Hey!
I'm new to this forum so forgive me any mistakes I make.
Lately I'm working on my first board game and I came across a problem with mechanism.
The idea is each player have money and resource. With money you can buy buildings (with common auction system) where you can change resource to money (each building have different ratio resource to money). More then that you can invest in other players building (which gives you and the owner money). Capacity of each building is limited to 2 or 3 slots. If the slots are occupied no one can invest anymore (even the owner). Money can also be used to buy victory points (in a form of luxury things like art ect.). I was thinking the victory points should be distributed by auction system, but since i already have it in building distribution there's no use of it. I'm planing to limit buildings to the number of 15-20 so I can put them all on the map (putting them on the board in specific order is essential for gaining more victory points).
I started to simulate the game with 5 players and every time it goes the same way (no victory points awarded so far). Every player will eventually get 3 buildings. Players are buying the same buildings and it's very predictible (I can guess when and what the player will buy). I wonder if implementing victory points system will change the problem. I would like the game to have different winning option. So I'm planning to give Victory points for:
- player with most money
- player with most luxury cards
- player with specific combination of building
- player with specific combination of buildings on the map
Will it help me to balance it or should I change something else.
Thanks!
I checked Vegas Showdown mechanics. I see some similarities but my project is somehow different although I think I can find something usefull there as well.
I think I got the answer I was looking for.
The problem was that the starting amount of money was too small so all players end first round with similar amount of money and one building. I checked few other games and I think I got it fixed. I now got into balancing cards and prices - which is hard with so many variables. I probably need to do some hard math instead of using intuitiun to make it work.
I read somewhere that designers should check all of games mechanism separately before putting it altogether, but it shows some problems. I can only simulate one or two rounds because later players need to choose between biding for buildings or victory points / improvements. What is the best method in your opinion?