Thanks for your valued opinions about "including game rules with the game."
I got it: Most people want the rules to be included. No rules = no sale.
I discovered that I had a another question after doing some playtesting today - and being left unsure how to *proceed* and move forwards.
So HOW SERIOUS do you like a game to be?
Do you prefer something which is more RIGID in design
or
Do you prefer something more FLEXIBLE?
What I mean by RIGID design is having a series of rounds defined and what you can do each round is predefined. Or the more FLEXIBLE design means that things can occur in different rounds (much like Magic instant cards) and that means the rules are harder to define because the game allows asynchronous type of game play.
Please feel free to share your comments!
Update: Please take into consideration that this is only a FILLER-TYPE game and takes only about 10 minutes to play one full game.
That's what I mean by TOO serious = "really intense 10 minute game".
Bravo for expressing this, because I was unsure about HOW to explain it. Your understanding and interpretation is 100% correct!
So originally my "mini-game" was supposed to be divided into Rounds:
That can remain as is... Where I run into difficulties is "melee combat" and "Active/Passive abilities".
Basically "melee" combat is based on an RPS-9 and you see which cards face off against each other in the "melee" formation. Now what would/could be simple is just to do battle - but it affects the SCORE.
Moreover players can choose to "interrupt" the game by using an Active ability which alters the stats and can change the outcome of a battle.
What was simple and elegant (with the rounds) is that the METHOD is the SAME. Play cards, reveal and score. But for the melee combat it becomes asynchronous - because of all the options on the table.
There are seven (7) cards on the table (3 support and 4 melee). Only melee cards do battle - but support cards can be used to help or hinder... Again the problem is that it's no longer easy to know who will beat who. Active abilities can alter outcomes and affect the overall SCORING.
So I am struggling with this because it becomes very INTENSE when you battle your opponent: you need to check the RPS-9 and figure out who will do battle and then you need to check out what cards can help...
Lastly you need to re-score because of VP loss during melee (for example) or the use of a passive or active ability, etc.
You can just see how HARD it is to describe asynchronous play versus how EASY it was to explain the first few rounds...