Greetings, friends!
I have been sharing bits of information about the project for a game I am working on, along with and a couple of clubmates of mine.
Here are my most recent posts about it:
Organizing Things A Bit And Promoting Through An Unusual Channel
About the collection of concept art we've created so far.
Back To Working On The Western Shores Game
About the card design.
This is the first revisions of the rules, the part at the end. Page Six and a little bit of Page Five.
Today, I am going to challenge the sample rules I have written before. I am going deeper into the meaning of the word Revision — I will try to reach a new and better vision of a few aspects. By breaking down the Sample Rules and looking for alternatives.
Because I have to improve the...
Goal
End Of The Game
Fun Levels
Simplicity Levels
Game Mechanics
The Goal
Old Assumptions:
You must gain more Glory Points than your opponents.
New Possibilities:
Be the first to reach a certain objective.
Fill in a certain portion of your map.
Place a number of Legendary tiles.
Complete a number of Quests.
Hold a Legendary tile for a number of rounds...
Be the first to reach a number of objectives.
Be the first to reach a certain objective a number of times.
The End Of The Game
Old Assumptions:
The game ends when a player has placed 16 tiles or when the Draft Deck is depleted.
New Possibilities:
^ Objectives are reached.
Fun
Old Assumptions:
Fun comes from doing awesome things and wreaking havoc.
New Possibilities:
The YOLO moments are rewarded (but the Strategy element remains). Strategy should include potential YOLO moments. Loss is also Gain. Just a concept. All of this does not contradict the old assumptions about fun.
Simplicity
Old Assumptions:
It comes from clear and easy to follow rules.
New Possibilities:
Reducing elements to the minimum in order to speed up the game...
Removing Game Zones. Personal Greed Stacks won't be needed if Greed cards are revealed and resolved on the turn they were drawn.
Removing over-time Glory Points generation.
Removing double Ascend costs.
Changing the Rune Cards function in order to eliminate the need for additional calculation. All that runes do now is to double the production rates of some tiles.
Other things. I need to find other things. I will. When I get back to it next time.
The Game Mechanics
Old Assumptions:
The milestones for the first revision of the rules were to create enough mechanics to make the game playable.
So far we have mechanics about...
Drafting cards
Drawing cards from the Player's Deck
Discarding cards
Drawing cards from the Greed Deck
Placing tiles
Providing resources on discard
Providing resources passively
Removing unprotected tiles from the map
Reducing resource costs
Ascending characters
Protecting tiles passively
Generating Glory Points (To be removed?)
Doubling production
Reducing production
Substracting Glory Points
Skipping a Draft Step
Searching for a card in the Player's deck
...
New Possibilities:
Adding new mechanics in order to make the game more fun, to increase replayability, to allow future expansions, why not turn the game from a Stand-Alone version into a Living Card Game...
What could those be?
Removing Greed cards before penalties
Remaining as a legacy for the next game
Drafting a card from the Not Drafted Pile
Taking a card from your Discard Pile
Others...
Now. That. Will. Take. Some. Work.
And I'll be telling tales of it later.
Thank you for being with us!
Yours,
Manol