Hi All! I am currently working on balancing a Euro pick-up-and-deliver game.
Through much work playtesting and thinking, I have got the game reasonably balanced and smoothly flowing and user friendly. However, sometimes at the end of the game it bogs down and becomes not enjoyable nor strategic. The problem is the endgame condition.
The game involves moving around and selecting dice that give you resources (there are 18 dice). As you select them you place them on a dice track. When the dice track is full (10 dice spaces) the round is over. At the end of the game when the track gets filled it initiates the endgame.
So currently the rule is this: The player that initiates the endgame gets a 5pt bonus(average scores are in the 130-170 range) and then every other player gets one more turn.
Players gain more stuff as the game progresses and get most points from the last couple of turns. If a player can't cash in their stuff, then they will lose badly. The above rule makes it so a person has to choose to end the game(thereby knowing the game will end for them) and yet all other players will yet get a chance to use their stuff to the best of their ability as well(noone gets stuck "holding the bag").
The problem I have encountered is that it seems like it is always best to NOT initiate the game end. As long as you have stuff to do that doesn't involve grabbing a dice it makes sense to not initate the endgame as the points you can get by stalling are higher. Also, since everyone else gets an extra turn its not like you cut them off from potential points either.
In the game I played tonight I played 3 rounds(a 2p game) and it took 1 hour(a good playtime). however, that hour is 3 rounds minus one dice. The game stalled for another 36 minutes until that last dice was grabbed pushing it to a not good 1:36 playtime.
In a 2p game I see issues both ways:
1) If the rules stay as is, the 1st player has an advantage as they can stall and get 1 extra turn. Being that an average game only has 10 turns, 1 turn is quite significant.
2) If I change the rule to finish at the end of the 2nd players turn. the 2nd player can wait for the 1st player to commit their resources(expecting the end of the game) and then can stall and take advantage of the other player being out of resources. On the flip side, if they 1st player holds their resources, the 2nd player can end the game leaving the 1st player "holding the bag".
I hope I have explained this decently. There are a couple solutions I can see:
1) up the endgame point bonus to the point where it is desirable to end the game. And thus players likely won't stall if they have a chance to cash out and grab it(would probably use the "end a round" rule for this).
2) Since the game usually takes 10 rounds, simply make it a 10 round game.
I am not a fan of either of these solutions for various reasons. Do any of you have any thoughts or insights in this regard?
Have you guys run into similar issues in the endgame portion of your designs?
Thanks!
PS- I have also tried "every player gets another turn including the person who initiates the end game" as well. However, since the dice are also resources, it always makes sense to end the game as a player can load up on the leftover resources knowing they will have an extra turn to use them, whereas the other players only have 8 or less dice to work with and only the one last turn.
Hi All! Thanks for all the input so far! I thought I would give you all a few more details to help you see the issues:
The main resources in the game are cubes which come from dice. A player gets the color and number of cubes corresponding to the dice(eg. a 3 red dice would net you 3 red cubes). There are 6 different colors of dice and 18 total. You use these cubes to buy stuff.
So to answer anonymousmagic, the endgame is unavoidable as you need resources to do anything thus you must select dice, which thus eventually triggers the end of the game (when 10 out of the 18 dice are selected a round/the game ends).
Now you go around with a boat with limited space on it(12 or 15 if you upgrade). So simply doubling a dice doesn't work...especially since you need different combinations of colors to buy things. (responding to X3M and why I needed ot give more info).
Now the reason why ending the game immediately doesn't work is that there is also an "extra actions" track that each player has. A player gets 3 base actions(which they can move to islands and select dice with) which can get upgraded to 4 actions per turn. If a player saves up 5 extra actions on top of this A player could potentially could grab 6 dice in one turn to push the end of the game and leave players before them stuck with alot of unused goods. If players see the potential for this and use their goods up later players in turn order can stock up on the good dice(4-5-6) and just make sure they stay beneath the 10 threshold so they for sure get another turn to use all these resources.
I would be a fan of the "finish the round" option if I can find an intuitive way to limit the amount of extra actions gotten. (Maybe max the track at 4?).
Kos's "cash in round" ideas sounds decent too! Maybe have a "when the 10 dice is selected everyone gets another turn including the dice grabber and then finish the round so that every player has an equal amount of turns". This would lead the max/min issues to just the final round. As grabbing the 10th and up dice would be desirable as by that time there are usually only a few "good" dice left. I will likely try this option next playtest. If it makes the game too long I may just have to scale it down a bit(maybe rounds end after 9 dice or something like that).
The game does have some long vs. short game aspects. If you go for contracts directly they give direct payouts in both points and flexibility(eg. 15 points, 2 wild cubes, and 1 extra action). Whereas there are also tech tiles that give you more staggered abilities and points(eg. 1 wild cube whenever you select a red dice) Points for these tech tiles square and so you need to get a lot of them to make them pay off points wise.
Players have to determine the best way to approach the game: build up tech and get points that way, then use those tech abilities to grab some choice contracts later. Or players can focus on contracts directly and use the immediate benefits to continue to go after contracts. Or get a few helpful techs, and then use these to focus on contracts. On top of this there are also workers you can hire that act like the tech tiles but are all points related(eg. 5 points every time you select a red dice).
Balancing is coming slowly but surely as there is a lot to juggle! I am still learning about the game and possible strategies 30 playtests in! While I don't mind discovering balancing issues, I hate discovering "fun killing: issues, which is why I posted this here. These end game issues don't happen all the time but enough that they need to be fixed! Thus the beauty of the bgdforums!
Thanks for the help guys! Any future thoughts would be greatly appreciated!
PS- I have the game available as a PnP if anyone is interested but it is a beast to print off!