I've been working lately in several ideas for games using only "standard" gaming items such as regular playing cards, counters of any kind, 6-sided dice, etc.
I'd like to get your opinion on some of them and possibly new ideas to develop them further.
To play Totem you will need 2 decks of cards.
Separate the numbers from the figures and take out the jokers. Shuffle each of these decks and deal n+1 cards from the numbers deck and 3 (?) from the other deck. N is the number of players (3 or 4 ideally).
In a player's turn, they must take one card from the available ones in the middle of the table and decide to use it to either START a new totem or grow an already started one the have from previous rounds.
Any card can be used to start a new totem.
To grow a totem, you need to play a card in a stacked manner on top of the previous one. If the card you are using is a number card it has to match suit and be of a higher or equal value. If you are using a figure card it only needs to match the suit.
A figure card is considered a "break" in the totem and after that any other suit can go on top of it.
After each round, the cards that were not used are discarded and new ones are layed out.
Once the game is finished (still don't know what the end game trigger is) players score their totems depending on how many sections (suits) each totem has and which figures they used to close each section.
If you used a J or a Q you score the highest number of the cards of that suit you used below. If you used a K or an A you score points equal to the number of cards of that suit in the totem.
Extra points will be awarded if a totem has all 4 suits, and I would like to award different points for each of the 4 figures. Similarily, extra points would be awarded to the player with the highest (most cards) totem and the player with the most totems in total.
This is what I have so far. I'd appreciate your thoughts and feedback.
Thanks!
These are all great advices. I very much appreciate it. I had not thought about the play time and I think that is a CRITICAL thing in a simple game like this.
Also a catch up mechanism is (in my opinion) always the hardest thing to design in order to make it fair for everyone. So that's a tricky one.
All your ideas give me a lot to think about. Thank you so much again :)