2018-07-19

Action Valley

Previously in the chronicles of Drafty Valley: I made a game where players draft actions each round and most of those actions trigger different variants of drafting mechanics which result in players producing and selling goods and developing land in search of profit.  Testing suggested that most of the game's structure and flow had promise, but the balance was far enough off to get in the way of testing, and some aspects of the game proved overwhelmingly frustrating for some players.

The game has been on the shelf since UK Games Expo, while I thought about other things for a while, but now it's time to have another run at it.

I know the balance of the objectives in the game is terrible at the moment, but I decided to focus on something else for the moment: the core of the game, the action cards. The way the game has worked so far is that each round there is a selection of over-sized cards on display, each allowing an action, including claiming locations, producing resources, and building things. At the start of the round, each player chooses a card, and they get to take the action first, followed by everyone else. At the end of the round, action cards are replenished from a deck.

It feels a bit weird putting a pic before I've explained the context,
but these are the new action cards.
This proved problematic in a few ways, including:
  • I thought it would be interesting for players to discover the available actions as they go along, but this proved almost universally unpopular as players usually want to know what options will come up in the future as a guide for their choices.
  • Some rounds there were poor combinations of actions available, and often players ended up having little or nothing to do on a turn and not much they could have done about it.
  • The random supply of actions sometimes meant that turn order was the most important factor in the game, and sometimes irrelevant, leading to frustration.
  • Many of the available actions were useful at some stage of the game (for some players) but utterly useless at others. More frustration.
So, what I have done is to strip the small deck of action cards back to just seven of them, mostly with options on them, combining multiple former-cards into one.  I have also decided to not bother putting the full rules for each action on the cards, so they are now down to standard card size, meaning that there can be a row of all of the cards visible at once, without requiring an enormous table.

The mechanism for managing action cards is that at the start of the round, each player selects a card, using the "Small World" style mechanism where you drop a coin onto each card that you skip from one end of the row -- we'll say the left.  If you choose a card with coins on, you get to keep those coins.  Cards slide along to the left as gaps appear.  Then, when actions are resolved, the cards return to the right hand end of the row.

This way, every action is available every round, but the actions which were used last round are more expensive, and ignored actions will gradually become more valuable, until someone can't resist the cash payout. 

Which leaves me at a point where I need to playtest again. I've been doing badly at getting prototypes to the table lately, but am working on getting things going again, so it shouldn't be long before this gets in front of other people...

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