I am designing a game in which a player owns a certain number of ships (somewhat space-ish themed game), anywhere from 0 up to 100. Now, I am trying to find the good way to represent this number. Note that ships can be destroyed, but also constructed, so the number goes the both ways.
I can come up with several methods and I have included my own pro/con, but I'd like to hear your advices on the subject. Two important factors for this game are production costs and the process of tracking the score being simple and quick, so please comment on that.
- Score track - usually printed on the board itself or on a separate piece of the cardboard. This options seems OK for smaller number of scores, say up to 50. Seems a bit of an overhead to place 100 score spaces around a board that is a 4-spaces-wide hexagon (total of 37 hex spaces). Also, problem with the approach is that the table hit/shake can move the score token out of its appropriate position, making it hard to know where the token was. The only PRO I find for this solution is that it requires only a single token for each player.
- Coins - the pieces of cardboard/plastic with numbers on them. Lots of them. And that's their problem. When a player is attacked for, say, 6 ships, it's easy to take one 5 and one 1 coin and remove them. Since the player can have up to 100 ships, it seems reasonable to have coins that are worth 20. This leads to heavy coin exchanging when you have only high-value coins and you need to subtract a few. For example, if you have one coin of 20 and 3 of your ships get destroyed, you should get coins of 10 + 5 + 1 + 1. This process seems a bit messy and tedious, since the ship damage will occur pretty often (it's the central part of the game).
- Dice - Two 10-sided dice are enough, since the maximum number of ships is 99 (having 100 is a instant victory condition). This would require a basic math skill (add/subtract) and finding a number on a die. I've never held a 10-sided die in my hand so I have no idea how stable they are (table shaking/hitting), but judging by the pictures I've seen, they don't seem extremely stable (I may be completely wrong)... I'd like some insight on this from people who use them (any D&D players?)... Also, I don't know if they are hard to come by... Also, there is an idea to use somewhat more common 12-sided dice, and remove 11 and 12 from them.
- Pen&Paper - Just writing the thing down. This gives me chills, even though it may be the most convenient (fastest) way to keep track of the score. Seems a bit strange to provide a blank paper and a pen in a board game :) for something like score tracking?!? :)
- Some type of a slider - whether two rotatable circles with numbers on them (reminds me of birthday cards from my childhood), or an abacus-styled slider... This is simple for usage, but may increase production costs (perhaps)...
- Any other method?
I appreciate all advices and comments.
Player start with 50 ships, and if they reach 100, they win. If they reach 0, they lost. These ships are not used on the board (they simple represent the size of the fleet), so this will not cause any mess on the board itself. Something else is used on the board, but that's completely different. Reaching 100 is not a main goal of the game, but is an additional victory condition. Maybe there's a way to tweak it, but I have to think about it... More will be revealed when I finish some details and then try the game with friends...
As stated previously, "ships" are only the size of the fleet, so they are not components at all. There will be some other componets used on the board, but they are not the problem.
The game mechanics don't allow major changes, but I might be able to rebalance and tweak the game a bit, so they start at 25 and achieve victory at 50. This way, it would be easier to track this.
I am a programmer, so when the game design is completed, I will implement the game as a program for testing and balancing purposes. However, the computer does some things in an instant (rolling dice, changing score, drawing card), while the player on the tabletop board game must spend time for these activities. I do wish to minimize the time player spend calculating the score, however, drastically reducing the calc time would require major mechanics change. Which is what may be neccessary in the end, we'll see..
Thanks for your input.