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12-way Score Tracking and Turn Order

2 replies [Last post]
perrochon
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Joined: 02/11/2011

I have 12 "products" that each get their turn each "year". With 3 players, each player controls 4 products and gets 4 turns, and with 4 players, each player controls 3 products and gets three turns. Product order matters, and is partially determined based on the outcome of the previous "year". First thing each year is determining turn order.

Each product also has it's own score tracker which goes from 0 to 60.

At the end of the game, player add up all their product scores (and there may be further factors impacting the score)

The current design
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I have 3 markers each in 12 colors. Each product gets 3 markers. One is used for turn order (on a 12 slot track), one is used for score tracking (a 60 slot track - Kramerleiste - around the board) and one is used to link the other two to a product.

The problem is that I need 12 colors. It's a manufacturing and packaging pain, and it's hard even for people with good vision. If you are color blind, you are hosed. Also, there are 36 markers on the board that people have to match up against each other. Finally, they tend to get to be knocked over by dice when played on small tables. With one marker per player, players remember, but with 3-4 markers per player it's harder

I am considering simplifying this a bit by getting rid of the third marker, and just printing it on a "product card". But that would require color matching between product (paper) and markers (wood) which is hard. It wouldn't solve the color-blind and matching problem.

Alternative designs considered
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1. Instead of colors, use symbols. Those would probably have to be letters, as 12 different symbols seem to much to grasp. But A, B, C, D, etc. is a bit ugly

2. Use 4 colors and four symbols/shape. 4 players would use 3 symbols in four colors, 3 players would use 4 symbols in 3 colors. So a player a would control blue cylinder, blue cube, blue octagon. This is pretty good, but if I want to support 2 to 6 players, I'll end up with 6 colors x 6 shapes, or 36 combinations, with only 12 in play in any game.

3. Drop the colored turn order markers and create tokens 1,2,3,..12 and hand out to products. But that is still 12 thingies.

4. Drop the score tracker and replace with card or token based tracking mechanism, e.g. hand out "victory point" tokens or cards. But it would require lots of tokens, or different value tokens (e.g. 1 and 10). would have to be 12x9 1's and 60x10's, so total 72 pieces. But scores change quite a bit, and moving a marker is so much easier than exchanging a 10 into 1's when needed.

5. Do 3 & 4 would get rid of the 36 trackers in 12 colors, at the cost of introducing 12 turn order tokens and 72 pieces in two colors.
I could use a counter built out of a d6 and a d10 (starting with o). But changing scores also seems a lot of work, and this is very susceptible to knock over.

6. Slider/abacus. Still needs matching to products. 12 sliders seems to be too many, too

Any other ideas?

Louis

perrochon
Offline
Joined: 02/11/2011
More information about the game

I started a Game Journal for this game: http://www.bgdf.com/node/4426

perrochon
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Joined: 02/11/2011
Probably going with 3 shapes in 4 colors

My latest thinking here is to go with 3 shapes (cube, octagon or hexagon, cylinder) in 4 colors each.

With four players, each player can then chose a color, and her three products would be different shape of that color. People can easily track who controls which product based on the color.

With three players, players chose a shape, and everybody can track who owns what based on shape.

2 players pick two shapes, and play with 8 total. 5 and 6 players it would still be relatively complex, though, but probably these are rare.

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