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Archive for October 2013

Design Experiment, Guillotine without a line, 10.22.13

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All righty! Everyone form an orderly mob for today’s design experiment: Guillotine without a line of nobles.

Guillotine is a card game by Wizards of the Coast that puts players into the role of competing executioners during the French Revolution trying to get the most notoriety by beheading the most noteworthy people. 12 nobles are lined up each round, and each turn you get to play one action card and then take the noble at the front of the line and add it to your score pile.

Most commonly, action cards will let you rearrange the order of the line to some degree before taking the noble at the front. With planning, you can take exactly the nobles you want while leaving the low & negative point nobles to your hapless opponents. (Of course, said opponents are trying to do the same thing…)

The line of nobles is central to Guillotine. But what if it weren’t there? Here’s a couple possible solutions that might have also worked.

Grid of nobles

Perhaps the nobles for a given round are put into a 3×4 grid. This doesn’t really remove the line, though; it just makes three smaller ones if you could take from the front of any line.

UNLESS! The action card you played also stated a specific column or row you had to take from the front of at the end of your turn. It could create some interesting choices as you could end up affecting lots of rows & columns with a single play.

The downside of such a solution is that any sense of forward planning would disappear. With a line, you know which nobles are likely to be taken next based on the way they’re arranged. If each action card had a different set of rows or columns for a player to take from, it makes a fairly random game even MORE random (not to mention fiddly). It would work, but not necessarily be satisfying. This could be mitigated by each card only allowing to take from the front of a specific column, but then you just have three lines instead of one.

Hand of nobles

Perhaps nobles are cards in hand alongside action cards, where you draw and play one each turn. The action cards would be fundamentally different; there isn’t a line to affect any more. They would instead focus solely on hand and score pile manipulation.

The play feels like it would get stale pretty quick unless other changes were also made to the game. You’d simply play the highest-point noble you had at any given time and try to pawn off the negative-point nobles on other players. Whereas the first alternate was too random, this one is too scripted. And they BOTH lack good player interaction that the original design has.

One possible additional change could be what my cohort calls Knizia scoring (after designer Reiner Knizia for using it in Samurai, Ingenious, and others). In a game with set collection-based scoring, your best set does not count toward your score. Instead either your second highest set (or other sets if there’s just three or four) or your lowest set are your final score. If such a mechanic were mixed with action cards that specifically focused on set size manipulation, that could be fun  while still maintaining the theme.

That’s all for the possible solutions I lined up for ya. How would you tackle this change?

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Written by krinklechip

October 22, 2013 at 5:27 am

Simultaneous Action, 10.16.13

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Quick! Try to stand on one foot, balance an egg on your nose, AND clap your hands. … now that we’ve all failed miserably and made a mess of our computers, lets have a look at simultaneous action in a more controlled fashion.

Simultaneous action can speed up gameplay considerably (or at least make it feel fast).  Whether it’s through phases where actions are taken by everyone or an outright free-for-all, here’s a few ways simultaneous action could be implemented.

Everyone’s turn… ALWAYS.

One way is for it to be always everyone’s turn. A few examples of this are Escape, Brawl, and Icehouse. This format tends to make for frenetic play as everyone rushes to complete the game’s objective first (or together if it’s cooperative.) A game that uses this does well to not have lots of bits everywhere, as players who get into the game may get… enthusiastic… about completing the game.

This form of simultaneous action also usually has a built-in timer of some sort, whether it be a sound track to play the game to (Escape), a component limit (Brawl), or simply a timer set off to the side (Icehouse) to help force players to actually do something instead of waiting out an opponent.

Simultaneous choice, ordered resolution.

Another way to introduce simultaneous action into the game is to break up the actions being resolved into discrete phases. Space Alert and Revolution (or any simultaneous bidding game) do this.

With Space Alert, each player maps out what she intends to do while playing the cards corresponding to the actions on an action track. After a set time, players then resolve the actions for that particular phase and hope something doesn’t go wrong elsewhere on the ship (or that she didn’t play the cards wrong…)

Revolution does it in a similar way, with players deciding how to place their bids at the same time, then resolving the bids in a specific order every time until the game is over. Even though Revolution is about 45 minutes, it doesn’t really feel like it thanks to the quick pacing of the rounds of everyone bidding simultaneously.

Simultaneous action can be tough to implement well (much like trying to drive, read, and eat at the same time), but when done right, it can create a great experience (much UNlike trying to drive, read and eat at the same time).

Written by krinklechip

October 16, 2013 at 10:03 pm

Posted in Concepts, Game Design, Rules

Design Experiment: Forbidden Island without sinking, 10.14.13

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Io there! We’re starting this game design blog back up with look at a game without one of its key mechanics. (We’ve done a few like this before looking at Monopoly without money and Power Grid without power stations.)

Today, we’re lookin’ at Forbidden Island without the island sinking.

A quick primer: Forbidden Island is a cooperative game where players work together to retrieve four artifacts from a sinking island and get everyone off to safety before:

  • A) an artifact is lost,
  • B) someone drowns, or
  • C) the exit is lost.

Each turn, players move about the island helping keep the island afloat while working to gather the four artifacts. Each player has a special ability nobody else has, and the sinking of the island intensifies as the game continues. It’s a fantastic intro co-op; go get it (or its older brother, Forbidden Desert).

One of the main mechanics that drives the action of the game is the fact the island sinks a little bit each turn. This provides the sense of urgency and danger a cooperative game needs. So if we take it out, what might happen? Here’s one possibility:

  1.  No sinking means there isn’t any danger of losing. Without a threat, the cooperative element falls a bit flat. To keep an element of uncertainty and danger, perhaps the game spawns guards each turn that must be dealt with or avoided. One per player could start in play at the beginning of the game.
  2. Guards could be spawned by the flood cards. Instead of the space listed getting flipped over, it either spawns a guard at that location or moves a guard on that space a set number of spaces with hitting an edge wrapping the guard around to the opposite side of the board.
  3. A hit point system could be implemented. You could take being landed on by a guard X times before you’re caught.
  4. Guards could be removed from play by moving into the same space from the side or behind.
  5. As gameplay continues, you would start drawing more than one card to determine guard movement and placement. Eventually, the players would simply be overwhelmed by the guards and be caught.

Still keeps a rough feel of being Forbidden Island, but with a funky twist. How would you work with the change? Let us know in the comments!

 

Written by krinklechip

October 14, 2013 at 7:51 pm