Hi All,
I made a card game that I have play tested a lot and have gotten a good response out of, but I am having one sticking point. The winner feels a bit too random. I think there is some small tweak to cure this, rather than it being a fundamental flaw, but I'll let you all judge that.
The game is a simple spacial card game, called Windpower. Player lay cards (either Windmills, Wind, or Direction-changing) on a table in a grid. You win if you have more wind going into your 3 windmills than anyone else. The main tension in the game comes from 2 rules:
1) The cards have a hierarchy. Any card may be played on bare table, but 'higher' cards can also be played on lower ones. Wind is bottom, then Directionals, then Windmills as top (can be played on either Wind or Directionals
2) Wind goes through windmills, but is reduced by 1. Windmills in a line may get multiple energy for the same wind cards. However, if blocked by a directional, it's all lost.
That's basically it. It's playable for 2-4 players, though I have only played with 2 players a few times and I think the problem is less there. But with 3 or 4, predicting what plays lead to a win seems impossible.
Any ideas? Thanks!
-Gideon
What you have there is all correct. Everyone plays on an imagined grid on the table. You take turns playing cards, and at the end of the game the player with the most wind going into their mills wins. it might help to know that each player gets 9 wind cards, 4 directionals, and 3 windmills (1 of which is on the board at the beginning of the game).
If you also got the part about the hierarchy of card types (being able to play windmills on top of directionals or wind cards, etc, as explained in original post), then you should have it all down.
That is actually helpful too, because I still need to write down the rules, so the more I explain it in writing, the better. Thanks for the practice!