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Hidden Objective with Evidence Idea

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dk090
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Joined: 02/19/2017

I'm having trouble with my concept.. and there's really not much existing to help.

My game is a worker placement where you reserve actions (like Champions of Midgard). Each player starts with 20 troops, but only can use 4 troops per turn to place actions. All players must maintain a communal "food" resource pool through hunting actions. Insufficient food = loss of troops. There is also actions to generate gold. Gold is used to purchase stuff at a Market action space (and perform some other actions).

The main difference in my game is the hidden objective of a "target opponent". Let's say blue's objective is red. Then blue gets a end of game bonus for having more troops than red. Blue would therefore want to kill off red's troops without making it obvious that it is his objective. The "killing off" part is done through supporting Hunt actions and assassinating the opponent with a bought item, or poisoning an opponent during the feeding actions, ..etc.

In order to maintain the hidden objectives throughout most of the game, I think I need all worker placement actions to be taken (so you can see where people are going), then a hidden way to perform the assassinate phase (I'm thinking through cards that everyone puts in a pile, like in The Resistance's Pass/Fail quest phase), then resource gathering from actions, then viewing who loses troops from the assassinate phase. But you wouldn't know who's assassinated you, because there are multiple means of doing so (Hunt, Poison, and others I need to come up with). Next, these cards that are discarded with the assassinate actions are somehow stored in a discard pile as evidence, and you can use an action placement to view them.

I'm having trouble getting this to a playtesting state, because I can't seem to sort out how the assassinate actions work, and how the evidence pile can be structured / used..etc.

Midnight_Carnival
Midnight_Carnival's picture
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Joined: 06/17/2015
interesting dynamic for worker placement game

...although I haven't played enough of them to know.
I have an idea though:

Players would draw cards and discard those they didn't want.
They discard them by adding them to another player's "inobx"
Certain actions or events in the game would cause players to have to shuffle their "inboxes" and take x number of cards from them.
Assuming it wasn't just one player putting a whole lot of "die you bastard!" cards into another player's "inbox" with nobody else adding cards, no-one would know where the cards came from.
There could also be a sort of cooperative dynamic going where you support another player by placing useful cards here.

jut as suggestion, there are many, many ways you could do this.

FrankM
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Joined: 01/27/2017
Hiding the hidden actions

Midnight_Carnival wrote:
...although I haven't played enough of them to know.
I have an idea though:

Players would draw cards and discard those they didn't want.
They discard them by adding them to another player's "inobx"
Certain actions or events in the game would cause players to have to shuffle their "inboxes" and take x number of cards from them.
Assuming it wasn't just one player putting a whole lot of "die you bastard!" cards into another player's "inbox" with nobody else adding cards, no-one would know where the cards came from.
There could also be a sort of cooperative dynamic going where you support another player by placing useful cards here.

jut as suggestion, there are many, many ways you could do this.


Another way to add plausible deniability is to have "the board" put a random card in each inbox each turn. So long as they get shuffled, any and ALL players can deny the harmful action.

Now I can hear the Godfather's speech about being "a superstitious man."

Edit: Two other screening ideas are (1) have players play their own helpful-but-not-immediate cards into the same inbox, and (2) force every player to put a card into each opponent's inbox each turn. The second one can really befuddle a player with only helpful cards in his/her hand.

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