Saturday, May 7, 2011

dice vs. chit-pull

So I was looking at ways to do the market for my prototype (zeppelin game) I'm working on. I noticed that the die rolling to set the market with resources did not provide very many resources. Plus in larger games I would have to use some sort of system of adding additional items and that would just be a mess. The chit-pull system allows me to put more of the heavily used resources for pulling in the bag and less of the less used ones. It still randomizes it as there will now be 5 unique markets for the players to choose from instead of one big market. With four types of resources the average die roll with a d6 for each resource is 3.5 so only 3.5 of each resource would be available per turn. Using a chit pull system would expand the market capacity to 30 (6 spaces in each market) and allow for more resources to be taken versus the maximum of 24 resources (assuming each die landed on 6). Using the chit-pull system allows for 15 of the most used resource and 10 of the middle resource and 7 of the least used resource. This leaves out 12 chits per round as the chits would be put back in the bag and reshuffled. This will provide a better chance for the most used resource (iron) to have a higher probability of being added to the markets and the least used resource (rubber) being added to the markets.

The dice were interesting in the original play tests, but long term would need to be counter-balanced to reflect the increase in players. Using this system of pulling the chits balances that out by allowing more resources to be available per turn. It also prevents the situation of one player buying up the most used resource and leaving the other players with out. Although it was funny to hear a play tester say, "I just want to get shot down so I can get some Iron!!" (I will always remember that moment, Donnie!)

I may also look at adding a "Black Market" where the players could all utilize it once per turn but would have to spend 2 action points vs. the single action point for the traditional market. This would allow more resources to be made available per turn and allow players to take 7 total resources in one round.

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