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Ideas welcomed for Kem - An Alchemy Card Game

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pwhite222
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Joined: 02/02/2016
KemMockup_Commission
KemMockup_Merchant
KemMockup_Event
KemMockup_Reagent
KemReagent_Fluid
KemReagent_Mineral
KemReagent_Herb

I'd wager that Kem is a little bit past the "new game" stage, as I've already run ~50 playtests, but I would still love to hear if anybody has any ideas for rules or mechanics changes. Unfortunately, I do not have a "print & play" playtest kit made up as this started as just kind of a fun hobby project - then, after a majority of the playtests, players started saying, "You have to get this to a publisher."

So, Kem is a resource management and trading card game based on the principles of Alchemy in a fictional "middle ages" Middle Eastern themed world.

I think the artist I've been working with has done an amazing job capturing the theme, so I will attach some card art.

Here are the rules: https://docs.google.com/document/d/1HY19dC5fHYa1UFiJx4Jvw2bZiBCtM9k5NFYB...

Here are the deck compositions: https://docs.google.com/spreadsheets/d/1OLQgcoUYdjqTJwu6Qx0NQm1rx6u1erYz...

Here are some specific areas in which I'd love some fresh ideas:

-Ways to make Merchants more exciting/attractive
-Ways to make the luck aspect of the game a tiny bit more viable
-Any possible expansions to the "Alchemy" turn action group - is there anything else a player should be able to do?
-Ways to emphasize the "trade" aspects of the game - I feel it is pretty "alchemy" heavy at the moment
-In the event that I remove the duplicates in the Event Deck, I will need ~20 more ideas for Events

Thank you in advance for your time. I hope you enjoy reading about the game :)

Tovian
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Joined: 02/01/2016
Very cool game!

I really like the idea of this game! You've done a very good job on it! Perhaps to promote more "trade" in the game, you could allow players to barter with other players for resources on their turn. Maybe the "trade" action a "free and second" addition to the ones you already have.

For the luck situation, it appears there are a few "luck based" scenarios that come out of the events and merchant cards which is totally fine. One game that I've played and enjoyed very much is Abyss. That game's push your luck system to gather your resources is pretty cool, take a look at that to get some ideas on luck.

Hopefully I could be of some help! Good luck on your game! =)

Littlebigs5
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Joined: 02/02/2016
Cool idea

I like this game idea, could see myself playing it. Some thoughts that popped in my head:

who needs these potions? The people of this turbulent ,violent world! So build on that: what if every moth the needs of the world changed, and the profit of each potion change a little. For instance:

1) barbarians are raiding and the people are hurting: all month selling potions to the market place generate a kick back of one essence.

2) Death to barbarians!: selling 2 or more explosives at a time yields a bonus gold

pwhite222
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Tovian wrote:Perhaps to

Tovian wrote:
Perhaps to promote more "trade" in the game, you could allow players to barter with other players for resources on their turn. Maybe the "trade" action a "free and second" addition to the ones you already have.

I like this idea, but I would be nervous that it would clutter up the turns. Right now, the rounds are very smooth once players get the hang of knowing that there are ~8 things they can do, and they can only do 1 of them.

One of the praises I've received is that the turns are never boring, as is sometimes the result in multiplayer card games where a player cannot act on an opponent's turn.

Then again, if players could freely trade Reagents, it would really ONLY slow the play if they made the decision to do it, so it could be viable. I'd have to remove the "Barter" Event, haha.

Tovian wrote:
One game that I've played and enjoyed very much is Abyss. That game's push your luck system to gather your resources is pretty cool, take a look at that to get some ideas on luck.

I will definitely take a look. One of my playtesters actually just emailed me and suggested increasing the amount of gold to win to 30 instead of 25. We discussed in more detail than this, but essentially more gold to win means more overall Merchants get drawn in a game, and therefore, more chances to capitalize on their more valuable rates.

Unfortunately, the side effect is longer play time.

Thank you so much for your comments! I really appreciate the feedback and kind words.

pwhite222
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Littlebigs5 wrote: who needs

Littlebigs5 wrote:

who needs these potions? The people of this turbulent ,violent world! So build on that: what if every moth the needs of the world changed, and the profit of each potion change a little. For instance:

1) barbarians are raiding and the people are hurting: all month selling potions to the market place generate a kick back of one essence.

2) Death to barbarians!: selling 2 or more explosives at a time yields a bonus gold

This is a super interesting idea. If you were making this game, how would you implement it? I love the idea, but part of me feels like in the context of the game, this would end up being "super Events," and would require another deck. I wonder if you have any ideas for a different way to implement it.

Perhaps something akin to this could be accomplished by saying in the rules that every 4th round, you draw 2-3 Event cards and apply the effects instead of the normal 1? Maybe every 6th round, or, every other Merchant round?

Thank you for the feedback. :)

Littlebigs5
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Joined: 02/02/2016
keep it simple

honestly I would keep it simple. the key will be understanding how "long" your games go. both in the sense of your already built in time mechanic, and testing it if this added layer shortens those built in time barriers. but to start keep it as simple as once the special merchant for the month leaves pick another event card from a deck.

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