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Village: Event Cards

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Relexx
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I have been thinking on the event card idea for my Village game. I am wondering if it should be part of the turn order or purchasable event.

  1. If it is to become part of the turn order then events need to be global, such as famine, flood, fire, good year, etc.
  2. If they become purchasable then they can have both individual events, including victory points as well as global.

In either case I feel there needs to be event cards that are no events. Just the ratio would need to be adjusted depending on which option is taken, higher for 1 and lower for 2.

Comments? Ideas for events?

HairyMezican
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Thematically, the global

Thematically, the global event feels stronger to me, but more random. The individual events become under the player's control, but just feels a little off (how does one buy a famine?). I suspect you want to have events under the player control somehow, or else you wouldn't be asking this question, so you might think about having the events global, but giving the player some way to have some control over it.

i.e.

players can buy witches: for each witch in play, an extra event card is drawn, then each witch's controller vetoes 1 event for each witch they control. (but watch out for witch hunts or whatever)

or

players can pay to consult the oracle to look at the top event and can then pay him extra to put that event on the bottom

or whatever goes along with the theme you want for your village

Relexx
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I was thinking of cards like

I was thinking of cards like the following effects

  • Global/Local reduce production (eg drought, earthquake)
  • Global/Local increase production (eg Rains)
  • Victory Points
  • Global/Local destroy/delevel buildings
  • Free Upgrade to building
  • Free building
  • No Event
  • Global/Local Free resource

The cards are purchasable, and the number of good cards possible more than bad, likewise individual bad cards (local) may be able to be placed upon an opponents village for additional cost.

Pastor_Mora
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Balanced Events

One way to balance events is to give them both good and bad modifiers.

Say, for example, a RAIN event could have:
Bonus to food production
Penalty to building costs
Bonus to defense
Penalty to attack

So it's not like you are totally favored/ruined by an event. You just may have to adjust your strategy to maximize its effect in your favor.

As how to apply them, I like Mez's idea.

Keep thinking!

Relexx
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Thanks for challenging and

Thanks for challenging and making me think more.

I am still leaning towards player event cards, whether or not "event" is the right term or not is perhaps some debate. After thinking more on it and doing some play testing with my wife last night (without events), i thing I can safely say that I think the game needs them, otherwise it is really feels like solitaire.

I am moving towards two styles of cards in the pack, global events (good and bad) that are immediately played. Local events which can be held in hand. I agree with Pastor_Mora that perhaps the cards should have multiple effects, however I think this should be limited to the local events, where the player can use the card upon themself or play it on an opponent.

Take a local rain for an event card, as a positive it could be +1 food production, a negative could be -1 ore (flooding) or -1 Food due to flooding.

Pastor_Mora
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Are we really talking about event?

I don't see how events can make a game not feel solitare, as they affect every player. I do see spells, as a form of interaction between players, adding against the solitary approach for certain. But you need to make clear what you are trying to achieve with adding this element to the game. Is it randomness, is it interaction, is it replayability, is it depth? Different ways to portray a "rain" makes for different effects achieved. So, what is your game laking of? Don't add anything you don't need to. Keep it simple (you've heard this before).

Keep thinking!

Relexx
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In considering the event deck

In considering the event deck cards purchasable, and having cards that have global effect or local effect it, I was considering that it would add more random elements to the game. Allowing players to play local events on them self or opponents introduces an additional element where a player can effect another player

At the moment the game feels a little stale. But perhaps that could be the speed at which we are playing.

I think I will keep pondering the idea, as the core mechanic of the game needs to be ironed out first.

Pastor_Mora
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Adding elements

There are numerous ways to spice up a game, and each could contribute to enhance a certain aspect of it. For example,

Replayability: Random Events, Dynamic Board
Interaction: Negotiation (pacts), Trade
Depth: Special Items/Wonders, Character Background

Perhaps events is not what you are after?

Keep thinking!

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