Hey all! I’m excited about Privateer. It’s beginning to feel like a real strategy game. But the end-game needs a bigger bang. Something less abrupt. You know—the opposite of Catan.
As a refresher, here’s the gist of the game: You command a fleet of ships for your home country, charting the treacherous seas in search of new islands and priceless treasures. Your map will lead you to the locations of rare jewels hidden among the unknown islands, scattered by the rogue Corsair that roams the waters. By conquering savage jungle islands, raiding treasure-laden merchant ships, and battling off other privateers, you will gain your fortune by returning gemstones to your homeland. Once you have one jewel of each color, five jewels in all, safely stored on your mainland, you are master of the seas.
After some internal playtesting, the game mechanics are solid. The beginning and middle are engaging and flow well, and I worked out a few of the minor bugs already, so it’s beginning to feel strategic and quite fun.
However, the objective of the game gets fulfilled too quickly and a little abruptly. So the game flow happens, ships are attacking other ships, ships are getting upgraded, the Corsair swoops in, the players are getting competitive … and then one player manages to get that last jewel home as everyone else realizes they can do nothing to stop her. Game over. One last turn until Jim gets his last jewel home, why even bother?
What are some good end game principles? What makes a stripped-down victory point system:
-suspenseful
-climactic
-able to suddenly change direction
-close
Load me up with your wisdom, peeps! What am I missing? Thanks!
Is it the fact that no one can catch up with the jewel carrying ship?
That is exactly the problem. I’m actually working on a solution though—if it works I’ll share it.