VynceMontgomery / sankai

Sankai, a boardgame implemented in Boardzilla
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game design: Token events #16

Closed VynceMontgomery closed 4 months ago

VynceMontgomery commented 4 months ago

the three token events (Buki, Trap, Decoy) are all potentially very harsh and, perhaps importantly, thematically should probably only happen once.

(In particular, Buki should only have to be defeated once; i guess if they wander off, they could come back. Decoy & Trap aren't terrible thematically o happen more than once, but they aren't a compelling story multiple times.)

Also, they can be harsh. I think Decoy is now about right and Buki is much better with the feeding ladder. (Might take the starting wall away, though. Also gives Villager a reason to play Buki not on top of Harapeko.)

Trap, though... a well-placed trap can be there for 20 turns. that's not cool. There's funny story implications if Peko throws blocks out of the hole and then climbs them, or sensible ones if they build a ladder, but they feel not worth the weight (e.g. "while in the hole, peko can optionally use their turn to place blocks in adjacent spaces" or "if peko accumulates 3 different blocks, they can climb out for free" or something). though "build your way out" could look a lot like dealing with buki or the decoy; starts with blocks on it, pay to remove. But no villager feeding. If blocks have to match, could still easily get to the point that you need e.g. either a building or a wild, and that's still only 1 in 9 picking second. if it's any block to remove, like for the decoy, there's a soft maximum of 5 turns. that feels OK.

OK. so try:

maybe later:

VynceMontgomery commented 4 months ago

i't so unaesthetic. try this instead: just add a die when in the trap. Makes getting 2 wild ~2/27 but getting wild or card 7/27, and about 1/3 of the time a card will lead to an escape (tunnel, earthquake: directly; laser vision & entwined fates raise ease of getting a wild; evolve draws more cards) so a perfect trap has expected duration ~7 turns?

if that still feels too harsh, try rolling the extra die after the villager chooses.

if that's still too harsh, roll an extra die, peko gets first choice, but villager gets to pick twice

VynceMontgomery commented 4 months ago

trap being addDice: 1 seems great; all of those are now one-and-done and i think are better for it. Might nerf Buki in the distant future (by removing starting wall?) but atm seems pretty good.

the fact that tunnel & earthquake can both spring Harapeko from the trap makes it weak, if anything.

calling this good; further problems can get new tix