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Help with Animal Tableau Building game

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harmon89
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This is an idea for a game I had running through my head the last couple of days and would appreciate thoughts on if you think the idea has merit and which aspects do you think work/don't work?

It is somewhat inspired by the film Zootopia and I borrowed some mechanics from the game Splendor, but I think the game is fairly original. If it sounds like a game already out there let me know.

I'm particularly interested in your thoughts on the Animal Phase of the game, and if you think there's too much calculating to the point where it will slow down the game.

Also, I'm wondering if the Attack phase should have some element of chance to it. As of right now, when a player attacks they know they are going to win.

Would enjoy hearing your thoughts. :)

The image attached is a mockup of what a possible card layout. The number in the top left is the strength, the top right is how many of a certain type of habitat is required for that animal, and the text at the bottom tells you the Animal Influence bonus for that particular animal.

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CONTENTS
50 Animal cards
50 Habitat cards
30 Influence cards

OVERVIEW
You are in charge of keeping your citizens and expanding your realm through persuasion and conquest. Here’s the catch. You’re realm is made up entirely of animals. Each animal has different preferences, strengths, and abilities that you must balance if you want to have a diverse and thriving kingdom. And Diversity is the key. The player with the most animal species in their land at the end of the game wins.

SETUP
Deal each player 8 animal cards, 4 habitat cards and 4 Influence cards. All remaining animal cards are set aside for the remainder of the game.
You must discard any animal cards you cannot support. You can only support a species if you have the habitat card that animal requires. Some animals will require 2 or 3 habitat cards in order to keep that species in your hand so you may only get to keep 2-3 animal cards at the start of the game.

For example, the Polar Bear might require 2 Tundra cards whereas a Rabbit only requires 1 Forest card.

Play all your habitat cards in a row in front of you. Then play your animal cards in the habitat column that matches with that animal.

All discarded animal cards are shuffled and placed face down in the center of the play area. This becomes the animal deck that will be used through the remainder of the game. Now take 8 of those cards and flip them face up in the center of the play area.

GAME PLAY
On your turn you have 4 possible actions.
1. Draw 3 Habitat cards and keep 1.
2. Draw an Influence card
3. Attack Opponent
4. Draw an Animal card

DRAW HABITAT CARDS
Look at 3 cards from the top of the Habitat deck and keep one of them. The card you choose is played in front of you in the column of cards for that habitat. If you don’t yet have any cards of that Habitat start a new column in front of you.

DRAW AN INFLUENCE CARD
Draw 1 card from the Influence deck and put in your hand. Unlike the animal and habitat cards, influence cards are not revealed to other players until you play them.

ATTACK AN OPPONENT
To attack an opponent simply choose one of your habitats and add up the accumulative strength of all the animals in that habitat. If your combined strength is greater than an opponent’s accumulative strength in the same habitat you can remove their weakest card in that habitat. That card is then removed from the game.

TAKE AN ANIMAL CARD
As long as you have enough habitat cards of the animal’s habitat type, you can choose any of the 8 revealed cards in the center of the play area.

Any other player that can also support the animal can challenge you by playing one or more influence cards down in the center of the table.

If there are no challengers you simply take the animal card and flip over the next animal card (if there is one) so that if possible there are always 8 cards available for players to choose.

If there are one or more challengers the player with the most influence points takes the card. Below is how influence points are calculated.

Herbivores
lose 1 influence point for every carnivore you have in the habitat that animal would live.

Carnivore
Add 1 influence point for every herbivore you have in the habitat that animal would live.

Omnivore – lose 1 influence point for every species in the habitat that animal would live.

Points from influence cards
Influence bonus from the animal card

ANIMAL INFLUENCE POINTS
At the bottom of every card is something unique that animal species is looking for in a home. Add this to your total influence score.
Example: On the deer card the influence bonus might be "+1 influence for each forest habitat card in your kingdom.""

INFLUENCE CARDS
Players may also choose to play as many Influence cards at this time to improve their score. The player with the most points wins that species card.
Examples of an influence card
Take by Force: +1 influence for every 2 carnivore in kingdom
Lush Fields: +3 influence when trying to convince an herbivore

GAME END
The game ends once the animal deck (the animal cards players discarded at the start of the game) has been drawn by someone.
The winner is the player with the most animals in their kingdom. If it is a tie the player with the most strength wins the game. (Strength is determined by adding the individual strength values of every animal in the kingdom.)

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Opinioso
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I liked the general idea of

I liked the general idea of the game. The habitat/animal interaction for survival remind me a little of Dominant Species, but not enough to be a problem.

I think that maybe there are too many mechanics at place at the same time. You can draw habitats, attack, draw influence, draw animals (using or not influence cards). I don't know, maybe it's too much. And add some kind of combat mechanics to the attack would just add more stuff to keep track.

What if the animal deck in the center has some animals and you just want to make your habitats more interesting to them? So, every round, you could do something to your habitats (by adding new habitats or using cards to change the ones you already have) and they would automatically come. Then, the attacks could be to steal animals from other players, by adding something temporarily to your habitats so even animals already taken could go to your area. It's almost as the attracting factor in Boss Monster (that makes each kind of hero comes to your dungeon). Each animal could have powers to keep other animals in your area (or to attract from other areas during attacks).

Also, I think that the omnivores should have an advantage, and not a disadvantage (since they can feed themselves more easily).

harmon89
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Over the weekend I thought

Over the weekend I thought about what you said, and here’s another idea.

There are 2 decks. The animal deck and the habitat enhancement deck.

At the start of the game flip over 3 rows of habitat enhancement cards with the number of cards in each row being the number of players in the game. Also flip over 3 rows of animal cards with the (number of players – 1) cards in each row.

Each round every player takes turns choosing 1 habitat enhancement card from any of the cards available. When a card is taken, a new habitat enhancement card is flip over to replace it.

Once everyone has drawn a card the contest for getting animals to your habitat begins. The first round only the top row of animal cards in considered. The animals in that row go to the player who has the most appealing habitat. (Appeal is determined by the enhancements as well as the other types of animals you have in that habitat). Since there is one less animal than player in each row, at least one player will not get an animal in that round. Any animals that are taken from a row are immediately replaced with new animals.

Only the players that do NOT get animals get to draw a habitat enhancement card the next round.

At the end of the next round the next row of animal cards are considered. So the second round the competition is for the second row of animal cards, the third round the third row, and the fourth round you loop back up to the 1st row.
The game ends once either the animal deck or the habitat enhancement deck is gone.

Opinioso
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I like it. It seems simpler

I like it. It seems simpler to me. I have some suggestions:

- I like the idea of replacing cards that are gonna be considered on future rounds. It allows the players to create long-term strategies;
- considering the importance of the turn order in this case, I would consider a turn order mechanism. You should test with the clockwise, but I think it would be more strategic to work with another idea;
- what if you have a 3rd deck, of "events"? It could be a great booby prize for the player who doesn't get an animal. He can get one of the events card, and it could help him in the next rounds. Could be an attack to steal animals from other players or destroy an habitat, or something that increases temporarily his attraction factor. The events deck could be available for everybody, in a way that you can choose to not take an animal an take a card from this instead;
- I'm assuming that habitats and animal cards would have abilities that increase specific attractions and create strategies, right? Something like "Swamp: + 1 for attracting insects and reptiles, -1 for attracting mammals" and "Lion: remove one animal from your habitat when you take it. Your habitat can't lose animals for attacks when Lion is in your habitat". Idk, maybe its suddenly becoming like a "Nature Magic".

harmon89
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I think you're right. A

I think you're right. A player order mechanic is probably a good idea since order is so important. I was originally thinking just going clockwise, but perhaps something more strategic is the right way to go. Will have to think about that.

As far as what the habitat and animal cards would look like, here are my thoughts at the moment.

BREAKDOWN OF HABITAT ENHANCEMENT CARDS

5 Mountain
5 Grasslands
5 Forest
5 Desert
5 Tundra
5 Rivers – +1 influence to all animals (some animals require rivers)
10 Towns – Lose between 1-5 influence with certain animals (place these in opponent habitats)
3 Swamp – opponents cannot place a town where you have a swamp
3 Oasis - +3 Influence. Must be placed in Desert habitat
3 Caves – 2-4 influence for cave dwellers
3 Orchards - +2 influence to herbivores. +1 to omnivores
3 Lush Fields - +3 to herbivores, must be placed in Grassland habitat
3 Gardens – +3 influence for herbivores. Must be placed in habitats where there are towns.
3 Farms - +2 influence to all animals

EXAMPLE OF ANIMAL CARDS

LION
Requirements: 2 Grassland cards, 2 Grassland Herbivores
Type: Carnivore
Town: -4 influence
Influence Factors: None
Ability: (Use immediately) Take one habitat card for free if available. (Cannot be a habitat enhancement card)
3 VP

DEER
Requirement: 1 Forest
Type: Herbivore
Town: -1 influence
Influence: +2 influence from gardens and orchards
Ability: +2 influence when attracting carnivores
1 VP

While each animal has additional influence factors, the original Influence factors are still in place.
With Herbivores, -1 influence from Carnivores
with Carnivores, +1 influence from Herbivores
with Omnivores, +1 influence from Herbivores and Omnivores.

Oh, and I'm also thinking not all animals are equal when it comes to victory points. Since a lion is harder to get maybe it should be worth more points.

Zag24
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Turn order?

This seems like a decent candidate for simultaneous reveal, and therefore no turn order.

Combine the habitat and influence decks. Players start with a hand of, say, 5 cards.

Each turn:
* deal our N animal cards, face up.
* Each player then chooses a card from his hand to play, and holds it out face down.
* The cards are revealed, habitats placed and attacks resolved.
* Animal cards that were dealt out at the beginning of the turn each travel to their favorite location, based on current influence.
* Players each draw another card from the influence/habitats deck.

Zag24
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** Accidental double post **

** Accidental double post **

(I don't seem to be able to delete. Hmmm.)

Opinioso
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The game that Zag proposed is

The game that Zag proposed is a completely different game, but it could work. It would go from a game of strategy (considering the fact that the cards are all revealed and become able after a determined amount of time) to a game of luck (considering you would depend directly from the cards you draw).

Bot of them could work, I believe. But the "reveal at the same time" mechanics just work for the secret hands idea. In the other case, it's important to be the one who get the card first. Maybe a catch-up mechanism? Player with less points (tiebreaking with less habitats) go first?

harmon89
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Zag24 wrote:This seems like a

Zag24 wrote:
This seems like a decent candidate for simultaneous reveal, and therefore no turn order.

Combine the habitat and influence decks. Players start with a hand of, say, 5 cards.

Each turn:
* deal our N animal cards, face up.
* Each player then chooses a card from his hand to play, and holds it out face down.
* The cards are revealed, habitats placed and attacks resolved.
* Animal cards that were dealt out at the beginning of the turn each travel to their favorite location, based on current influence.
* Players each draw another card from the influence/habitats deck.

I do like your idea quite a bit. As Opinioso mentioned it is a very different game, but it could also work quite well. Once I create a rough prototype I will almost certainly try a variation of your suggested rules. My concern would be that there may not be enough strategy involved, particularly when it comes to long term strategy.

AI'm curious how much of an impact the order in which you play the cards in your hand would have, since that is really the only place where strategy comes into play.

I do like games where everyone can plays simultaneously as long as the mechanic feels natural.

Zag24
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I think that there would be a

I think that there would be a fair bit of strategy, especially if there are temporary influence cards. The player strategy would be to try to keep a commanding lead in one habitat, such that he knows he will always attract the animals looking for that, while preventing other players from establishing such a lead in the other habitats that he can't occasionally make a steal using a temporary influence card that boosts his appeal.

Meanwhile, since there are only a few animals being competed over each turn, you can have some guesses as to where other players will be focusing their construction (or their destruction of yours). As with many simultaneous-reveal games, figuring out where your opponents are going to focus their efforts is the key: You try to let your opponent have one habitat where he wins big, while you barely win in each of three habitats. In this vein, it might make sense that each turn all players select two cards and reveal them simultaneously.

harmon89
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Revealing 2 cards each turn

Revealing 2 cards each turn seems like a good way to go.

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