I'm designing a 2-4 player game called Privateer, targeting the 10+ audience with a game simple enough to learn with being intimidated, yet strategic enough to draw a larger demographic. I'd really like some feedback on the basic end goal of the game. While the actual experience of the game has always been firm--battling and plundering enemy ships on the seas as a commissioned privateer--the endgame has always been an issue for me. It's always either too easy to win or too time-consuming, and I need to find a balance!
Right now, you start out with three jewels (all vulnerable to being stolen) stored in your home port on your side of the board, with the object of getting six jewels total to win the game. The only supplies of jewels are other players' jewels and the four jewels in the center of the board belonging to the corsairs. So by plundering the corsairs' stash, plundering your opponents' ports, and/or capturing jewels from your opponents' ships, you hope to return your ships safely home to unload the jewels--all while protecting your own stash.
Sounds great, right?
The only problem I'm encountering through playtesting is this: the endgame tends to come down to who can grab the most jewels the fastest and dash home without being attacked. There's still a good amount of conflict in the middle stage of the game, with plenty of attacking and plundering and the whole privateering experience, but the end game comes with a sudden bang as one player makes it home with two or three jewels and ends it all.
So is my victory point system flawed? Should I change the whole system of stealing other players' jewels to something else? Should I just raise the bar and require more jewels to win, or should the captured jewels just magically appear in your home port without having to transport them home? What am I missing? If anyone needs more information before they can give an opinion, I'd be happy to fill you in!
The differing-valued gemstones idea intrigues me. I'm having a difficult time visualizing how to keep track of all those varying amounts of victory points, though. Right now, each jewel is worth the same amount, which makes it super-simple to count VPs, but perhaps too simple …
Any ideas of a good system to keep track of VPs with varying gemstone values? Keeping in mind I have to keep this game straightforward enough for the average ten-year-old gamer to handle? Maybe a deck of cards that explain the gemstone values, or a chart that shows which color stone is worth what amount of VPs, or …?