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"Never Seven" - Playtest Rules - Suspended While the Game is Undergoing Modification

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Steve
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Joined: 07/29/2008

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.

questccg
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I don't think this is "Breaking" the game but...

One of the simple observations is to learn that any Token in play opposite side is either one of two OTHER values. So if you understand this fact, you can probably elongate the game in terms of time. You say the game can be played in about 10 minutes.

While I have not TRIED this... My postulation to you is that a game can go on indefinitely if you understand some of the composition of the game. Like knowing that a token will have one of two OTHER values is a critical assertion.

So to avoid any trouble... You would move a piece say a "3" knowing that the opposite side is either a "1" or "2" (the only possible values). By KNOWING and OBSERVING this, you would move a piece that has no ramifications for scoring a "7". Meaning a situation where a "1" or "2" doesn't imply a "7".

Same goes on the start of a turn where you PLACE the topmost token into play. This is much easier to solve for since you KNOW the value and can compute the values when deciding where to PLACE that token.

So there are a total of 18 Turns (9 for each player before the piles exhaust).

Q: Is it your opinion that the game will END BEFORE all 18 Tokens are placed on the Board?

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.

My second points is just that...

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".

Last point about VALUES...

It's a bit too bad that the game relies on Numbers ONLY. It has a Rock-Paper-Scissors QUALITY to the game in that there are only "3" VALUES. Maybe the only way for this game to work is by NUMBERS... You could make the game look much more PRETTY if it was about FLOWERS.

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.

***

I haven't PLAYED per se... Just reading the rules and understanding the strategy and where to TAKE OUT (or REMOVE) Randomness with PREDICTABLE and DETERMINISTIC results.

The idea of the FLOWERS was to make the game feel more presentable even though it does NOTHING to "alter" the game (which could be a good fact too!)

For now that's the best that I have. Let me know if you have questions of your own and please reply and do the best to address my questions.

Sincerely.

X3M
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The line of 7? Does that mean

The line of 7?
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.

Seeing as how placing a third piece in a row is extremely dangerous. And flipping over a piece in a row that is at least 3 long. I assume that players will first make blocks of 2x2 that don't touch each other diagonally. In other words, I think that most games will have an empty + on the 5x5 grid. So, each player has placed 8 pieces so far. And that last piece will be a gamble piece.

Chances are that if there are 3-3-2-3-3 situations. And that 2 is knowingly a 3 on the other side. All a player has to do is keep flipping it over.
There, that is a broken portion.

questccg
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The board can change too...

X3M wrote:
Chances are that if there are 3-3-2-3-3 situations. And that 2 is knowingly a 3 on the other side. All a player has to do is keep flipping it over. There, that is a broken portion.

You don't know if the "2" is either a "1" or "3". It's the opponent's Tile. The first time you FLIP it you take a chance and can lose the game by being too "reckless". But yeah I agree there could be a situation where the risk is 0% that the operation of moving and flipping does NOT result in a "7" 100% of the time.

I also think that the game should END if a player CANNOT place a Tile into play WITHOUT causing a "7". Should be the rule: You can't play, you lose. You were outsmarted by your opponent. Also the END should be when the tiles you have are expended. That's more than 2/3rd of the board and it should be a STALEMATE giving both players a chance to RESET and TRY AGAIN.

I'm still curious as what you mean by BROKEN?! By your rules or the game itself, etc. etc. What exactly do you mean by "Break my game"???

Note #1: I think there is a MISTAKE in your RULEBOOK. It says 3 1/3 and again repeats 3 1/3. I think the first one should be 3 1/"2" instead. Like in your Original Post (OP). Should be 3x 1/2, 3x 1/3 and 3x 2/3 tokens. That sounds more logical and fixes the BUG in the rulebook.

Steve
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Replies to Responses

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.

questccg wrote:
Q: Is it your opinion that the game will END BEFORE all 18 Tokens are placed on the Board?

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).

questccg wrote:
My second points is just that...

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.

questccg wrote:
It's a bit too bad that the game relies on Numbers ONLY. It has a Rock-Paper-Scissors QUALITY to the game in that there are only "3" VALUES. Maybe the only way for this game to work is by NUMBERS... You could make the game look much more PRETTY if it was about FLOWERS.

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.

X3M wrote:
The line of 7?
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.

questccg wrote:
I also think that the game should END if a player CANNOT place a Tile into play WITHOUT causing a "7". Should be the rule: You can't play, you lose. You were outsmarted by your opponent.

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.

questccg
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Some additional thoughts

@Steve ... I was thinking about the whole "Pass-Your-Turn" idea and although I don't think the idea is GOOD, there is a GOOD ANGLE to something better. My ideas go as follows:

#1> If a player feels he cannot place a TOKEN, he signals saying "BLOCKED" and then his opponent may check the board to see if this is TRUE.

#2> If it is FALSE, the opponent says "NOT BLOCKED" and the player must try to find the position in which he will NOT lose the game. If he cannot find it, he forfeits the game to his opponent.

#3> If he finds the position and one did exist, the game continues on NORMALLY.

#4> If there is no "NOT BLOCKED" position, the player may FLIP his token and try with the OTHER VALUE (on the opposite side).

#5> Play resumes as normally with this new VALUE and allows the player to go through the process of finding a location that is good for his TOKEN.

***

Why do I like this better than "Passing your turn, etc." and all that rigmarole is that it's simpler and more intuitive (just try with the other side). It's a simpler rule exception which means NORMALLY you CANNOT flip your TOKEN and put it into play... But when you are BLOCKED, you signal that fact and ask for your opponent's assessment. If you are indeed BLOCKED, all you need to do is to flip the token and continue play as normally with the opposite side.

***

Like I said about STALEMATES... In ABSTRACT GAMES it is much more acceptable. Because games are quick and simple, a rematch isn't going to take 60+ more minutes ... Maybe another 10 to 15 minutes. Which is good because it means in 30 minutes your can maybe play 2 to 3 matches and do best out of three or even have a TIE (stalemate) and be forced to replay.

But again that's on YOU. You are the game designer. It's your choice to see if this is a plausible and acceptable option.

***

With regards to the NUMBERS ... I really don't like the ROMAN NUMERALS. They are HARDER to READ. Dressing it up with FLOWERS as I mentioned was one of many options... I had another idea related to this:

questccg wrote:
Roses are Red, Violets are Blue, Total 7 and you Lose!

Just a bit of a rhyme ... And it went with the "skin" of the Flowers. And you could have "Roses = Red", "Violets = Blue", "Daisies = White" and maybe use the numbers "1", "2" and "3" in the UPPER CORNER of the Game Tiles making it easier to comprehend which tiles are YOURS and which are your OPPONENTS (up-side-down).

The ROMAN NUMERALS are not good because you cannot tell which belongs to which player unless they are COLOR CODED. And that prevents the "Flower Skin" from going over the tiles (since the flowers have their own colors).

Anyhow that's something else for you to consider... These are just embryonic ideas which you can TRY and see if they WORK.

***

Lastly I'm glad you explained that a ROW, COLUMN or DIAGONAL must IN TOTAL add up to 7. Not just 3, 3, 2, 3, 3 becoming a 3, 3, 1, 3, 3 = 3, 3, 1 = 7 or 1, 3 , 3 = 7... Since it is 13 instead and NOT "7". Good to know that clarification has since changed the optics of the game as I thought any 3-tile sequence = "7" is a LOSS. But THANK YOU for clarifying.

One last note, thank you for sharing and visiting BGDF.com with your idea.

Cheers!

Note #1: Also with regards to the FLOWERS SKIN... You could easily put "1 Daisy" = 1 Point, "2 Tulips" = 2 Points and "3 Roses" = 3 Points as the AMOUNT of flowers and making the necessity of NUMBERS GONE!

So the TILES would have the corresponding AMOUNT of flowers and you would eventually (quickly) become familiar with the point system given the amount of flowers.

Granted this SKIN is a bit more COMPLEX than just plain NUMBERS. I think it would be so much NICER to the eye if you used FLOWER and their corresponding quantity to SKIN the game.

But this is YOUR GAME. I just liked this idea. Cheers Mate!

questccg
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What's the status of this game???

Can you explain any of your direction given that we pretty much did our very best to contribute towards this game idea?! If you're not ready that is fine... But please let us know as soon as you have completed the game's new direction and that you have more rules to share with us towards making the game more interesting and also making the rules a bit more "streamlined" and without too many exceptions.

We know you are working hard... Everyone is. Ideas don't become games overnight and most ideas suck after you prove that point once you make a prototype. So just be sure to keep us informed and in the loop once you've figured out HOW(?) to improve the product.

Cheers!

Steve
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"In Turnaround"?

It's fair to ask about the status of the game.

Unfortunately, I don't have a lot to write at the moment.

I was originally intending to write a much more thorough analysis of what I have been doing. However, here's a very brief summary of what has been transpiring:

** There are a lot of potential variants out there at the moment. One of the more promising ones is labeled "Net Zero" (not zero, nyet neutrality, take your pick). Instead of avoiding seven, you work to not have a line be zero.

** Getting to that point has been a journey with adding more numbers (a variant called "Never Seven Nor Eleven" was a bit popular for awhile).

** I've done a far more thorough analysis in odds for the varying playing pieces and chances of developing a seven or eleven or zero given various number combinations. I found out that I had "lucked out" in choosing seven, for instance, in my very original build of the game in that it was the most likely number to be created overall on the board (it had just been an educated guess originally).

** In the end, every variant has its advantages and disadvantages. I've toyed with victory conditions, piece totals, piece distributions... If it's a short game, you don't want a complicated set-up. How to make the game longer, how to bring the game to a definitive conclusion... How to have a 'stalemate' that isn't... Point systems...

** Anyway, it is one of many games that is, unfortunately, "in turnaround" at the moment.

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