Hello everyone,
First time here so go easy on me, lol.
I have a game where the players are exploring in an attempt to trigger the mid-late game sequence to fight in the final battle. During their escapades they are discovering cool trinkets, weapons, and clues as to where the bad guy appears.
Currently, players are exploring, defeating enemies, leveling up, and finding "x" number of clues before triggering this mid-late game sequence of events. Like Betrayal has the omen/haunt roll to determine its mid-late game sequence, I am trying to figure out the best way to handle this without being identical or closely related to Betrayal.
These clues they must find are shuffled into an item deck and players must go through enough cards to get to all the clues. I have done the following things thus far and all feel wonky:
-- 40 card deck - 5 clues inserted - must find 5 clues
-- 30 card deck - 5 clues inserted - must find 5 clues
-- 30 or 40 card deck - 5 clues inserted - must find 3 clues
-- any # of cards (tried tons of quantity variants) - 5 clues inserted - must find "x" number of clues
------2-4 players, find 3 clues
------5-6 players, find 4 clues
------7-8 players, find 5 clues
This process seems to be okay but haven't figured out the best option or if there is a completely different options I'm not thinking of.
Would it be better to have players find a particular trinket as the trigger? I would think this has a danger of triggering too soon if that trinket it high up in the deck.
What about if a certain area is explored? Seems too close to Betrayal, especially if particular items are found in specific areas
The main issue is this makes the game drag on for 3+ hours but wanted to get to 2 hour maximum as it is an adventure game with level ups.
Thanks for any help!
Okay, wow! Thanks for the help everyone!
So I like deck rigging like Pandemic and is something I am very familiar with.
My only concern is the quantity of cards. This has been the timing stumbling block and after testing this out for years, I can't seem to find the balance. Too few total cards has led to way too short of time in game. Too many and it drags along. I have yet to find the perfect balance with any size group. Maybe just keep testing it one card at a time using the deck rigging could do the trick?
I have player boards with 4 different tracks already (and they are different for each player) - level track, range track, melee track, hp track. What if the mid-late game is triggered upon a certain number of level ups? For instance, in a 4 player game, each player can level up to 10 from 1. That means there are 9 levels per player to be achieved for a total of 40 levels combined. What if the trigger is once the total level of all players reaches 30 for a short game of say 1 hour, 35 levels for mid game of 2 hours, and 40 levels for a full length game of 3+ hours. Obviously this would need testing to determine the levels needed and the time it takes to get there but just an example. Would that be something exciting and intriguing or is it boring as all get out?
A third option - what if players each had their own item deck (that way there is no chance of getting an item that is useless to them) and they have to shuffle the "clue" or whatever trigger I have into the bottom half of their deck. Then I could have a set # or clues/triggers that must be acquired to complete the mid-late game trigger. Thoughts?