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How to keep track of profits in game

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Ecarots
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Joined: 08/23/2013

My latest game: Laker, is in the final stages of development but one thing I cannot decide on so I am tossing this out there. In this game you make profit. What does everyone prefer a currency/chit/coin system or a profit track that you move a token on to keep track of your totals so far? I am developing both options for Beta but would like to see what the consensus is

questccg
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Joined: 04/16/2011
I think it varies

If you are using a chit/coin method, you can have the total *secret* from the other players.

If you use a *track*, players will know who is in the lead at all times.

It depends which is most appropriate for your game... Do you want players to know exactly who is leading and by how many points? Or would you prefer that players only have a rough idea which player might be in the lead.

Depending on your game, the strategies used could *shift* if somebody feels a player is in the lead. For example, if you had a card that was a "Pass-Your-Turn" card, you would probably use it on the player who you feel is in the LEAD... This is just one example but there are plenty more... Another example is players can join forces and form alliances against another player (usually the player they feel is in first position).

So ya, it depends. For Tradewars - Homeworld, I am using a visible Treasury (to count 100 qS). But in my latest game Monster Keep, I am keeping the Influence points a secret... Because there is bidding going on!

Corsaire
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Joined: 06/27/2013
In concept I like coins and I

In concept I like coins and I think that feels more "modern", in execution, I really like having mysterious stacks currency I can flip stack and count and get change and such. Tracks for profit, I would not much like, but the balance in like Ticket to Ride is nice because I keep my profit cards in hand until the end.

Alumidon
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Joined: 11/07/2012
Developing Both Option

I believe developing both options is a good idea. I had a similar question of what type of currency to use in a manufacturing game I am working on. In the beginning I was partial to the chit method but after giving my play testers a few options they came back and told me that they preferred traditional play money to the chit method. I think it depends on the gameplay and having a couple of different options for testing may be best. Good luck.

KrisW
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Joined: 01/15/2013
Allow for the cats and children

The track system has many advantages, but one major disadvantage - In some games the track is poorly designed, usually as some sort of marker that slides along a slick printed track. When the cats jump on the table or a toddler grabs for the 'candy' (the track markers) the whole game ends in chaos.

There are several games we play that we've converted from a track to a score pad system simply because of the Kids & Cats.

Ecarots
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Joined: 08/23/2013
Ideas

Thank you one and all. I will do both options for the Beta. My latest vesion of the prototype board has a "profit/score" Track on it so I can use it either way for testing as the profit s are either 25,000 , 50,000 or 100,000. per load those are 3 amounts I can concentrate on mybe with 1 larger amount for "cash in" purposes.

Okay next idea came to me. What is your opinions on conters to keep track of how many turns have elapsed?

questccg
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Joined: 04/16/2011
Needs clarification

Ecarots wrote:
...Okay next idea came to me. What is your opinions on counters to keep track of how many turns have elapsed?

I'm not sure why or what you want to use counters for. Everyone gets a +1 token each turn??? Is there a purpose other than simply keeping track of the number of turns? Can players skip a turn and not get a counter for that "turn"? Or is it because you want your game to last X amount of turns?

I think you should give some clarification (or maybe better express why you want to use counters for the turns). Maybe then I can give a more concise answer...

Ecarots
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Joined: 08/23/2013
The counter

This a cargo game. It is used as a timer. after x number of turns a X2 bonus takes effect to encourage cargo delivery and pickup from unutilized ports.

questccg
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Joined: 04/16/2011
Well you can do like in...

Pandemic... On your "board" have a Avatar, Joystick, Wooden cube, that moves along a track. When you reach a certain point, a bonus comes into effect...

Let me take a quick look at the Pandemic board - I think it also has a "ramp-up" concept also:

http://www.boardgamegeek.com/image/1535381/pandemic?size=original

Notice on the top-right side of the board, the "Infection Rate" goes 2, 2, 2, 3, 3, 4, 4. That's a nice track in which you place a Joystick and move it along. I believe the idea was on each turn, you DRAW 2 cards for the spread of the infection. When it says "3", you have to draw 3 cards... etc.

But one thing is for sure, you could use such a track if you have a board that comes with your game. Another alternative is declaring ONE (1) player as the *Timekeeper* (the LAST player each turn). That player can move along the joystick to the next "step".

It's a good mechanic for keeping track of how bad things are getting... And it does add A LOT of TENSION...

Note: The time we played the game (Pandemic) we won as a team. But there were 5 people playing a maximum 4 person game... So we kinda *broke* the rules! ;)

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