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New word game : Shootlet

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ichbin
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Joined: 09/21/2010

Game : "Shootlet"

Presentation :

Shootlet is new kind of wordgame where you can use your words to shoot opponent letters.
The game presented here is a standard game.
Variants depending on levels.
For kids and beginners use only 6 rows
For expert level 15 rows

Category : Abstract strategy
Age : 8 and up
Playing time : 40 minutes
Number of players : 2
Mechanic : Words, territory control, capture, shooting

Components

Special Board 26x10 (see picture in attachement)
50 blue tokens
50 yellow tokens
1 bag

Goal of the game

To win a player have to score more points than his opponent

Set up

Put the board between the 2 players
Players take each one 50 tokens of the same color
Yellow play first

Rules of the game :

Player take turn alternatively
Player in turn can :
- place tokens
- remove tokens

Placing tokens

Player in turn have to form ONLY one word of at least 3 letters.

Player in turn have to place tokens one by one start by the first row. Always starting by the first row. Expert variant allow starting from any row.

The word have to be placed in its spelling order.
Example : CLARITY
column C row 1
column L row 2
column A row 3
and so on

Player can form a word of more than 10 letters but place only the first 10 letters

Removing tokens

If a player when placing tokens on the board find a square occupied by another token we have 2 cases :
- If the token is an opponent one player then remove it and give it to his opponent. In the same time he can remove out of the game 2 of his unused yet tokens.
- If the token is his own's then he has to touch it and skip it.

End of the game

The game ends when one player is runing out of tokens.

System scoring

At the end of the game count the number of yellow and the blue tokens on the board.
Each player scores the number of tokens of his color (one token=one point).
But for one of the players we have to subtract from the score's player the remaining unused tokens.
The player with the best score win.
The system scoring will be changed.

rcjames14
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Deceptively Cool

With 260 spots, the board seems nightmarishly unwieldy. Without tokens, it looks like an excel spreadsheet. Since it is extremely hard for people to distinguish between objects when they are collected in groups of more than 7... it seems intimidating.

But, very quickly, I realized that I was not be paralyzed by the number of options. Since the letters organize the board far more than the numbers, it wasn't difficult to track all the relations. So, I think it will be important if you produce this design to allay people's initial visual reactions so that people don't get turned off just by overwhelming number of columns and rows.

As for the design itself, I think it's pretty ingenious. Since you are each operating from the reverse alphanumeric position in both dimensions, there are some very novel and complex ways that the pieces (words) can overlap with each other. It is, to me, the word equivalent of blokus, with the potential for extremely novel interlocking shapes to emerge.

I have two suggestions which I think would increase the focus on the test of vocabulary which is central to most word games. First, I would reduce the number of rows (length of words) from 10 to 8. You lose a lot of words, but I think you gain greater overlap. Seeing how there are still tens of thousands of words which are 8 letters or less, I think this is a decent trade off. But, this is testable. Second, and more importantly, I think you should change the victory conditions. I think that a player should win if he is the first to place all 50 of his tokens on the board. This makes intuitive sense and I think you will find is surprisingly difficult. But, primarily, I think it will really emphasize the need to make words which overlap with your opponent's words so that you knock back his progress while advancing your own. In addition, it is an active equalizer. The closer you are to winning, the more letters you have on the board and therefore the more targets your opponent has.

Ultimately though, given the number of spots and inversion of order, I foresee letters accumulating faster than they are eliminated. So, the game will end. The key is that they end in favor of the person with a larger vocabulary.

Obviously, a change to the victory conditions would also eliminate the option to 'score two of your pieces' instead. So, you would have less mechanics. But, I think it would end up being more strategic.

ichbin
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Joined: 09/21/2010
Thank you for your comments

Two things are to be adapted to the levels :
- the number of rows from 6 to 15
- the number of tokens from 30 to 80 for each player
Another variant or added rule will be to randomize the alphabet order at the start of the game (only for experts).

ichbin
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Joined: 09/21/2010
Do not forget the intensive use of yowels...

You said :

"Ultimately though, given the number of spots and inversion of order, I foresee letters accumulating faster than they are eliminated."

You have to keep in mind that a player have to use "intensively" vowels to form words. That means that if a player can easily place at the beginning of the game 7 or 8 tokens per word, the number of placed tokens will decrease. If the two players are smart enough the tokens eliminated could exceed those accumulating.
That is why I prefer to maintain the rule of removing 2 of your own tokens out of the game if your token land on square occupied by an opponent token.
There is rare case when one of the player have only 2 remaining tokens. Player have to form a word of at least 3 letters. So the opponent could win easily by placing short words (3 or 4 letters).

ichbin
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No more words ...

No more words about one of my wordgames?

rcjames14
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Clarification Needed

For the sake of exemplary clarity, let's talk about a board with 8 rows and 26 columns. So, the largest word that you can make is 8 letters long. Let's also assume that the order of the 26 columns is precisely opposite. So that A mirrors Z and B mirrors Y, etc... Let's also assume that you have 40 tokens you need to place on the board to win.

So, the board has 208 spaces, of which, at the most, 79 will be occupied by the end of the game. That means that only about a third of the board will be occupied at the end of the game, and the remainder will be blank spaces.

Since every word in the latin alphabet normally contains at least one vowel... every play will have at least one token in one of the 80 spots that contain a vowel. So, vowel tokens will be on the A/Z, E/V, I/R, K/O, O/K, R/I, U/F, V/E, Z/A. The construction of most longer words makes it more than likely that there will be at least two vowels and most of them will be located in the middle spaces. So, certainly, players will likely end up 'shooting' tokens back and forth in the middle near the vowels as they construct words.

And, so that we are clear, by 'shoot', I mean, if you make a word which uses a spot that is already occupied, you remove the token which is already on that spot and return it to the player's hand. So, tokens are either in your hand or on the board. The goal is to get all of them on the board by making words with 8 or less letters. One word per turn.

As this process goes on, there will be a lot of collateral placement of other letters throughout the board. Especially if you introduce the (sensible) rule that you can never duplicate a word, the reversal of the orders and direction of construction (one player from the top down, the other player from the bottom up) will make it nigh impossible to clear tokens at the same pace that they are placed on the board. But, that doesn't mean that each player won't try to make words to knock out the other players letters... it just means that the shrapnel which accumulates in the process.

The reason that I really like this design is because I believe it will ultimately be a very good test of player's conscious and triggered vocabulary. Players which are able to construct words with strange letters like Z, V and K will be able to knock out a lot of the opponents vowels. And, if the other player cannot do the same, then they will slowly amass more 'collateral placement' along the board and win.

But, I think the game has a lot of promise because it is also a highly aggressive game. Who doesn't want a take that game?! If you can figure out a word to 'shoot' off the opponents tokens, then it is pleasurable, even if you end up losing. But, as long as the victory conditions are set so that you need to place all 40 on the board, there will be a lot of back and forth 'shooting' of each other, with ultimately the most verbose person winning.

That's exactly what a word game should do. So, I think it has some real potential, not just as a learning tool, but also as an alternative to boggle, wordace, scrabble, etc... That is, if you can figure out a cool way to make the board itself less intimidating. But, that may be better answered by a graphic designer, than either you or me.

ichbin
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Clarifications

You wrote :

"So, the largest word that you can make is 8 letters long."

There is one rule above stating that you are allowed to form words of more than 10 but you can place only 10 tokens.

Example :
intimidating is 12 letters-word
So you are allowed to place the 10th first
i-n-t-i-m-i-d-a-t-i

Another clarification :
Each time you overlap an opponent token you give the removed token to your opponent and YOU REMOVE FROM YOUR HAND 2 OF YOUR OWN TOKENS OUT OF THE GAME.

Third :
I have no full knowledge of english language to debate over details.
The game was designed fisrt for the french language because I'm fluent almost expert in that language.

I think that the game is really interesting for those who are fans of word games.

Ps : I'm not a graphic designer so the game is as it is.
No way to represent the alphabet otherwise than horizontally.

rcjames14
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Thanks

The clarification is helpful.

What I am suggesting is not your exact design but a modifications of it. Though, much less of an adjustment than the modifications that I suggested for Sumof2 or Damkolo. In those situations, I suggested a different game. In this case, I'm suggesting a few rules changes that I think will make your game a better game.

So, keeping that in mind, I believe that your idea for adjusting the number of tokens and size of the board for the experience of the player is brilliant. But, you are going to need a standard number and size for people who first read the rules.

My suggestion is that you use 40 tokens and 8 rows. But, that's just my inclination to adjust downward for desired play time, average player skill and interaction between words which are less than maximum size. However, playtesting could make 50 tokens / 10 rows a better number... that's up for adjustment.

My second suggestion is to impose a limit on the words. If you cannot spell the whole word in the space, you cannot use it. If a word has already been used, you cannot use it.

My third suggestion is to change the victory conditions and 'shooting' element of the game. Instead of what you have written, I suggest that you only remove a piece from the board when a new word overlaps it and that you return the original piece to its owner. Otherwise, you don't do anything with a piece. Along with this rule, I suggest that the player who wins is the player who first places all 40 tokens on the board. Over the course of the game, tokens may be placed and removed many times, but since all tokens which are 'shot' are returned to the player's hand (pool), the game only ends once a player no longer has any tokens in his hand (pool).

My inclination is that all these suggestions will improve your design. However, I am open to idea that they will not. What do you think?

The graphic layout, logo and presentation would all be well handled by the publisher. So, as long as you feel comfortable with letting them have that role, you're golden.

And, I do like the design. It's unique (as far as I know).

ichbin
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Joined: 09/21/2010
I agree with your third suggestion....

I agree with your third suggestion....
But not with you row suggestion.
10 rows (in french language is optimal I think).
I tried to find some statistics about english language.
I found some. Based on dictionnary used for crosswords, scrabble, .... 71% of the words are 10 or less letters-words and 40% are 8 or less letters-words.
I think that only playtesting will solve this question.
Anyway any player can choose the number of rows to use from 6 to 15.
Using words having more than 10 letters is a way to allow appropriate shooting. I can shoot (in french) 5 or more letters out of 12.
I suggest for experts (only for experts) to start their words from any rank.
Example : disappointment
Player can start from s and place 10 letters sappointme
or p and place ppointment
About the number of tokens I prefer to make it depending on the number of rows.
50 for 10 rows seems good number. Only the playtesting will solve it.

Thank you for all your comments.

Ps : One idea come to my mind now. I will study it before posting.

ichbin
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Joined: 09/21/2010
Rule not useful

You wrote :

"If a word has already been used, you cannot use it."

This rule is not useful because if you use the same word you could not place any token.
If your opponent use any word you used before it will not help him to shoot one of your token.
For example when your opponent use the word : zombie. Assuming that you used zombie before you word "zombie" will be "alnyrv" (???) for you.

rcjames14
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Unforeseen Combinations

I agree that it will almost certainly be redundant or meaningless to copy either your own word or someone else's. But, I worry that there are word combinations out there that match up so nearly perfectly that it doesn't make sense for someone to not repeat the word they used in the previous turn.

I cannot think of two words in particular which do this at the moment, but that does not mean that there aren't two words that line up and effectively cancel each other out. The problem with word combinations like that is that you may run into a situation where both players simply keep repeating those words endlessly because at each turn it is the optimal play.

By adding the 'no repetition' rule, you circumvent any problems like this, and I think that most people would intuitively understand that you shouldn't repeat yourself in a word game.

ichbin
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Joined: 09/21/2010
Misunderstanding somewhere

If the goal of each player is to place tokens and at the same time to shoot opponent letters so why repeating words?
When you place tokens you are nearing the victory.
When you shoot opponent letters you are blocking your opponent from reaching victory.
Why imposing a rule that is not useful?
Keep in mind that your opponent can shoot 3 or more letters belonging to different words.
Once the tokens are placed words "disappear".
Players have in front of them tokens not words.

ichbin
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Joined: 09/21/2010
More than that...

It will be really not funny to record all the words used.

ichbin
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Joined: 09/21/2010
I missed something

I'm sorry.
I understand now what you mean by a non-repeating rule.
I'm very tired so I will give you my definitive solution tomorrow.
Maybe an added rule : if you shoot an opponent letter then the square will be locked. I have to add some component (ring) to lock a token.

ichbin
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New rules

To avoid re-using the same word and recording used words it will be wise to introduce 3 new rules :
1. If a square is occupied by an opponent token player :
- remove it and put it on opponent hands
- replace the removed token by piling 2 of his token on the square

2. No player can shoot 2 piled token.

3. Players can use the square occupied by 2 piled token by touching it and skiping it.

Example :

If the square row 3 column E is occupied by 2 piled token and one of the player has formed a word x-x-E-x-x-.... he can not remove or place any token on this square. He has just to touch it to show the word he is forming and to skip it.

ichbin
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Ideas

The first idea to make the board less "frightening" is to create 2 boards each one 16x10 one under the other.
Each board will contain all the vowels + 10 consonants.
I have to choose the consonants for each board such as the word production will be balanced between the 2.
The first player can play first in the first board and second in the second board. No player will have some advantage playing first or second.

The second idea is to differentiate between the tokens.
Each token will have a value (1,2,3,4,5).
Player have to use the token with lowest values first.
20 with value 1
15 with value 2
10 with value 3
4 with value 4
1 with value 5
It is just an example. I have to find the right values to make the game more competitive.

Why is it important to create tokens with different values?
The more you place tokens on the board the more it is hard to create words using only the empty squares.

rcjames14
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Consolidation

How about you overlap letters?

You could consolidate A/Z and B/Y into A&B/Z&Y, C/X and D/W into C&D/X&W, etc...
That way the board would drop in half. It would also create more shooting (which is fun). A 13x10 board gets you much closer to chess/checker and more away from Go. As far as perception goes, I think that's a good thing.

And... I would still recommend 8 rows for the tabletop version. An App could have all sorts of different sizes, but a publisher will require a standard size. If you need to create one board, you will want the size to be the one closest to the needs of the players. And, the average player won't mind eight words. First, look at the words that I have used so far in this post... how many are above eight letters? But more importantly, it isn't always a good thing to have unlimited options. People like constraints... it makes things more challenging to figure out a way to do what you want when you don't have all the options in the world.

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