Came up with a pretty good idea for a Rummy game where the melds give you powers. Kind of a blend of economic engine games with traditional rummy. I'm a fan of the Mystery Rummy series and really like the direction they steered the game.
I have already done some prototyping and playtesting. My wife helped me iron out some of the really rough edges; it's not polished, but it's playable. I was wondering if anyone here would have a moment to read through the rules and give me some feedback. Here's a link to the living rules:
http://docs.google.com/Doc?id=dhdx9f7c_147hhcgdqhk
That link should update with any tweaks I make.
The rules aren't that long, but I have a large section at the end detailing each of the 11 unique cards to let you know what the deck looks like.
I'm quite proud of a few aspects of the design:
The "Wild" card Students help make melds, but they hurt your score. It's often a tough choice on when to use them and when to just toss them.
You can only make a single Meld per turn, and you really want to make two quite often. Painful decisions.
There's plenty of room for tactical play when deciding in what order to layoff cards and how best to maximize your hand flow.
I *think* the rules are pretty easy to pick up on. I love Mystery Rummy: Jack the Ripper, but that is one tough cookie to crack from the rules.
Anyway, I'd love any feedback and thanks for reading at least this far. Keep on having fun guys!
Later,
Shea
(And yes, the current artwork is courtesy of Microsoft Office, which I understand I have the right to redistribute as long as I credit them and the art is not used as a primary object of design.)
(It ain't easy being me.)
I erected it to commemorate my mommy :P
Thanks for the catch.