Been tossin' this idea around in my head for a while now. Finally got it ironed out into a working game in the last couple weeks.
Dominion is a blast of a game, and there are tons of new designs borrowing the whole "build your deck" idea liberally. I say more power to them. I thought it might be interesting if one were to design a game that was about taking a deck apart instead. After some trial and error, I've landed on this design and called it Equilibrium.
The short spiel:
"In Equilibrium, each player takes control of a fledgling country and tries to bring balance to it's economic, political and military aspects. Beyond the theme, Equilibrium is a novel card game in which each player will slowly deconstruct an identical deck. To play cards into your play area, you have to remove other cards permanently from your deck. Score cards played will reward players for the cards left in their deck. However, each card left in their deck also scores -1 VP no matter what. Players can decide to end their game on any turn... once they think their deck has reached Equilibrium."
So what do I have done? Already a week or so of home playtesting. It's definitely playable at this point. Now I just need to beg a few more sets of well trained eyes to look over the rules and cards before I release it as a PnP over on BGG. Would anyone be willing to at least read over the rules?
I've posted a live link to a google doc of the rules:
http://docs.google.com/View?id=dhdx9f7c_2267p7nkgcr
As I make changes and fixes they'll show up automatically there.
I also have a very beta pass at the cards. I wanted to hold off a day or two to look them over again before I uploaded them to the geek. In the meantime here they are in a semi-convenient rapidshare link:
http://rapidshare.com/files/271030820/Equilibrium_8-24-2009.pdf
Thanks a bunch to anyone that even made it this far in the post.
Silly design mumbo jumbo:
Equilibrium plays really fast in practice. Easily clocking in under 20 minutes. It usually runs 7-10 turns at most. I've only playtested 2-player, but I've tried to make all the cards multiplayer usable.
The choices are hard though. You have to decide pretty early if you're gunning for being deep in 1, 2, or 3 colors, and what combo of colors for 1 or 2. That gives you about 7 normal paths and a few odd ball strategies thrown in there too.
My wife's response was: good game, much more thinky than I expected.
Anyway. keep on having fun!
Thanks a bunch for the feedback guys! I'll try to respond to it.
1. Is there any strategy at all?
Yes. I think there's quite a bit actually. Most of the score cards reward you for being deep in 1-2 colors. You need to determine very early (by the second or third turn) what colors you are going to strive for this game. Then you have to keep those in mind and balance what you discard to pay for things the rest of the game. It's quite the balancing act in your head to remember how much you've churned of each color. Determining when to give in and play a score card in a color you are supposed to be saving can be quite the difficult decision.
One thing to remember is that this is an efficiency game. It's not about shrinking your deck super fast, it's about efficiently playing solid score cards that will have solid synergy with what you have intentionally left in your deck.
The yellow cards help you be more efficient.
The blue cards help you be more selective in what you play *AND* what you pay with (Very important).
The red cards really hurt your opponents' efficiency.
2. Why trash one and put one under your deck every turn without looking at them?
Because otherwise I'd strive to keep an *EXACT* total of how many of each card I have burned. And to me, that's not fun. I'd rather be able to keep an *approximate* total. (Think of playing Acquire with closed stock. You can maybe keep track of 5-6 counts, but not them all. You get about the same feeling from 2 mystery cards disappearing every turn.)
It also adds a strong "push-your-luck" quality. I don't know how many times I've tried to squeeze one extra turn only to drop below the 9 blue cards I needed for a couple of my score cards.
3. Quit Phase
First of all, yes, putting them on the bottom is stupid. I'll remove that. Once they've quit they are completely out of the action.
Second of all, I don't see a problem with allowing people to quit in response to others quitting. Trust me, people will quit eventually or their score will suck.
And why is it at the beginning? Because I want to allow you to see what you drew. If you are shooting for 9+ red and 9+ blue and you draw a hand with nothing but red and blue out of a deck of ~23 cards... you're probably going to quit. If instead you draw a "Free 2-Cost Score Card" (that happens to be yellow) then you're probably going to try and squeeze in one more hand. It's actually quite the tough decision.
4. The two "Optional phases".
Well, what do you guys suggest? I need to let those "Free 2-Cost Score Card" cards resolve at some point. And I don't want there to be a turn order. And yes, it *does* matter what other people play (especially the "Most Red" or "Most Blue" style score cards).
The "Pay +2" could probably be worked into the payment phase just fine. I'll go ahead and do that. That leaves just the 2-cost for free phase.
5. Does the math work?
Yes. Common scores are in the 10-20 range. The more attack cards played the lower the scores of course. You might not pull positive your very first try, but I can almost always pull over 10 now. And I can do it using 1, 2 or 3 colors with any combination of color choices for 1 & 2 color decks.
Is there a dominant strategy? I don't *think* so. I'm controlling that mainly by the "VP for 5+ of 3 Colors" "VP for 7+ of 2 Colors" and "VP for 11+ of 1 Color". They are the big score cards that really signal how many colors you are going for. I've had to really nerf the 2-color one because you can combine it with the "9+ Blue/Red/Yellow" cards easily. The single color one has got a boost because there are only so many score cards for any single color.
If I make a couple decks for some playtesters, then my only balance question is going to be: "How many colors did the winner have 9+ cards in" for each play. (Which if anyone is interested enough to playtest this, I could probably send some decks your way.)
6. "Others Trash +1"
Not actually that dominant. Why? Because you've given up a whole turn without scoring points. All you've done is pretty much taken away a turn from everyone else. Well that and you *know* what cards you burned on your turn and they *don't know* what cards are getting extra burned each turn.
I'm actually happy with it's power level. And it's not any more powerful in multiplayer since it gives you the same relative advantage over your opponents no matter how many there are.
7. "Others Pay +2"
This is one that becomes obvious how painful it is once you play the game. Each hand, there will be some cards you DO NOT want to pay with. You want to stock pile those back into your deck for the scoring phase. When you get hit with a Pay +2, guess what cards get nailed? That's right, those cards you did not want to lose.
This card is the pain. Why play it? Because I *KNOW* what I'm feeding it, and I'm knocking the crap out of my opponents scoring plan.
8. Permanents are better earlier they are played.
Yup. Definitely. That was a design choice.
9. "Score Cards cost 1 Less" makes "Free 2-Cost Score Card" stupid
Yes. It does. Intentionally. Otherwise how do you ever resist using those Free 2-Cost score cards and go long in Yellow? Basically an early "Cost 1 Less" probably means that player is shooting for going long in Yellow. (So don't drop a "Most Yellow" score card unless you can outdo them.)
10. Add in more individual cards?
Probably. But playtesting and balance becomes an issue pretty quickly. Given infinite time, sure. Right now I think there's enough variety for my tastes.
11. Is it solitaire?
The interaction is not "in your face", but it is there.
The attack cards are subtle but effective. If you frequently get hit with Trash +1 or Pay +2 you are going to have to quit a couple turns before you want to.
The biggest interaction is from the "Most" rewards. I know this is fairly weak, but it's very similar to the goal cards in RftG, only you are self selecting what goals you are aiming for.
It's important to guess what colors the other players are collecting. *Especially* if you go the 3-color route. You can probably sneak a "most' reward still, but you need to know what the other people are doing to know which one to play.
Thanks so much for all the input guys!!! You are all an invaluable resource!!!