Bandecko,
Thanks again for getting your game up for discussion in the GDW; just as a reminder to all, if you ever need to abdicate your slot, just let me know; it won't necessarily mean you will get kicked to the back of the queue.
Next on the agenda is hpox -- great_undoing had to pass this time around, so hpox, tell us how to access your game!
Thanks!
-Jeff
Hpox,
A few general remarks...
First, thank you for producing a simple, text-only rulebook. I think you're showing all of us that expending a lot of effort to make our rulebooks "pretty" is really not necessary; a simple html ruleset that is organized and written well is just as good, and in some cases, better than the "chrome-heavy" version.
The game sounds fun, although a bit light, clearly your intent.
I think the "greatest player" thing is unclear; is there something to this role other than that the player is the "start player"? If not, why not just call him the "start player"? That eliminates confusion...
Your rulebook could benefit from an overview. I'm still rather confused what the objective of the game is. I understand that it's a sport, and I got that there's a turn action where you "shoot", but I don't see anywhere that says how many points you can get for shooting, or what you're shooting at, etc. I don't have a clear sense for what this sport is all about. I don't think you need a silly "backstory" like "The year is 2035 AD. A new sport has emerged....blah blah blah". Don't waste everyone's time with that, but when you're modeling a sport with a board game, it's easiest if people can envision how the sport "looks" or "plays" in real life. Football board games abstract all sorts of elements of football, yet because people know football, they can make the connection. In your game, you're inventing both the sport and the model of abstraction; if you spelled out the sport more, it might help.
At one point you said, when describing a "match", "at the end of the match, the team with the most points wins!" This kind of language is useless, because everyone knows that every game is won this way. What you need to provide is some glimpse of how points are going to be obtained, what the object of the sport is. Obviously the object of the game is to score points, but you never make it clear how we do that.
I like the card play, comparing speed to determine action order. I don't like the "threshold roll" effect, although I did like the "pay stamina to increase your chances". What I think would make the game faster and more interesting is an effect where all the actions are balanced, but maybe the die-rolling makes that easier to pull off. Maybe you could also do it by just having a "pay to act" mechanic, so "move" is free, but "steal" costs 2 stamina, etc. So instead of a "will I make the lucky die roll?" effect, you have a "I must budget my strength wisely" effect. Would save a lot of die rolls and "Germanize" the game a bit without costing any flavor or fun.
I liked Scurra's idea; if the game is for exactly four players and there are exactly 3 tiers, each of which is exactly the same, it's a terrific idea to have players switch teams each tier and play for maximal individual score. It removes some of the "tournament" potential of the game, but from a self-contained, single play game standpoint, I think it's a unique idea that would set your game apart.
All in all, I think the game sounds good, although it's hard to evaluate without knowing the full card mix (and even that would be hard to evaluate without actually playtesting with them).
Good show!
-Jeff