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Nemesis mechanic for a 2-4p game

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Apotheothena
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Joined: 01/23/2014

My in-progress game has a square-shaped board with players choosing one of four quadrants to play in, pitting 2 players on opposing sides against each other. It involves resource collection and spending, and prices are based on 3 components: "your resources", "your neighbor" (both players beside you, not the player across from you), and "your nemesis" (just the player across the board from you).

My issue is with playing the game with 3 people; it works amazing with four people and pretty well with two, but with 3, the nemesis rule only applies to two of the players. How can I involve all three in this mechanic without fundamentally changing the game?

I've considered listing which player is your nemesis (the one on your right is nemesis, left is neighbor), for each player, but that proved a little difficult to balance aggression from your neighbor and aggressiveness towards your nemesis.

Also, managing purchasing of cards; I just now, as I'm writing this, am remembering the 7 Wonders method of only using certain cards for 2 and less, 3 and less, etc., which sounds like a viable option I want to explore, but how can I balance the theme of nemesis with only 3 players?

WEFA A

jrc5639
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Joined: 11/19/2013
Ideas

The solution you came up with reminds me of the hunter prey situation of vampires of the eternal struggle, and it is possible.

I do not know how complex your game is, but a simple bot could fill in the gap.

Is it possible to rotated which players are neighbor and nemesis.

Set the game up as if you had 6 players and have each player control 2 neighbors. Then combine the score of the two they control. I assume neighbors can somehow work together.

That's all I've got.

Apotheothena
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Joined: 01/23/2014
Thoughtful solution!

Thanks for the ideas! The only issue is the game is restricted to 2-4 players, non-negotiably, and they are all separated in the four quadrants which are split thematically on the board, and difficult, therefore, to mix and match (think goblins v elves, Romans v Greeks).

I did just think of a defector mechanic where you get to control the fourth player's resource collector on your turn, gaining all or half of the resources it receives, but losing control after your turn, but that just feels like duct tape on a 4p game that I can't turn into a 3p. Like when designers make a game 5p when it really shouldn't, I don't want my game to be stuck with 2 or 4 players, because 3p would feel pretty darn good, and widen the appeal!

TwentyPercent
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Joined: 12/25/2012
Either 2 or 4 Players

You can just make the game playable with 2-players 4-players. There's nothing wrong with designing a game that cannot be played with 3-players.

Apotheothena
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Joined: 01/23/2014
Pigeonholing

It just feels like I limit the game to a much smaller market if I make it for only 2 or 4, massively limiting the amount of people who would be willing to pick the game up for production, or am I talking out my ass here?

Toa Lewa
Toa Lewa's picture
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Joined: 10/31/2013
X-Wing Miniatures

X-Wing Miniatures was made for two players or two teams of players (but not three players), and it is a very popular game.

Zag24
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Joined: 03/02/2014
1984

In George Orwell's book 1984, there are three superpowers in the world and the alliances keep shifting, where the two weakest always ally against the strongest one. Perhaps something like this would work in your game, too. There would have to be some clear measure of who was "winning" and that person would always be on his own, with the other two as his nemeses.

This could add an element of trying to manipulate your position on the scoreboard to inadequately represent your real strength -- this might be interesting and could make your 3-player version be quite different strategically from your 2- and 4-player versions.

Just a thought -- no idea if it makes any sense for you game or not.

theMikeAG
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Joined: 03/30/2015
Speaking of 1984, King of Tokyo!

It sounds like Zag24's idea would work great. King of Tokyo has a mechanic where one player is on his own against the rest, unless he chooses to leave that position upon being attacked, in which case his attacker becomes the team of one. I'm not sure how much interaction the different players will have with each other (simple "take that's" versus extensive warfare), but it seems like a similar system would work here too.

It would also allow you to pointlessly make it 5-player! Haha! No, just kidding.

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