Thursday 17 April 2014

Cadaver Claim - New Rules (Post-Testing)


So here we have the revised version of the rules, based upon the feedback session:

https://docs.google.com/document/d/1-dL059OtNIrNEd2y_yd2_KrTLhPx8rF-6kjxm3cn3XM/edit?usp=sharing

Ill talk you through the key changes


Gameplay Pace & Destruction



  • Number of players is now limited to 3 (4 can work, but 3 is the core recommended).
  • First place of a fight no longer stays behind to beat up their opponents acolytes, they are too busy carting off the body. Now the damage dealing is a prize of sorts for 2nd place. This adds a bit of extra depth as, even when 1st place is assured people can still fight over 2nd place and the rights to beat up acolytes.
Combat
  • Players can now also play a card of the same number atop each other, this allows them (with some forethought) to switch between colours mid fight.
Decay


  • The decay free period has now been upped from the first round to the first two.

Adding new abilities to cards was skewing the balance a tad to much and was making the game a bit less 'pick up and play'. The concept is still likely to be explored, maybe to add a bit of value to the lower number cards. A couple of ideas were:


  • Setting Aside (displaces an opponents, only one mind you (politics!) acolytes from the fight - whilst displaced they do not add their value to the fight, but cannot be harmed at the end either)
  • Pinging (when you play the card it deals damage (pings) to an opponents, again only one (more politics!) acolyte directly. The value would probably be capped at 1 or 2, but would be a really nice 'out' to Face-cards and Aces)
  • Protected (Simply put, this card/acolyte can't be affected by abilities, a difficult one to evaluate as it could be very narrow if their are only a few abilities, or could be really good if their are a lot.
  • Not an idea to include, but rather an idea to certainly not include: healing (it's counter to the Auto-Destruction theme, and also a pain to implement, I can't un-rip a card...)
Trying to make decay every other round was a pain for the players to remember all the time, simplifying it to just 2 safe round made it easier to play.

So there we have it, enjoy!


Friday 4 April 2014

Testing (and all that Jazz)


So I eventually managed to get some people together for some formal testing of Cadaver Claim and a feedback session.

In all it went down pretty well although certain things were highlighted:

Pace of Gameplay & Destruction is currently to rapid/much.

Given that destruction is meant to be sacrilegious, doing it 'all the time' can diminish the value it has and the effect it brings to the game. Additionally as destruction is a 'big' part of the game, doing it a lot of the time makes the game feel quite busy, with too much going on at times. Additionally the rate of destruction of absolutely annihilating the pack of cards, leading to most games ending not due to a player getting a winning score, but because the tower had run out.

  • Having 4 (or more) players really limits the card pool for the tower, especially when you have another players worth of destruction to consider.
  • Given that each combat had at least 3 player (so at least 75% of the player base) causing destruction, it was just too much.
Proposed Solutions:
  • Try smaller player numbers (more limited)
  • The player who win's the body already has their reward, letting them beat up other players card is just enforcing their lead (given how the individual players decks work). Limit what 1st place can do when they win a round.

Combat needs a few more options

You could be a bit to limited by the deck you had and the hand you were dealt/drew and it ultimately divulged down to a numbers game. 

Proposed Solution:
  • Add a little extra depth to the fights and the combat.
  • Maybe certain cards could have special rules/effects.


Decay

The premise and tactical depth Decay added was generally like, but the rate at which it went was too much.

Proposed Solutions:
  • Up the 'decay free' duration
  • Slow the rate of decay (every other or so)

Naming and 'killing' of cards can be quite fun, especially when people get involved with the theatrics and get a little descriptive. Do need to have pens that can actually draw on the cards properly!

With this feedback I should be able to tweak the rules a bit in order to accommodate. Hopefully I'll have them up and running soon!