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[GDS] General questions and comments
Sorry, missed the post due to Pax Aus. Now that I've read it I might still miss it because my mind is blank. I haven't played enough of those big games (anything over 30mins is too long for me) & I've only played two real time games so far.
I knew I was going to miss the deadline on this but I did like the challenge.
I had an idea for this one that I might pursue. It's pretty similar to Fertile Crescent (as in: rolling dice in real time to make sets in a civ-building setting), but I don't think it'll be as chaotic as FC sounds. And I don't make people move because I hate moving. It's too much like work. :)
I typed my entry up last minute, because I was worried the GDS might pitch a shutout. It's too bad it has dried up so much. I look forward to hearing what you have in mind.
I was going for chaotic. Without forcing the action into turns and rounds, it seems like a frantic pace is inevitable. What are you thinking to guard against the chaos? I had Dutch Blitz and Pit in mind, but trying to add a layer of strategy.
Rich, to answer your question, this was my 23rd GDS entry and mostly they're just taking up space in my Google drive. Partly that's due to what I like about the GDS. I have more time available to thinking up ideas than I do for prototyping and playtesting. I have made prototypes for 3 and a bit. Only one received much testing, but after several revisions it got too far from the 18 cards and some dice it started as. It's now waiting on a major redo to get back down to just cards and dice.
There have been lots of great ideas people have entered in those 289. Do you know of any that have made it to print?
I was going for chaotic. Without forcing the action into turns and rounds, it seems like a frantic pace is inevitable. What are you thinking to guard against the chaos? I had Dutch Blitz and Pit in mind, but trying to add a layer of strategy.
Yeah, I think both of our approaches are legit, just focused differently.
Like you said, chaos would be a part of the game no matter what. So I wasn't guarding against it as much as I was "trying not to overfeed it".
I had envisioned first that it would take several seconds for a player to make a set, so the pace would be a lot slower than, say, Pit. I was thinking 3-5 dice to start, maybe growing to 7 dice max throughout the game, with most of the sets being "all the dice have to be 'resource x'".
There would be 3 stacks of cards, face up, in the center of the table. The cards would be the buildings, technologies, etc, that you'd find in a civ-building game. Each card would require different amounts of resources, but for simplicity's sake, each card would only require one resource type. So, one building might require 4 Ore, another 5 Ore, but none of them would require "3 Ore + 1 Food". I made this decision so it would be easier for players to quickly examine their options, goals, and progress to those goals.
Anyway, players would be rolling and rerolling their dice going for the top-most cards on the decks. As soon as they have enough of the right resource, they take the card.
I was going to throw in a few wrinkles, though.
Right away I knew there might be cases where a player couldn't possibly obtain a card (if the card requires 5 resources and the player only has 4 dice, for example), so I was going to have a mechanic that I called Exploration/Research, where a player could try to make all his dice show the Explore icon. When he did, he could slide the top card off of any deck and place an Explore token on it. The card was still up for grabs by anybody, but the card that had been underneath it was now also available. In addition, that Explore token counted as one of the required resources on that card for the player. This did a few things: It gave any player the capacity to "skip" past a card he couldn't possibly obtain (favoring the players with the fewest dice, who would probably be the ones who were behind anyway), and made the unobtainable card potentially obtainable by that same player.
Players would have a limited supply of these exploration tokens, to keep the board from getting too messy with tons of cards all over the place, and to give some tension to the decision to explore.
Another twist was going to be in how War/Conquest worked.
There would be a "Military" die side. But instead of buying cards directly with Military die results, the players would earn Military tokens (usually by making a set of Military die results -- the number of which was required being determine by the player's own civ, tech, special abilities, etc). Each time they made a set, they'd take a token and place it on one of their Barracks-type cards. This would represent their standing armies. Players would be limited in how many of these tokens they could have in their Barracks (probably just 2 or 3 to start with). Then, going back to the stacks of cards in the middle of the table, when a War/Conquest card was revealed, players would spend tokens to try to win the War. The War cards would have costs that were higher than players' standing armies, so the players would have to spend their tokens (place them on the War card) and then try to earn more tokens (by getting Military die results) to get enough to claim the card. This provided one aspect of the game where players could "save up" from one turn to the next. At the cost of time, of course. I was a little worried that moving tokens around in real-time would be unmanageable, so that was an area of risk. Probably solvable, though.
Of course there would be different Civilization cards that players started with to grant them special abilities, and ways to grow their dice pools, their max standing army size, raise armies faster, explore more, etc.
That's about as far as I got.
I like the balance between collecting tokens and cards. I think you could do a little more with the military tokens. What if when you pick up a military card you can play it against any other player with a smaller force. That player would then have to stop collecting anything until they roll whatever the military card says. I could also see using the military tokens to decrease the cost of any card not just military cards. It might even work to have a third token type to really enforce finding the balance between collecting tokens and cards.
I agree your game would be less frantic than my idea since no one is moving around and you're not playing on the same piles. I wanted to make people move so it was clear which resource you're going for. The same thing could be accomplished by moving a pawn, but I think moving fits with the live, continuous play and just to be different.
Congratulations Andy :)
It was a nice pitch. I liked the moving around in a room, part. I thought this was a great challenge so I am sorry I did not participate. I recently played a game called Captain Sonar - a submarine battle between 2 teams real time. It has a nice feature that if you act too quick without thinking the damages on the boat will be a severe issue.
Curious to see the directions everyone took it in.
Extending deadline to 10th of November, as we currently have 0 entries.