Please have a look at my rulebook for my new game project, Watch Out, Grenade!
It's a fast-paced card game for 2-6 players in which players throw grenades at each other. Molotov Cocktails, Mortars and C-4 are also attending the party. Chain explosions are a common occurrence too. Players can build walls to protect themselves and use special weapons like a Laser Defence System that shoots grenades out of the sky.
I would love your feedback: does the game look fun to you? Are the rules clear? Is there anything that does not make any sense?
I have started play-testing and I refine my prototype as I try to figure out what works and what doesn't.
Thanks!
EDIT: I updated the rulebook based on comments I received here. The link above is to the new version, which is much shorter!
A listing of the cards in the game is available.
Thanks for your thorough analysis Tucsansun, it's very generous of you.
I have to come to terms with your main point: the rules do not deliver the game that the tagline promises. Players will be put off by such a thick rulebook considering it's supposed to be a light game about explosions.
In wanting to add depth to the game I ended up over-complicating it. The variety should not come from the number of mechanics, but rather from the absurd cards with silly art you draw every turn. So that will be my next step: cut the fat.
I'm not sure if I'm reading this right, but you have to play an explosion card on an explosive before it can go off, right? Because there's only 10 of them in the 127 card deck. And I can throw cards 31 times? Am I just reading this wrong or do they go off when thrown?
Just to be clear regarding grenades, throw and explode cards:
- there are a lot of throw cards because you need to combine more of them to throw a single grenade over a wall. Exceptions: stick grenades require no throw cards.
- grenades do not explode on impact (except for the Molotov Cocktail). They stay where they fall for now.
- an explode card is used to detonate a grenade. The reason explode cards are so rare is to allow grenades to accumulate in the play area. Then when somebody plays one: CHAIN EXPLOSION! And if you don't draw an explode card to detonate your own grenade, another player probably will. The way grenades accumulate around players is one of the key components of the game; it generates suspense and excitement.
But it feels TOO carefully balanced. Like there's a counter to a counter in most instances.
I've made sure that the counter cards are rare. So when you attack another player, there is a small possibility he will counter but he probably won't.
I felt like "there's a lot of numbers involved that don't need to be.
Agreed. Can you believe the math used to be even more complicated?
In his comment below yours, kos suggested to get rid of height and strength values for walls. I think he's on to something. I could do this.
- a grenade can be thrown by itself (no throw card)
- there is only one type of Wall and no Wall modifiers
- a grenade played alone cannot be thrown over a wall
- a grenade played with a throw card (rare) will go over a wall
- when an explosion occurs next to wall, damage is absorbed but the wall gets destroyed
So no need to compare throw power vs. wall height or explosion damage vs. wall strength. And with that simplification, I could probably cut the rule-book by half.
I got a suggestion from a user on Reddit. Rather than using Explode cards, use counters on the grenades instead. A typical grenade might say: "explodes in 3 turns". So you put 3 counters on it and take one off every turn. When you remove the last one: BOOM!
I'm totally spitballing now so bear with me. Like grenades and explosions promise me a game, subconsciously, that I want to play in 10 minutes, not think too hard about, explode some stuff, then be kinda mad but happy when I lose because I threw mad stick grenades at my friend's face and almost won.
Overall, I do need to embrace the theme, make it more outrageously fun, rather than forcing too many mechanics in it. It needs to play in 10 minutes or less, and players should want to play another one, then another one. But I don't want the game to be completely mindless either. It's hard to strike that balance!