UPDATE 2025-01-16: The PDF has been removed as the rules described within it are no longer representative of the current build of the game. A new PDF is forthcoming. I thank everyone for their input thus far. The post below has been modified to similarly remove portions of the game that are no longer reflective of the current build of the game.
UPDATE 2025-01-12 (part 2): New version of PDF attached, this time with clearer pictures and explanations.
UPDATE 2025-01-12: New version of PDF attached.
Original post below...
I am submitting my game here to see if it can be broken in a way that I can't break it through solo playtesting.
My intent with this game is to create something:
- With hidden information (a certain % of chance is involved)
- That kids could play as well as adults
- It's something that is relatively quick resolving (game time is less than 10 minutes) with few pieces
The rules are almost written stream-of-conscious; They are not pretty and are not meant to be the final version but, hopefully, they are clear enough.
Thank you for your constructive feedback.
First, thank you for all of the rapid responses.
Second, a new PDF has been uploaded. It clarifies the legitimate lines eligible to calculate a total of seven and fixes a typographical error.
This would be good to know TBH. And if this is a END OF GAME signal (out of tokens to place), well then it could signify that if the end of the tokens are reached the game ends in a STALEMATE (maybe... It's just a thought).
It's not the end of the world if an ABSTRACT game such as yours doesn't end in a victory for either side. STALEMATES are more accepted in abstract games and since it is quick it is easy to play a re-match to see if you can beat the game again.
Answer: In my playtests, all of my games end before the players reach the end of their pieces EXCEPT when I simulate both players being very unobservant (they miss that they have created a total of seven on one of the lines) or they are brilliant (they know exactly what is on the other side of the tokens).
I understand that some people enjoy stalemates; I believe that a game should have a definitive resolution. Maybe that opinion will change one day but, if you are asking typical strangers of their time and resources to enter into a contest, they typically want a definitive resolution of one type or another and it is the responsibility of the game designer to provide one. There is nothing preventing two players from "giving up" all by themselves (although that would also suggest either poor game design or two players who are not the best fit for the type of game being played).
Is a STALEMATE or a game going on forever the sign that the game is BROKEN???
I would argue that the STALEMATE is a valid condition for cutting off the game prematurely. But that going of forever would signal some kind of "brokeness".
Answer: I try not to design games with a stalemate as a legitimate resolution. Again, an affinity for stalemates might be cultural or personal that I'm just not aware of. However, in my experience, people like resolution to a contest. That's why I design games that have a definitive win/loss resolution.
Part of the purpose of providing the playtest rules is to see if other people are getting to the "Late State" legitimately or not. I can only do so if I simulate people being very unobservant or being exceptionally smart (and/or lucky). Other people may simply find a strategy that I have not that invalidates the game in some manner. At this point, I can't "break" the game but that doesn't mean that the game can't be broken by someone with another perspective.
Like Roses = "3", Tulips = "2" and Daisies = "1". You would STILL have the VALUE on the Token ... Just the GAME would look much MORE PRETTIER with the FLOWER BED instead of just numbers.
Roses could be "RED", Tulips could be "RED and YELLOW" and Daisies could be "WHITE and YELLOW". The numbers would still be on the TOKEN but the resulting FLOWER BED would be much more VIBRANT than just the numbers.
It doesn't AFFECT GAME PLAY... ONLY AESTHETICS in that the board will look much more colorful.
Answer: There is nothing wrong with variants and that is observed all of the time (an aircraft hangar could be built with all of the Monopoly clones floating around out there). Numbers are clear for playtesting; Symbols need to be interpreted and that requires additional effort on the part of players. In fact, the cardboard prototypes have Roman numerals (not even Arabic numbers) written on them and I'm currently suffering from 'Stanley Kubrick syndrome' in that I like them more than the Arabic ones for these purposes.
I'm not against making the game prettier, I just want to see if the game works at this stage. Rainbows, flowers... The art of presentation can come later after it's determined that the gameplay is solid.
Does that mean that 3-3-2-3 doesn't count. But when you flip the 2, and it becomes a 1. You get 3-3-1-3. And thus 3+3+1=7 and 3+1+3=7. I assume that the line doesn't count as a total of 10.
Answer: The new PDF tries to clarify your question and I'm glad that you have made this observation. A line is from one side of the board to another. It's either a 45 degree straight line or a 90 degree line. There are 20 lines that can create a total of seven.
Yes, 3-3-2-3 does not count (total: 11) but neither does 3-3-1-3 (total: 10). A 3-2-1-1 would count. However, if it is 3-1-3-0 (the zero meaning that there is no piece in that space) or 3-0-1-3, that would count as 7. In all of these examples, I am presuming that this is a diagonal line where there is only 4 spaces possible.
Answer: I admit that this is a legitimate point of difference and one that I struggled with. I decided on the "free play" mechanism (at least, for now) because it has the opportunity to give players a greater sense of control over their fate.
I simulated players who are not observant and couldn't see where they could fit a piece in. I also wanted to reward observant players who were aware of the hidden value of pieces. I also didn't want to punish / discourage players from being overwhelmed.
In the end, the "free play" mechanism is likely not going to be used very often in 'real world' play. However, it's there as a contingency so that players always feel as though they have an option; They just have a penalty when using that option.
Anyway, this has been great feedback so far and I can't wait to hear more of it. Thank you.