This thread is for critiques of the game "Rolling Plunder" that was submitted to the Feb 2011 GDS.
The concept of the game was for a quick playing, thematic dice driven game that had a bit of strategic and tactical oomph to it. The component limitation held back the design a bit (as Im sure it did for everyone). Here I will list the other additions/alterations that would have been, had there been more components available.
More Locations - This would have allowed for a larger play area and more ability to 'hide' from other players. Of course, this could also be accomplished by marrying two sets together. This leads into the next item:
More dice - I like the idea of rolling 4 dice standard, instead of 3. To do so, the ship cards would need more hits to them and there would possibly need to be more locations on the table (more cards).
More ship cards and types - The regular ships and naval ships are great, but I crave a little more variety (of course, has to be balanced with the elegance and ease of learning/play). Non-player Pirate ships was one idea. If you are on a location when one of these are revealed, you must give up one of your loot cards to it. The player to defeat that pirate receives whatever loot that pirate holds (it could obtain multiple loot if multiple players are at that location when it is revealed).
More ship cards at each location - Initially, the idea was to have 2 ship cards revealed at each location. This gives more strategic choice of where you assign your cannon shots from your rolls.
Treasure cards - Mixed in with the ship cards. These cards would simply be loot cards that players obtain if they are at the location when they are revealed. Allows for a bit more strategy of where you place what and making sure you are the player that reveals it.
No Risk, No Reward - Allowing players to roll an extra dice when they are at 3 bounty.
End conditions - Initial end conditions was for all ship cards to be cleared off of the board before the game ends. This would make for a longer game and prevent the leading player from trying to wipe a single location as quickly as possible (which would also make him an easier target if he is carrying a bounty). Also could be accomplished by having more ship cards at each location (and having any single location cleared out of cards).
Here is the initial game entry:
Rolling Plunder
by Ty'ger Welch
A low-cost quick playing rum soaked loot filled game of plundering pirates and scurvy scallywags.
Players act as Pirate captains with unruly crews on the high seas. Players roll dice to determine their actions. Pirate crews are often drunk on rum and wont always do what their captain wants. The player can re-roll the dice to try to get the actions they need but must be careful of having a bounty placed on their head. Bounties open them up to attacks from other players.
The object is to travel from location to location attacking the merchant ships that are sailing there. The pirate that delivers the last shot on a ship gets the loot. Everyone knows that the pirate with the most loot wins.
Components
- 4 Location Cards
- 14 Ship Cards
- 10 Merchants
- 4 Navy Ships
- 4 Action Dice
- 4 Pirate Ship Dice
Setup
Each player receives 1 Pirate Ship Die that represents their Pirate Ship and how much of a bounty is on their heads. Shuffle the Ship Cards and deal 12 to the players. Place 4 randomly selected Location Cards on the table next to each other (Location Cards are double sided, but only 1 side will be used).
The players take turns placing a Ship Card face down on a location until all 12 Ship Cards are placed. No location can have more than 3 Ship Cards. The players then choose a location to place their Pirate Ship Die (making sure that it is placed showing no bounty symbols).
Once the Pirate Ships are placed, flip the top Ship Card for each location over and slide them under the location card so they are undamaged. Play begins.
Location Cards
Each location provides a bonus to the players when their turn starts unless otherwise specified.
- Pirate Cove
- Remove a Bounty from the player when their turn ends here
- High Winds
- Player receives a bonus Move
- Merchant Port
- Player rolls an extra Action Die
- Lost Island
- Player may re-roll 1 Skull
- Patrolled Waters
- Player receives a bonus Skull
- Neutral Port
- Players may not be attacked here
- Heavy Fog
- Player rolls one less Action Die
- Trade Waters
- Place 2 more Ship Cards on this location
Sequence of Play
- Roll
- Perform Actions
- Replenish Ships
Roll
Players roll 3 Action Dice to determine their Pirate Ship's actions. The player may re-roll any number of results up to 2 times. If a Skull result is rolled, it is set aside and cannot be re-rolled.
Dice Results
The Action Dice have 4 possible results.
Move (2 sides)
- Move results allows a player to move their ship to a location adjacent to their own.
Cannon (2 sides)
- Cannon results allows a player to attack a ship (or player) at their current location.
Doubloon (1 side)
- Doubloon results can be used to reduce a player's Bounty. Every 2 Doubloon results will reduce a player's Bounty by one.
Skull (1 side)
- A Skull result cannot be rerolled (unless the player's location specifies otherwise). For every 2 Skull results rolled, the player must add a bounty to their Pirate Ship. This is done by turning the die so that the correct number of Bounty icons are shown.
Action
Players must perform all actions shown on their Action Dice. They can perform these actions in any order.
Movement
Moving a ship to an adjacent location takes 1 Move. The play area does not wrap around.
Attacking Ships
Each Cannon action will damage a Ship Card once. Damage is represented by sliding the Ship Card out from under the location card enough to reflect how much damage it has taken. If the Loot result is revealed, that player takes the card.
Bounties
A player may attack another player at their location only if that other player's Ship Die shows any number of Bounty icons and the attacking player has enough Cannons.
- 3 Cannons for a 1 Bounty player
- 2 Cannons for a 2 Bounty player
- 1 Cannon for a 3 Bounty player
If successful, they randomly take 1 of their opponent's loot cards and their opponent resets their Bounty to 0.
Replenish Ships
If any location does not have a Ship Card showing, flip over the next card in that location's stack and slide it under the location undamaged. If the ship is marked as a Navy Ship, every pirate at that location gains a Bounty.
Victory
The game ends when any location has no Ship Cards in its stack at the end of a turn. The players count up their Loot. The most Loot wins.
1. Yes, staying at 4-5 sounds like a good bet. We certainly want a bit of player interaction. We do want more location choices however, to change the game each time it is played.
2. Having more hits on the ship cards would make the artwork difficult on the half sized cards. However, removing that constraint and changing them to full sized cards changes everything. Having just 1 more die added to the standard rolls increases how much choice a player has each turn, both is what dice to reroll and how to allocate their move/shoot distribution. Will have to see how each plays out in playtesting.
3. The idea was to incorporate an element of strategy in placing the ship cards (planning ahead where certain undesirable locations were, and knowing where some desirable cards would appear). Adding in the treasure cards would increase this a bit. The other players are what would prevent a single player from placing all his ship cards in one location.
4. This one certainly increases the complexity of the game a bit. Balancing the complexity with the ease of gameplay is a bit of a highwire act. I had thought that the game lacked a bit of choice and wanted to put 2 ship cards at each location to increase it. This way if you rolled 3 cannons, your turn would not simply be decided for you.
7. Agreed about wanting a short playtime. This can be settled upon with playtesting. End condition could easily be something as simple as # of turns, or whoever reaches X amount of loot first wins.
Thanks for the input!
Ty