So... it's been revised, reconditioned, retooled, discussed and even playtested many times without any success. Despite my love for the theme, previous designs just haven't produced that fun factor... so it is one of those nagging designs that seems so close. Yet so far.
Perhaps you guys can help me see what I'm missing. Here's a link to the latest version:
https://docs.google.com/document/d/1hMjaCpoFI00KWluRi70NfVSUp0EYPeRpxic-...
It is a very casual card game, theme and mechanic alike. As a result, my major concern has been the balance of each card with the others. Every card needs to be conditionally good and there needs to be a sense of emergent control that players have over the table as they manage their hands. So, I have two primarily questions:
Is it all opportunistic play (or is there strategy)?
Is there one particular card that is always good or always bad?
If the answer to either of these questions is YES, then it needs to be fixed and I am open to suggestions.
Thanks for the insights so far.
To answer your first question, the idea of allowing players the ability to reorganize everything was a recent addition. It makes it harder to corner someone else into claiming a pile, but I think it balances trinkets well against suitcases. Suitcases become defensive cards and trinkets become attacking cards. It also fits well with the theme, being able to squeeze the last bit of space out of your bag.
However, I don't know if it will end up working like that or not. So... it is still flexible.
Number of players is 2 to 6 (60 is an even numerator)
Time for the game is 15 minutes
As written, the game ends whenever the last card is drawn... so players will always have 5 cards in their hand. Given the fact that people generally don't want to claim cards, I don't foresee more than one packing pile being empty at one time. The ending condition is also not fixed... it could be something else if you foresee a better alternative.