Uploads/markmist/Castle_Raiders_Materials.xls
A few concerns I have about the game: length of time to play, the amount of luck, balancing the characters, too many components.
I hope you like the design. I look forward to your comments and suggestions.
Notes:
This was very difficult to explain, it worked better with the pictures, but because I was concerned with copyright issues, I left them out of the rules.
Yes, I need to explain this better.
5 silver = 1 gold and 5 gold = 1 emerald. I will specify this somewhere. Emeralds are used just to have a higher denomination and keep the number of stones down.
Yes, I added the bonus raid phase so that everyone would have more items to trade during the trading phase. The description of this can easily be worked into the first phase. Great comments, this the type of feedback I am looking for! 1 round of trading might work, but I think I wanted the option for all players to make a 2nd action should they have 2 traitor cards or really need to make a 2nd trade that round. I have not playtested the current setup of the Honor Among Thieves card, but thought it would be fun to add a little blind bidding into the game. I think its purpose is when you absolutely can't lose any cards in your hand, but I am not sure how often that might come up. Will have to rethink, any other suggestions on this one? The demand stuff makes the game more complicated and I even had a disclaimer that you can take this part out for a simpler game (but my playtesters really liked that part so I left it in).
Yes, Phases 6 and 7 should be combined. An earlier rule concerning players who had the most currency got to buy stuff first required that I split the phases, but since I changed this - they can be combined again.
Hmm.. I will have to think about combining the trade/steal phase with the sell/buy phase - that could be a great idea!!!
Yes, I will add a section trying to explain this better and provide examples. You must face all guards that you chose, but you reveal them one at a time, so that you can make some tactical decisions between guards. Such as, should I use my avoid trap skill and pay 2 silver to avoid the trap even though I have only 1 guard left to reveal and I have him beat unless it is a pikeman and there is only 1 left in the deck? Because you are tracking what is left in each castle, the odds of winning varies with each card that is revealed.
Good idea. I will try to do something like that.
So what you are saying is that I should capitalize all components? I originally had it like this, but then made them all uncapitalized. I guess I should switch it back.
Thanks for the great tips on simplifying the game. It is a goal of mine to get the game and its description as simple as possible without losing any of the gameplay that makes it fun.