End Game Scoring, 8.24.08
Hey-o! Stop! Mechanic time! This time: end game scoring.
End game scoring is a good way to add an element of uncertainty to a game that might otherwise have it clear-cut who is winning (or is going to win). It provides a sub-strategy for players to get those last points to squeak out a win that is talked about for weeks afterword.
-Set collection. One way is set collection. In a game of archeology, for example, you may get points for finding that ancient crown; but you get additional bonus points at the end of the game for getting the scepter and ring that go with it.
-Penalty Track. A track that tracks who loses points at the end of the game, if anyone. A penalty track can be tied to actions that are really good, so you put a marker on the track each time you use it; or it can be tied to ‘breaking the rules’. Sure, you can take more resources than you are due, but you may end up paying for it in the end.
-Side game within the game. This can create interesting tension. As an alternate action, players can play within the side game. In a close game, a side game may even become more contentious than the main game. The tricky part is melding the side game in. If it is a game of filling orders with goods, perhaps selling certain goods allow you to
manipulate the order of the bonus track.
-Most/Least of ‘X’. A variant of set collection where the competition is to have the most or least of something. In a game of resource mining, having the most mines could get you extra points. In a game of mountain climbing, using the least rope could get you points.
There ya go, pallies. Keep on designing, yo!