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Design Dilemma

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Soulmate
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Greetings

I started to design a civilization game a few months ago, which developed into a nice streamlined game, but some problems appeared. Now I have 2 game designs, and I wanted to know which do seem best to you:

In each design, players have to fill their cities with workers and create laws to manipulate those workers. Each worker represents a guild/clan/faction they have joined by having a number of icons on the side of their card. A city is under control of a guild/clan/faction when more icons of that faction than of any other faction are in that city. Laws can only be used if a cerain guild/clan/faction is in control of the city.

DESIGN 1:
Each player starts with 3 cities and 3 cards in his/her hand.
On each turn, a player may place any number of workers from his/her hand in a city, or place a law in a city by looking at the top 3 card from the law deck and choosing one, or use coins to destroy any number of his/her workers.
Then, all other player may clockwise place a worker in the city, thereby try to have the city be controlled by another guild.
At the end of each turn, the active player draws or discards cards until their hand limit is reached, and divides 3 coins in his cities.

DESIGN 2:
Each player starts with 3 cities and 1 coin in each city.
In each round, piles of 5 cards are revealed equal to the number of players. Then each player may clockwise choose a pile. If he/she wishes to choose a pile thats already been chosen, he/she must discard one of the cards of that pile.
When all players chose their own pile, they may distribute the workers and laws of that pile between any city of any player clockwise. They may choose the order in which they are distributed themself. When a worker/law enters the city, that city pays 1 coin from that city. If the city has no coins, the worker/law is placed on top of the main deck.
At the end of the round, each city gains coins equal to the number of coin icons on the workers/city/laws.

These are the designs, please post your opinion in the comments. And be gentle, this is my first post on BGDF :P

CloudBuster
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Joined: 04/14/2009
Interesting...

I know this might seem like a cop-out, but on the surface I don't really see anything wrong with either of these designs. Have you playtested both of them?

GAH! Okay...actually I'm going to change my mind. I just re-read each design and I think I like the simplicity of the first one better. I'm not sure I understand the purpose of the coins. Are you trying to generate money? In design 1 you say that you can use a coin to destroy workers? Would you please clear that up for me?

-CB-

Soulmate
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Joined: 05/23/2011
Design 2

Coins in design 2 are used as follows:

Whenever a worker or law card is placed in a city, that city has to pay one coin. If that city can't, the worker or law is placed on top of the main deck again (so it will be reused in the next round).
So coins can both help or delay you: when a worker you don't want in a city will be placed in it, and the city has no gold, the worker will leave the city instantly. But the same is true for a worker you DO want in the city. So in Design 2 I hope to have the players balance their economy in a way that encoureges them to control who will enter their city.

I hope that cleared your point

feNix
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Gentle like a fox! Wait. Wha?

I like the idea of laws and how you describe them.

I lean towards the first design because, even after your further explanation of the second, I find it more appealing to my brain.

How far along have you developed this? I'd like to see where you go with this.

Soulmate
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Final(?) Design

The game finally evolved to what I wanted:

Each player starts with 3 Island card, randomly distributed, and one secret Faction card. There's a main draw pile on the middle of the table. Then the players start:

Draw Phase:
Players are dealt cards equal to their hand limit

Deal Phase:
Each player puts any number of cards in a facedown pile in front of him, then repeats this action for his the remaining players clockwise.

Player Phase:
Each player reveals the top card and chooses a city to put it in.
-If it is a Person card, use it's effect, and put it behind the Island card. If they card matches a icon that the Island wants, the faction of that Person card gains 1 Influence token on the city. If the Island hates the icon, the faction will lose 1 Influence token. Person cards can have other effects too. The faction with the most influence tokens will take control of the Island.
-If it is a Law card, put it in front of the Island card. The ability will be active as long as it is face-up. Whenever a new faction takes control of the Island, flip all unflipped law cards and unflip all flipped law cards.

This is repeated until the cards run out. When they do, each player scores points for the number of Island cards which are controlled by Person cards of their faction, and the amount of influence they have.

That's the game!
Simple enough?

feNix
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Joined: 01/06/2010
Sounds it.

Now we just hafta wait for you to put together some cards so we can test 'em out for ya.

*looks at his watch*

Ready yet?

:P

CloudBuster
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Joined: 04/14/2009
Hey! I like it!

Yeah!
Sounds good. Put some cards together. I'd like to try this!

-CB-

Soulmate
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Joined: 05/23/2011
Fixing

I'm sorry

Things are really going slow right now
The game seems a little bit... boring :P

I'm fixing a few things now ;)

Edit: I think I found out what the problem was. The playtest rules were a little tweeked from the rules on this topic, but I think the rule was too random...
I will run a few more playtests and then eventually post the cards

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