I'm pretty new to this site, and am looking for people who could help me develop a little tile-laying game for 2 players. It's actually a sort of mini-game in a larger game i'm designing that is themed around designing a Chinese garden. The garden is an 8x8 grid (this might change to 7x7 or 9x9, depending on the victory conditions, for the moment it's irrelevant). The square tiles come in 4 colors, and represent flowers that players plant in the garden.
each turn, players can buy a certain number of flowers at the market (I'm thinking at 2-4 or 2-5 flowers bought per player per turn), and "plant" (=place) them in the garden. Players will usually only be able to buy flowers of two colors, but they also have a warehouse to store them, so I think typically a given player's "planting" in the garden will be done with 2-4 flowers (=tiles) of 2 colors, or 3 colors if the player stored flowers from a previous turn.
I'm looking for an interesting mechanic that will award points for each flower placed (the main scoring mechanism for the game). These points are awarded at the moment of placement, not later. I also don't want players "owning" tiles, so that both players will have the opportunity to cash-in on lucrative positions, which will make for a more cut-throat game.
I was thinking of a few ideas, but none of them seem to provide for much strategy. Just to get you going on the right track, here's one example:
- players get 1 VP for each flower of the same color that is positioned horizontally or vertically to the flower placed, and 1 VP for each flower of a different color that is positioned diagonally to the flower placed.
for ex., if the current position is (instead of colors I use numbers, from 1-4):
1 2
3
and you place a new flower numbered 3 at bottom right:
1 2
3 3
you would get 2 VP (one for the horizontal 3, one for the diagonal 1). The vertical 2 doesn't give anything as it's not a 3.
My basic problem with this mechanism is that it nearly always invariably ends up giving each tile 2 VP, you need to really work hard to get a 3 VP tile.
I also thought of adding an extra variable/dimension to the tile (like direction, or height, or an extra number) to add more strategic depth, but it makes the whole thing too difficult. I still can't seem to get a fix on an interesting (and not too complicated- this is a minigame after all) mechanic that would reward clever players without getting too out of hand and cumbersome,
Any ideas?
Thanks!
thanks! those are some great suggestions.
The immediate vs. future returns is good, but I want this part of the game to be immediate returns (other parts of the game score you VPs at the end of the game). The safe-low vs. risky-high is also cool, i just don't know how to implement that here.
i really like your idea of scoring combos for multiple placements, with the tile placed never scoring for itself. i also like the idea of getting more points for a variety of colors, i'm thinking that will make the warehouses more lucrative and maybe players will need to buy or develop them, instead of getting them at the start.
i forgot to mention that i thought of a starting configuration of flowers, a square in the middle of the board with the 4 types of flowers:
1 2
3 4
this is just a thought and could change of course. i like your idea of sprouting flowers from different places, though i was actually thinking of the garden as one "organic" entity, with players placing tiles next to older tiles (like a real garden develops). you might be right though that this could limit gameplay and strategic possibilities of placement. i could be persuaded otherwise if a really great mechanic comes along :)
the path: there's actually a fifth "color" (these are actually buildings in the garden, represented by a roof) like gazebos..., i was thinking of their scoring as similar to the monasteries in carcassonne, but am also considering them as "restricting line of sight"- any suggestions on what mechanic could use this?
thanks so much!
ofer