The Feudal system is a BUST!! I wanted Siege to work without player elimination. If a player attacked a capital and defeated an opponent that opponent would then get to play as normal but his or her resources would be allocated by the player that defeated him. I theory I felt this would be similar to a Feudal Lord system, and the player would be ok, playing for the wining team. This was not the case. No one really wanted to help the player that took them out. Not to mention that it effects the speed of the game a lot.
This now has created a few other small issues (butterfly effect). The cost of throwing everything at another player with the possibility of losing a lot of units is a little frightening. Players hesitated to attack, fearing that they would be spread to thin. This issue kind of watered it self down when you would have all of that defeated opponents assets to help you (not to mention draw phase extra attack per round etc.) This led me think of the Cataclysm clock (no called Kings spoils). After each round of turns the players advance a token that would give them an advantage such as extra card draws more resources etc. These advantages would peak a few rounds in and then begin to dwindle, this should create a sense of urgency, and also allow for a fixed amount of turns that the game can last. When the token enters the last space, the winner will be declared. The winner will be the one whom defeated the most capital cities with a resource total as a tie breaker. After a few play-tests, I pushed it a little further, the clock now became the kings spoils, if you did not have a ruler in play in the king position you would not be able to collect these boons. Ahh, that would add to the value of the King that much more.Facebook page
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