Wednesday, April 28, 2010

Game Design Document #2

After today's beta testing, here is the new document regarding rules and cards and everything in between.

Cards:
Total: 350

Junk Cards

60x Metal
60x Plastic
60x Glass
These are the resources of the game, required to perform the actions in the game. These are arranged separately in three stacks. These three stacks are called the junk pile.
Total: 180

Robot Cards
20x Collector
Cost: 1 Metal, 1 Glass, 2 Plastic
The collector robot may collect one junk card. When using the collector robot, take one junk card of your choice from the junk pile.

20x Thief
Cost: 1 Metal, 2 Glass, 2 Plastic
The thief robot may steal a card at random from another player. When using the thief robot, take a card at random from another player's hand of your choice.

40x Worker
Cost: 2 Metal, 2 Glass, 1 Plastic
The worker robot is used to create gardens, farms and recycling centers. The worker robot is 'used' up when creating these facilities. You may need more than one worker robot to create a facility.

Total: 100

Facility Cards
20x Garden
Constructed with two worker cards. This provides the player with 5 victory points

20x Farm
Constructed with three worker cards. This provides the player with 10 victory points.

20x Recycling Center
Constructed with one worker card. You may recycle one junk card into 1 victory point per turn. When doing so, set aside a junk card in your hand face down. You may not use these cards anymore.

Total: 60

Event Cards
Mechanic Arrival - A mechanic has arrived in the area. You may build 1 more robot than usual.

Recycling Truck Arrives - A recycling truck has arrived in the area. You may recycle 1 junk card.

Magnetic Storm - Due to a magnetic storm, no robots may take any action.

Power Outage - Due to a power outage, recycling centers may not function.

Locust Swarm - A locust swarm in the area prevents any gardens and farms from being made.

Police Patrol - Due to a police patrol in the area, thieves may not be used.

Flood - There has been a flood! You and your collector robots may not collect any junk.

Tornado - A tornado is sweeping through the area. At the start of your turn, the player to your left removes a junk card from your hand at random ant puts it back in the junk pile.

Trader - A trader has arrived in the area. You may swap one junk card in your hand for any junk card of your choice in the junk pile.

Rubbish Collectors - Some rubbish collectors have arrived. You may collect one extra junk card.

Total: 10



How to Play:


Start:
Each player takes 2 of each junk card. They do not have to show these junk cards to the other player. The players decide who starts first and then follow the following 5 phases in turn.

NOTE: THESE PHASES HAS TO BE FOLLOWED IN ORDER

Phase 1:
At the start of your turn, take 1 junk card of your choice.

Event Cards
If you are the first player starting, take an event card and reveal it face up. The rule written on the event card applies to everybody until a new event card has been revealed. When all event cards have been revealed, reshuffle the event cards and repeat the process.

Phase 2:
You may choose to recycle one robot that you own. Take the junk cards underneath it used to build it and put them back in your hand.

Phase 3:
Any robots you own may perform their action. One action per robot.

NOTE: When using workers to create facilities, you may create more than one facility if you own that many workers. There was a misunderstanding about this today.

Phase 4:
You may build one robot. By doing so, take a robot card and put it into play face up in front of you, showing it to everybody. Put the junk cards needed to build the robot underneath it. You may only build up to 5 robots.

Phase 5:
You may use a recycling center if you own any.

Players repeat the 5 phases in turn until all junk cards have been drawn or until a player has built his fifth building.

Winning:
When the game has ended, each player counts up the number of points they have. This is determined from the number of cards recycled in addition to the number of gardens or farms the player owns. The player with the most points is the winner.

Problems

Number of cards
While there aren't that many cards to design, there are a lot of them to create. 350 cards is quite a damn lot.


Balance issues
The game might not be completely balanced yet. Not that kids aged 7-9 years old know anything about balance. I think Gardens and Farms might be too weak at this point.

Complexity
Game might be too complex for kids. But we might be underestimating those kiddos. Kids of the digital age might be smarter than we think, but if we can somehow make it simpler, why not?

2 comments:

  1. I think we might need to reduce the junk cards. 60 is a bit too much. We can reduce Farm cards by making it limited, let's say 10 farm cards? Mayb we can increase the points of Farm and Garden on the next testing, see how it goes.

    We need to reduce the numbers of cards I think. We can try it out during the next meeting or something.

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  2. Can reduce Garden and recycle center cards to 15 instead of 20;since only one player can make the last building and the game just ends there.

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