Hello Everyone,
I would like to introduce my early prototype of a holiday Roll and Write I am designing for my company party. Of course, I would like for playtesters to provide feedback on the game. You simply need two D6 dice with values 1 through 6 and pencils.
In [Holiday Game] (I need a title...) players are workers in Santa's workshop packing toy boxes into crates as they come out of the production line. The toy boxes come in different shapes, and therefore strategic placement is required of players in packing the toys into personal crates. The more complex the toy box, the more points are awarded to the player.
Played over three rounds, players aim to earn the most points in each round to impress Santa. The winner of the first two rounds gets to set in place a rule that takes effect in the remaining rounds. Players do their best to avoid overfilling their crates and leaving voids in their crates as this negatively affects their score. The player awarded the most points at the end of three rounds wins Santa's employee of the year...or whatever the final theme leads to.
The PNP version can be found here. There are three files to download and print. The "Cart Page" is the personal player page. Print one per player. The "Toy Chart" is the main reference board. Print on 11 x 17" if you are able to. The "Rules" document also contains the above two documents attached in the PDF. If you have trouble, simply download the Rules here and use the attachments embedded therein.
Included in your feedback I'd like to know
1. Time to learn the rules.
2. Time of play.
3. Can you teach this game verbally in less than 5 minutes?
4. How original is this idea? Is this a far enough departure from similar Roll and Writes?
General feedback is open to all comments. Note that toys will be drawn in the polyomino tiles on the toy chart. Players will draw those toys in their grids in addition to drawing the toy box borders. Gameplay is the same for all numbers of players, 2 to 4.
Thank you, and I look forward to your questions and responses.
For something like a 12-roll, is there a real difference in difficulty between the 1-point and the 4-point? Even for the 6-7-8 range, I'll clearly be putting down higher point scores unless I'm almost out of space, because one 4-pointer is better than three 1-pointers. A four pointer and a discard is the same as two 1-pointers...
And ironically, the lumps of coal in the toyboxes on the later rounds just give you spots to put those "trickier" 4-point pieces..
Hi Jay103. Thanks for the feedback.
Turn order on rolling the dice is similar to Railroad Ink. It doesn't matter...in Round 1. In this game, it matters when the new rules come into play. The rules introduced in later rounds pertain to the person rolling the dice. See the rules in the Toy Chart. They are specific to the person who has just rolled the dice and affect the choices of the other players.
Regarding opting out (of a round, not the game), a player may be content with their crate for that round. Any more rounds beyond their turn they risk overflowing the crate. I am giving the player the chance to say "I'm out this round" while allowing others to continue rolling if they want to continue filling their crates. Once all have opted out, the round ends. Maybe on average players opt out in the same round, but every crate is different so I don't want a single player to end the round for everyone. It's also my way of adding a press-your-luck element. Maybe you want to stay in and score some tiles before backing out, with the risk of overflowing.
The difference in difficulty shows up in different ways. At the beginning of each round, we want those bigger tiles. You are correct in that. However, toward the end of a round players will start to feel the pinch (as you mention) and may only want a smaller tile versus a larger tile that won't fit. Back to Railroad Ink--and surely other Roll and Writes--it really comes down to the last spaces that the decisions and luck have prominent effects. Also, with the introduction of new rules, we may not get to pick the toys we want. Only in Round 1 is it a free-for-all with no restrictions.
In general, but not strictly, the points per tile increase with increasing number of blocks. Also, the "complexity" of the tile increases, i.e. the shapes get more unusual. Finally, the more common dice rolls involve simpler shapes while they generally get more complex with the rarer dice rolls.
Good point about the coal. I am not sure how much easier or difficult it will make tile placement. In my head, I was aiming for A Feast for Odin tile placement where part of the challenge is leaving those spaces untouched (you have to) and completely surrounding them for effective point achievement.
I hope that clarifies my intentions. Though, I acknowledge that it doesn't disprove your comments. Let's see what the others say. I appreciate your response.