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Aalsmeer - Point Progression

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Kroz1776
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Joined: 10/09/2013

In my Dutch auction game Aalsmeer, you will get points depending on which objective cards you'll receive, the flowers you have, and then bonus points based on color sets/combos.

The basic idea is that you'll get more points the more of a certain color of flower you get. Thus is you have 8 red flowers, you'll receive a ton of points (25ish) since there are 12 red flowers in the game. On the other hand if you have only 2 red flowers, you'll only recieve like 3-4 points. The problem is that I don't know exactly how to scale those points. Below is the amount of each flower color in the game.

Flower Count

  • Red:12
  • White:12
  • Pink:12
  • Blue:4
  • Yellow:6
  • Purple:8

One that I was thinking of was that you for each card you have, the next one is worth that +1.

So if I have 5 red flowers, the next one I buy would be worth 6 points. Thus if I had the ascribed 8 red in the previous example, I would have 36 points (1+2+3+4+5+6+7+8)

The only problem with this system is that this then makes any color that is abundant, extremely valuable. One way around it is to increase the face value of rare colors. Thus if I have the blue Orchid, it will always give me 5 points + the color bonus. So if I have 4 blue flowers, 2 blue orchids and 2 blue daisies, I'd have 30 points (1+2+3+4 color bonus + 5*4 for the cards). Then I could have the more numerous cards give 1 point, this would increase the red flower score earlier to 44 points. Another thing I was thinking was the give the rarer flowers another ability to give them value other than points. So if I buy that blue orchid, sure I may not score as high, but now at the end of every turn I get extra money from the bank!

So my question is, what point progression model would you use? (Feel free to suggest your own)

Despot9
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Joined: 07/26/2008
If you use the model where

If you use the model where each additional grants plus 1 point, then if a flower is rare you could just have it start at a higher number. You say Red have 12 cards and Blue have 5. Assuming you want the final card in a set to always be worth 12, Red would be 1+2+3+4+5+6+7+8+9+10+11+12 (78 points) but Blue would be 9+10+11+12 (42 points). Red, because it is common starts at 1, while Blue starts at 9. In this case the rarer flower is worth less as a full set but its "easier" to get a full set.

Another alternative would be to have a different "modifier number". For common cards like Red its 1. Works just like you discribed already. For rarer cards you start higher and increase by a higher value for each card. Say for Blue we went with 4 as the "modifier number". That could mean (4+8+12+16)

Kroz1776
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Joined: 10/09/2013
Intriguing!

That's interesting. I like your thoughts. The first way would incentivise everyone to grab at least one "rare" flower for those easy points, but still focus on the common ones. The second system seems to reward getting the whole set a bit more. Personally I'm leaning towards the first one just for simplicity's sake. That means rules consolidation. The base value could be merely placed on the card. Before I was trying to use different exponential increases in value, but this got too complicated and I think this system may be superior.

Kroz1776
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Joined: 10/09/2013
Reaganomics!

What's interesting about this game that I've come to realize, is that because each card has no set value, the in game market determines the value of each card. If a card IS super good and obviously a better flower to buy than others, then the market price for it will consequently go up over the course of different games. When it does, then it be balanced with the rest because those that didn't buy it, will be able to but the cheaper flowers.

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