Hi all,
Here's my latest game, Goblin Kartz. Playtests have gone well, but they point to one fatal flaw: the Attack phase at the end. I, and most people who commented, feel that there does need to be some climactic event once the Kartz are all built and before the points are tallied, but the current approach is not working. Being attacked, especially by more than one person, is too devastating and you have no chance to win.
I'd be very glad for any comments on the game, but I'm specifically looking for ideas to fix the attack phase problem.
Here is a nearly full print 'n' play. All you need to add are money (enough for 20 coins for each player, plus a bit to make change if you get to 20 using ones and fives) and a token for each player, recognizable somehow.
Instructions: http://zag.net/GoblinKartz/instructions.pdf
Cards: http://zag.net/GoblinKartz/Kards.pdf
Player Mats: http://zag.net/GoblinKartz/Mats.pdf
Bidding Mat: http://zag.net/GoblinKartz/bidding.png
Here's the short version, highlighting my problem:
Players are goblin engineers, making go-carts (Kartz) for the big race. They bid on goofy items, which have different point values in the different 'slots' on their Kart (Wheel, Wheel, Wheel, Chassis, Control, Weapon). For example, a Steering Wheel is a very good Control mechanism, a pretty good Wheel, but a lousy Weapon.
Each player has a different power which modifies one of the rules. This has worked out quite well, though they do still need some playtesting to balance a little better.
The parts each have a hidden value, Reliability, which makes parts worth +50%, +0, or -50% of the point values shown on the front of the card. Before the bidding, each player gets to see the Reliability of one card, but he has to guess at the values for the other cards. (My hope, here, was that players could infer some values from the bidding and behavior of the players who know those values. This has born out quite well, and it really is a fun aspect of the game.)
A Construction Phase after each Bidding Phase allows some opportunity to learn the Reliability of your parts, and to make some changes to the Kart.
After 6 rounds of Bidding and Construction, everyone's Kart has all its parts. Then we have an Attack Phase. On the count of 3, everyone points at one other person whom they attack. The Reliability-adjusted value of the weapon of the attacker is deducted from the total points of the attacked (and not added to the attacker's score).
Everyone turns over their parts cards, totals the Reliability-adjusted values according to which slots each part is in, deducts any attacks against him, and a winner is determined by highest total.
Thanks!
We talked about a racing mini-game after, but I really like your idea for using the weapons during it. Something else occurred to me while reading your note -- I can put a racetrack on the back of the bidding card and they can use the goblin tokens they already have, so it doesn't mean any more parts.
What do you think of this idea? I make the racetrack a figure 8. In addition to attacking the person immediately ahead of you, you also can attack someone within some number of squares of you because they have half-lapped you. (And, of course, if they have fully lapped you.)