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Post-purchase cumulative balancing

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Arcuate
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Joined: 02/05/2016

I wondered if any games do this: in the rules, there are instructions for small adjustments to make based on who won. Something like "If the Russians win, subtract one from their starting military supply... etc". The adjustments are applied to the next game, and they accumulate over multiple games. The game box includes a chart for keeping track of the adjustable parameters. Over multiple plays, the game adjusts itself for the specific playing group who use that specific box.

The balancing does not have to be between players, it could be between competing actions or competing mechanisms. For instance, I once saw a thread at BGG where someone suggested a scheme for adjusting the price of Puerto Rico buildings, based on which ones had been bought by the winner.

The idea is not just to balance the game, as the parameters wander towards or around some centralised combination, but also to keep pushing it into slightly different territory, for replayability. The Russians are a bit weaker this timer, so how does the strategy change... The university is cheaper, so how do I plan differently. Players who rigidly pursued the same strategy would be left behind.

I have considered adding this to my own game, as an option (a long way into the future, maybe), but I wondered if any other games did anything like it. I would like to look at any existing examples, if there are any.

Obviously, one concern would be that you might push the game into broken territory, so you would need to playtest each end of every adjustable parameter. And the number of changed parameters would have to be small.

ElKobold
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Joined: 04/10/2015
Yep, yet another application

Yep, yet another application of legacy. Sounds interesting to me.

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