I have been working on a game called Scoundrels and have started writing up the rules. I've shared it with some other game designers and I'm looking to get a few more eyes on it.
Here's what I'm looking for:
1. How is the game overview? Does it describe the game effectively and succinctly? Does it interest the reader in learning more about the game?
2. What content is unclear and needs clarification?
3. Order of content. How is the flow of information?
4. I'm not concerned at all with the art, as it's only there to assist in understanding the text and will be replaced once I've finalized the rules.
5. Also, if anyone wants to give their impressions of the game after reading the rules I'd love that too!
https://drive.google.com/open?id=1w3lYTR17MPjs2WGp5PfmRHMYF1R7MlwJ
Players: 2-4
Ages: 13+
Play time: 60-90 minutes
Here's a quick overview of the game:
Scoundrels is a competitive game of alleyway economics. Players recruit a team of scoundrels who help them acquire goods, gather information and fulfill contracts. The value of goods fluctuates with demand so players need to watch the market closely. Those who are too greedy may lose their scoundrels to patrolling officers, unless players can make that work in their favor, as each scoundrel not only has a unique ability but also a dangerous liability. Players need to leverage such liabilities well so they can become the most reputable scoundrel in the city!
questccg,
Thanks so much for taking the time to read through it! I really appreciate your feedback! You bring up some good things I need to clarify.
Brutes in the Alleyway
The Brutes in the Alleyway will roll 3 times in a row against you, so yes each roll could compound (if he rolls -2 Spirits, -2 Jewelry and -1 Coin then you'd lose all those things, however, if at any point he rolls a 6 then you lose nothing and get away). It works the same way with the other Alleyway cards, only you are the "Brute" in that case mugging some random passerby. You can push your luck as much as you like (not held to only 3 rolls like the Brute).
High Cost of Bribes
Yes, the cost of bribing Officers can get expensive fairly quickly. It's by design that I'd like Scoundrels to cycle through each player's crew rather quickly. There's a lot of variability between each Scoundrel and the abilities/liabilities they each have. With that being said, if a player really likes the combination of crew members they can pay the coins to keep those specific Scoundrels from going to jail and needing to hire new ones. I'll keep an eye on the cost and see if other's who are playtesting get the same sense. I may even do some playtesting where I cut the cost down to 5 coins per Officer, just to see how that feels.
Resource Distribution
Looks like I need to have more clarification here as well. I think this is the perfect spot for an image showing how the dividing of resources works.
Thanks again!