Let’s Design a Game #9 The Main Mechanic, Revisited

 

Even though there has been a lot of progress on the game, I need to update you on the main mechanic because we made a change to the way it works and I don’t want to cover anything else until you have a chance to see it. For specifics, please see the previous post about the Main Mechanic since I don’t plan to cover the main mechanic in great detail in this post.

Players will start with the same set of contract cards

Starting Hand of Contracts

Starting Hand of Contracts

 

Players will also have a set of contract ID cards.

Set of Contract ID Cards

Set of Contract ID Cards

Above are the contract ID cards which include one card for each region and a set of numbers 1 thru 8. Players will be able to ID the contract(s) they turned in using these cards.

Players will now select one of their contracts to give to the collector. They will also set aside, face down, the ID cards that match the contract they turned in.

Contract and ID Cards

Contract and ID Cards

The contract collector will shuffle the contracts and display them in the middle of the table

Turned in Contracts

Turned in Contracts

Now that the contracts have been shown to the table. Players will start playing agent cards for the various contracts and accept or deny cards.

Contracts with Agents

Contracts with Agents

Close Up of Our Contract

Close Up of Our Contract

When players place an agent on a job, they will use a token to ID which agents belong to them. Players can play more than one agent on a job.

Accept/Deny Cards

Accept/Deny Cards

When a contract has 4 accept/deny cards played on it, the A/D cards are revealed, if there is an accept card, the job is attempted. If all the cards are deny, players take their agents back and the and the A/D cards are held until the end of the round.

Looks Like We Have a Job

Looks Like We Have a Job

Prior to this method, we were worried that players might forget what mission was theirs and two players might claim the same contract. Our plan was to test the game as it was and see if that was really a problem. While we were talking about this game this past weekend (6/12) we came up with this solution and I spent the rest of the weekend working on changing the prototype around. There were a few other changes but I will cover that in a later post.

As always, feel free to check out our google doc and leave us comments or questions.

Link to the Google Doc for this project

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If you have any comments or questions, leave a comment here or email Chris at c.renshall.tgik.games@gmail.com

If you have made it this far, would you like to go a little farther? We have a regular Google hangout with other designers. We talk about the games we are working on and share helpful tips and ideas on how to make designing our game easier. We meetup every other Saturday. Either comment here or tweet me or email me and I will add you to the list and send you a link to the Google hangout.

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Posted in Lets Design a Game
2 comments on “Let’s Design a Game #9 The Main Mechanic, Revisited
  1. Intriguing work so far, I’m holding back on comments until you post a playtest, as I’m having a bit of trouble envisaging how this is going to work. It’s probably my brain not picking it up properly!

    • tgikgamescr says:

      The last of the prototype will be finished before next weekend(6/27/15) and I should be able to run a first play test soon thereafter. The only drawback with this game is that a proper play test will require three people. Aidan and I will probably run through the game first just to get a feel for the flow, in fact, I guarantee that is what will happen. There is a two player variant, but I am not going to worry about developing it for now. I know it is there and it will get its turn but not right now. Thanks for following along!

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