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Seditio - A game of Piracy and Treachery

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bmrust
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Joined: 09/12/2013

Long time lurker here... decided it's about time to post my idea and get some feedback.

I just posted my component list and rules to a game journal that can be found here: http://www.bgdf.com/game-journal/seditio

I know it's a long, huge, wall of text, so I'll try to summarize.

Players each receive 3 secret goal cards at the beginning of the game. An identity, a wealth goal, and a rank goal.

There are 5 pirates on a ship. You can control any of them, as long as they have not already been "used" in a particular round. You take your turn by selecting which pirate you want to use, completing some actions, and then drawing an event card. The actions you can take are dictated by the location of the ship, and which rank your selected pirate is in. (for example, the surgeon can't move the ship, and the captain can't repair the ship, etc.)

You work together with the other players (2-5 players) to try and complete a co-operative goal. This goal is to complete quests in 5 of the 8 ports. The ports you need to complete quests in are drawn randomly from a bag. I am calling it a "treasure trail" for now.

Once the co-op goal is completed, you can win the game. To win, the pirate listed on your secret identity card must not be sick, you must have enough gold to fulfill your wealth goal, and your pirate must be in the rank listed on your rank goal card. Once all 4 of these things are met (co-op and personal), you win!

Pirates move in ranks by way of Treasure cards (Revolver: You may swap any two characters on the Rank Track) or Mutiny Events (bidding for positions on the rank track).

If you have read through all of that, thank you. Any and all feedback is welcome, even if it is "this game sounds dumb." :D Thanks!

RyanRay
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Joined: 03/27/2014
Pretty cool idea, and

Pretty cool idea, and thematically seems to work very well.

Could you post an example of a turn of play? Maybe I'm missing something (I did skim through the full rules) but I really can't visualize what a single turn looks like, or what exactly the Mission cards are and what they entail. I keep seeing them just say "complete a Mission card".

Samarkand
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Joined: 03/25/2014
So, why would players

So, why would players co-operate if they see they are not at the point of winning the game? If I don't have the gold to win, why would I help you to achieve the co-op goal?

My point is, how do you balance co-op and competition to make the game running and be fun, rather than falling apart and nobody able to do anything?

bmrust
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Joined: 09/12/2013
Sample turn 1: The Pirate

Sample turn 1:

The Pirate Ship is currently 3 spaces away from port.

I choose to use the First Mate. I turn the First Mate Card to it's Used side.
Since the FM is healthy, I get two actions.

FM actions available, at sea, are: Cook, Move, Rest, Swap/Turn in Mission Card, or Gamble

First, I choose to move. I roll the d6, get a 4, and move us into port.

Now that we're in port, FM actions available are: Cook, Plunder, Barter, Rest, Swap/Turn in Mission Card, Buy Treasure Card, or Quest.

Secondly, I choose to Quest. I draw a Quest Card, and try to complete it using the Action Dice. If I'm successful I get a reward, if unsuccessful I get penalized.

Now that I've taken my two actions, I draw an Event Card. These could be spawning new Royal Navy ships, finding wreckage, spawning new treasure markers, or mutinies, etc.

Now it's the next player's turn.

Sample turn 2:

With the FM marked as Used, he is unavailable until next round.

2nd player chooses to use the Surgeon. First action could be to Heal another character, discarding 1 cloth and 1 food to do so. Second action could be turning in their mission card. Let's say their card says "If Potter Adams is the Gunner, collect 10g". And if that's currently the case, they turn that in, receive 10g, and get a new Mission Card.

Then they pull an Event Card, and after resolving that, off to the next player.

=========================

As for "troublemaker" players, it hasn't been too much of an issue in the playtesting I've done. There have been a few times where someone took the ship in an opposite direction from where it needed to go... but such is the game. In one instance, they needed gold, so they tried to get to a Treasure Marker. He failed to pick it up, so the next player got it. Following player moved us back towards a port, and the game finished shortly thereafter. (I think I won that game :D)

I can DEFINITELY see the potential for problems, however. Something I'm still working through with more playtesting and getting feedback from players.

bmrust
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Joined: 09/12/2013
Another thought on player's

Another thought on player's thinking they're out of the game. Things can change rapidly. In one round you could Plunder, receive 5g. Then Quest, receive 10g. Pull an Event Card, receive another 10g from that. Next player attacks 2 Galleons and sinks both, you get another 10g. So right there, you're up 35g, and the Wealth Goals are only 31-40 (there are 10 different goals, in case of a tie, higher goal wins).

So, I guess my point is, it's never too late, really. You can turn things around pretty quickly. Hard to show that in the rules, but I think people would be able to realize it after a few playthroughs.

Samarkand
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Joined: 03/25/2014
One way you can solve the

One way you can solve the issue is by making co-operation beneficial or necessary to all players so they have a reason to co-operate until they can stab their friends in the back.

Even better, why not make a situation where everybody (or a team of players) can all win the game. Maybe if you achieve X and Y all but the "troublemaker" wins, but if the "troublemaker" achieves Z he wins and everybody else lose. So if you attempt and fail in sabotaging the ship/mission/etc. you might be the only loser, but if you attempt and succeed you might be the only winner.

bmrust
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Joined: 09/12/2013
There already is the co-op

There already is the co-op goal that everyone must accomplish before any one player can win.

I've toyed with the idea of giving someone a "traitor" role, but haven't come up with solid rules for win/lose conditions yet. This could easily be added to the Rank Goal deck, and if you get the Traitor goal, then it's still a secret, until it becomes obvious.

Currently, (visions of grandeur incoming...) my thought is to add this as a Stretch Goal expansion, assuming this gets to Kickstarter-able status.

I really appreciate the feedback :) Thanks all! Feel free to keep it coming!

Samarkand
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Joined: 03/25/2014
No, I didn't meant a "traitor

No, I didn't meant a "traitor role," but a traitor behavior. That's way more interesting. "Traitor role" has been done so many times it's not funny.

But, maybe there is a way when encountering an enemy warship the pirate in charge can surrender to the enemy, which if successful (there is a mechanics that determine the success) results in all other players losing the game as they are hanged for piracy. But if a players fails in surrendering he gets hanged by the other pirates as a traitor and loses the game and everybody else wins. This is a nice little minigame to spice up your encounters. Would Johny try to surrender the ship and attempt to win on his own?

bmrust
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Joined: 09/12/2013
Ahh... gotcha. I like it.

Ahh... gotcha. I like it. Definitely going to give me something to think about on that one.

bmrust
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Joined: 09/12/2013
Just thought I'd add a photo

Just thought I'd add a photo of the first prototype. Printed by Print & Play Productions. Really happy with how it turned out! Now to finish the rulebook and playtest it until it breaks all over again :)

http://i.imgur.com/xkvWCua.jpg

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