The origin of this comes from indecision about who would play first in a 5-player card game. I vaguely remembered a game in which a 0 beats a 5 and any higher number beats a lower number, but my memory obviously had gaps. (Anyone have a clue what game I faintly remember?)
In the end, I took advantage of the confusion and declared myself the starting player. It didn't really matter, anyway.
But for future, I thought it'd be good to have a game that can establish these things more 'fairly'.
These were the meta-rules
1 - the game should have a definitive winner with any number of players
2 - it should take under 10 seconds to play and determine the winner.
3 - it should be simple to explain
4 - turn order should not exist or be irrelevant (if you needed to establish a turn order, we'd be back to square one!)
5 - toys should include nothing that needs to be carried - only language, our bodies and such. (Otherwise, rolling a die would have sufficed.)
These are the rules
- On the count of 3, everyone reveals a number of fingers. Thumbs don't count!
- If anyone has revealed a unique number, whomever revealed the lowest unique number wins.
- Otherwise, everyone who revealed less than the maximum number shown is eliminated and there is another round, only including people who showed the highest number.
Analysis
Entry into subsequent rounds has a goal opposite to the winning condition - this should avoid stalemates.
The game will break if you ever get to 2 remaining players. At this point, you can play Rock Paper Scissors. I didn't entirely meet the first objective, given the possibility of draws (requiring multiple rounds) and the break-down if you reach 2 players. I'd give myself 3/4 marks for that one.
Hypothetically, there could be infinite draws, but given the theoretically small chance of this, I'm giving myself 3/4 marks for the 2nd objective too.
Objectives 3, 4 and 5 are a complete success. 4.5/5 - good going! Still, this design is obviously not 'perfect' so tell me if you know a game (or can devise one) that meets these criteria more fully.
I've not actually played this, but am recording it here as I can't see any issues with it and don't know any other game that fills this niche. What does everyone else do when deciding player order between 3 or more players (other than roll a die)?
If you're having trouble deciding player-order for a game with over 2 players (or need to nominate a winner for any other reason) and don't have a die handy, give this a go.
I know I will.
More Analysis
If you consider the hypothetical numbers shown by everyone else, you can determine what should be the highest number you should show.
I think it's foolish to ever show more than:
(Math.ceil(number_of_players/2))-1
fingers.
(i.e. divide the number of players by 2, round up, then subtract one from that total.)
Showing posts with label my games. Show all posts
Showing posts with label my games. Show all posts
Sunday, 7 September 2008
Friday, 25 July 2008
Developing Card Game 1 (v0.2)
Inspired by Chris Bateman's recommendation for current or budding game designers to make games with traditional playing cards, I decided to do just that.
This game isn't very good but it's something. And that's better than nothing...
Toys
A standard 52-card deck (no jokers)
other players. (Might be best with 5 total players)
Winning Condition:
Have 5 cards in your hand, all one suit, with a total value of 25.
Numbers count as their face value. Aces, jacks, queens and kings count as 1.
pre-game setup:
Deal 5 cards to each player.
The starting player (the player to the dealer's left) draws 2 extra cards from the deck.
Restrictions/Rules:
The game progresses by players taking asynchronous turns.
Each turn begins with the player being passed a card. They now choose to either take the top card of another player's discard pile or draw the top card of the deck. (Skip this section for the starting player.)
The active player then chooses and discards a card into a personal discard pile and chooses a card to pass left, beginning the next player's turn. At this point they should be back at 5 cards and may declare a win.
Time to play:
5-20 minutes? I'm still unsure...
This game was inspired by a 'Boardgames with Scott' review for 'Lost Cities'. I liked the idea of needing to work out what your opponent is after and ensuring you don't give them those cards so copied the ability to draw from discard piles.
My original game had a base hand size of 3 (increasing by 2 when it's your turn) and needed 11 points to win.
The game often ended with both players needing a single card (or one of two cards) and just drawing until they got it - a long drawn out version of rolling a die. Furthermore, once one person drew a visible card, it was generally already too late to prevent them from winning.
With 5 cards, there's actually some time between it being beneficial for a player to draw a face-up card and them winning - leaving time for players to worry about the cards they put down in front of them.
I feel I need to actually pinpoint what the fun element is and then hone in that.
The fun activity I was aiming at:
choosing what card to pass left and which to expose to the table, with SOME knowledge of what your opponents may be trying to do - avoiding helping them.
Is even that activity fun? Should there be a way to force reveals - giving more information to make the choices more meaningful?
Goodnight. I'll sleep on it.
This game isn't very good but it's something. And that's better than nothing...
Toys
A standard 52-card deck (no jokers)
other players. (Might be best with 5 total players)
Winning Condition:
Have 5 cards in your hand, all one suit, with a total value of 25.
Numbers count as their face value. Aces, jacks, queens and kings count as 1.
pre-game setup:
Deal 5 cards to each player.
The starting player (the player to the dealer's left) draws 2 extra cards from the deck.
Restrictions/Rules:
The game progresses by players taking asynchronous turns.
Each turn begins with the player being passed a card. They now choose to either take the top card of another player's discard pile or draw the top card of the deck. (Skip this section for the starting player.)
The active player then chooses and discards a card into a personal discard pile and chooses a card to pass left, beginning the next player's turn. At this point they should be back at 5 cards and may declare a win.
Time to play:
5-20 minutes? I'm still unsure...
This game was inspired by a 'Boardgames with Scott' review for 'Lost Cities'. I liked the idea of needing to work out what your opponent is after and ensuring you don't give them those cards so copied the ability to draw from discard piles.
My original game had a base hand size of 3 (increasing by 2 when it's your turn) and needed 11 points to win.
The game often ended with both players needing a single card (or one of two cards) and just drawing until they got it - a long drawn out version of rolling a die. Furthermore, once one person drew a visible card, it was generally already too late to prevent them from winning.
With 5 cards, there's actually some time between it being beneficial for a player to draw a face-up card and them winning - leaving time for players to worry about the cards they put down in front of them.
I feel I need to actually pinpoint what the fun element is and then hone in that.
The fun activity I was aiming at:
choosing what card to pass left and which to expose to the table, with SOME knowledge of what your opponents may be trying to do - avoiding helping them.
Is even that activity fun? Should there be a way to force reveals - giving more information to make the choices more meaningful?
Goodnight. I'll sleep on it.
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