Working Title: Too Much Yin
Low Score Wins.
15 or so original oddly-shaped wooden pieces are painted into colored sections. Each piece will have portions that are blue (1 pt), green (2 pt), and red (3 pt). Each turn a player chooses a piece a balances it on the table or previously played pieces, and you gain points for each section in contact with something. Pieces more gingerly placed may be only touching in 1 or 2 sections, and therefore will score low (good).
The next challenge is figuring out scoring mechanisms to incentivize building up as opposed to playing just on the table. However, the pieces are TOUGH to balance, so I can't simply mandate building directly up. Ideally, some scoring idea (like minus 1 point for each level up) will create strategic decisions to be made, allowing players to choose their level of risk.
I also need to decide how to handle collapse. A not-so-small part of me wants the game to continue through collapse. Mostly, everyone expects that collapse ends a round, and on this game that is not necessary. However, most of the fun of balancing games is the tension surrounding possible collapse, so it needs to matter points-wise as well. Do players simply gain +5 for knocking over a piece(s)?
Any ideas would be MUCH appreciated. Is this promising to begin with?
Thanks,
Gideon