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Speeding up the game

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ruy343
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Joined: 07/03/2013

In a recent playtest of my Chemistry game, it was discovered that the game slows to a crawl as a result of three factors:

Clarity of Goal Cards: It's my fault that the goal cards don't look exactly like what it would look like when the hexes are put together. I can fix that on my own.

Set Collection Problem: As a player is trying to put together their molecule with atom hexes, their ability to get the atom hexes they need can keep them stuck for a long time in one spot. Although the proportions of atoms are correct according to statistical demand, they often get stuck waiting for the right atom, since when another player finds the atom they need, they just stick it on their own molecule.

Goal Size: As players are putting together big molecules, they get bashed down too often because other players see that they're about to score lots of points, and they feel that it's not very fun. Should I get rid of big goals and make it about little sets?

Drawing: My current drawing system is "On your turn, you may draw three atom hexes, three action cards, or a combination of the two not exceeding 3 total." However, what ends up happening is that players who are stuck end up drawing lots of action cards to mess with other players since they feel there's little hope in finishing their molecule.

Finally, the overall time to play is too long for a game like this. If it was Axis and Allies, we could handle it, but the game doesn't get players as invested, so they don't grow attached to it for that long (though they all said that they enjoyed a lot of aspects of it; just the length was a bit much.)

Ideas on how to fix any of that?

Corsaire
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Joined: 06/27/2013
Look at Ticket to Ride

At essence it is a set collection or track building analogue. I'd look at Ticket to Ride as a great example of how some of that is balanced. Without knowing all of the ins and outs of yours, I think these features from Ticket to Ride helps it address similar issues:
Hidden, multiple goals, pick a goal from multiple options
Interim building + scoring (e.g. scoring for a hydroxide pairing or ?)

For the mechanics you mentioned, I would certainly tune the action to atom drawing. Like why 3 actions? Maybe force an atom draw every turn.

Other collection games use player trading to self-balance resources, but may not help with game length.

With interim building, you could also have hand limits forcing discards and allow players to draw from discards.

Lots of possibilities.

questccg
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Joined: 04/16/2011
One point...

ruy343 wrote:
Finally, the overall time to play is too long for a game like this. If it was Axis and Allies, we could handle it, but the game doesn't get players as invested, so they don't grow attached to it for that long (though they all said that they enjoyed a lot of aspects of it; just the length was a bit much.)

Okay so time taken can be solved by reducing the number of molecules a player can make. Why? Because it will result in more of the molecules necessary for the game. So instead of having 10 carbon molecules, you now have 15 or 20...

The reverse of this is, awarding victory points. If you have a *unique* molecule, you can score +5 points (as an example). So players would *try* to create molecules not already scored OR would create identical ones to reduce their opponent's scoring!

But definitely having less types of molecules or molecules with common atoms is the best solution.

Also to SHORTEN the length of a game, reduce the # of Victory Points (VPs) required to win the game!

The Game Crafter
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Joined: 06/09/2009
For your set collection

For your set collection problem, maybe you need a trade in mechanic. If they can't get exactly the thing they need, maybe let them trade in 3 other atom hexes to create a wildcard that they can use to fill in the spot.

Drawing. It seems it would be simple enough to just say they can only ever draw 1 action card. You get 2 tiles and 1 action card per turn. a) It eliminates a choice, which will speed things along. b) It eliminates the ability for them to screw their neighbor, so they can't create a delay of game.

RGaffney
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Joined: 09/26/2011
I know nothing about the

I know nothing about the game, but there is a trend among games in general for less player interaction and I hate it.

Why would I want to play a game with friends where I cannot affect what they are doing. Or I can interact, but only with small fries. I need to be able to totally ruin someone's day. But I also need to feel like if my day was ruined, that there were choices I could have made to prevent it which I did not.

Maybe there is a way to "protect" your molecules so others have to beat down something before they block you. Maybe there are limited vulnerabilities such as you can play on one another, but only beginning with a carbon or only using a small molecule you have already completed... or something

ruy343
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Joined: 07/03/2013
Thanks!

Thank you all for your suggestions. This is why I come here. These ideas will definitely breath more life into my game.

Thanks again

(Also, I apologize for by inability to count to three in my first post :) )

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