I have designed recently a scoring mechanic but I am scared that it takes too much time and slow down the game. Here how it works:
Each turn, there are 1 Vp awarded for 3 different contest.
For each contest, players count the value of a certain number of elements on the board. The player with the highest value gain the victory point.
Values range from 2 - 4.
Some special abilities or situation can give +1 to the values of all counted elements.
The problem is that at the end of the turn you need to count 3 times the value of each player to know who is the winner. On the other hand, you do not need to count all the players, you only count the players which are in a good position enough to have a chance to score.
Still, do you think it would be too slow for a 21 turn game?
The other solution is that elements can either worth 1-2 and gainning bonus set to all maximum value to 2 instead of +1 to the base value. So bonus cannot stack.
I seems that I need to explain a bit more. Still the feedback is good right now. I really like the idea of a scoring track that you could update when other players are playing to prevent them from calculating.
There is a reason why there is no scoring phase, it's because it breaks my game. In my game there are various factions/civilisation that comes in to play and eventually dies. Each faction has it's moment of glory and downfall. This could be illustrated with the following graphic:
(I can't embeed the image in the post, so here is the kink)
http://ariel.bdeb.qc.ca/~ericp/tempbgdf/chart_power.png
Which mean that if for example, I place a scoring phase between turn 5 and 6, the glory moments of faction A and D won't be recorded and faction B would be strongly advantaged. So it's not fair. I really need a scoring each turn.
The reason why the scoring use an "all or nothing" system (1VP to the strongest) is to force competition. In previous game version you accumulated the values as points. The problem is that it's hard to catch up somebody, or to see the direct effects of doing some action. You need to score more points each turn to eventually catch up the leader. That's boring. The other way, making a simple attack or move can make a player score nothing or everything. So players has more control over the game and it's easier to negotiate with other players.
Right now, players score the number of cities controled, the special building in each cities (1 per city, and they can be destroyed)) and the actifacts which are located in cities (these can be moved or traded). In the early version of the game, I just scored cities with a value of 1 each. Since I game various values to buildings and artifact, I thought I could do the same with cities. The other reason was to make sure a +1 bonus did not double the value of a city too easily.
If you faction is a kingdom, it gains +1 to all elements scored. Some one time use abilities allow giving a +1 to one of the 3 scores.
So to make scoring easier, I thought that the stuff are either worth 1 or 2 points. Kingdoms and special abilities does not stack over each other and simply makes stuff worth it's maximum, which mean 2. The only drawback, is that stuff that are worth 2 points would be less valuable since it's easier to get it with a kingdom or ability. So they could be used for tie breaking.
So I have just tought that kingdom could give a static 1-3 points in each elements score to make sure it can be combined with the special abilities that makes all stuff score at 2. Since it's now time use, it won't happen often and stuff that scores 2 points would be more valuable because it scores 2 pts. every turn.
So what do you think?
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Other game development info
I decided to put more effort recently on this game since we have a designer meeting on november 16 ( which don't happen really often) and it's the game which is the closest to being completed. The new version I am designing seems pretty neat and closer to completion. The fact that www.boardgamesnow.com is now alive could give me an opportunity to publish my game (publish there first, then on other site). But I don't put my hopes to high, since problems could always occur ... as always.
If the game works well, do you think I should place it on the GDW. I never used the GDW, so I really don't know how it works and if it's worth it. I know it's a "give and take" stuff and in my case, it would mean "don't give and take".