Winds of Fate updates
After a nice (3 hour!) chat with Michael Keller about Winds of Fate (admittedly, much of that was describing the game to him over IM), I've got a pretty good idea of what I'd like to try for the next iteration of Winds of Fate:
The main difference between this new version and the last one is something that's come up in some playtest comments before - rather than set payouts for various bets, there will be a split pot - a specific amount that will be split between all winners of a bet. The problem before was that the betting system sort of encouraged people to do the same thing as everyone else, and that's the opposite of what I wanted. With a split pot, betting on the same thing as someone else may make it more likely to pay off, but the payoff gets lower with each player to make that same bet. Now there's some incentive to bet against other players! I think this should work out nicely.
In case it's not clear what I mean by a 'split pot,' consider the scoring of Notre Dame at the end of each Era: there are a certain number of points (depending on the number of players), and each cube in Notre dame gets an equal share of those points. Note I said 'each cube' not 'each player' - meaning if I have 2 cubes and you each have 1 cube, I get 50% of the pot, and you each get 25%. This is how the payouts for bets will work in the next test of Winds of Fate.
In order to facilitate this, I'm changing the betting system altogether. The betting board was a neat idea, but I think it mostly served as a stepping stone toward a more streamlined mechanism for the betting. I think I've got a better, more succinct way to represent betting without a supplemental board. Although the idea of actually having a roulette style board and making roulette style bets (especially on the side and corners, spanning multiple Encounters) was kinda attractive, I think this new idea will do a better, more streamlined job of accomplishing the goal of the bets in the first place. here's how it'll go:
Each round during the Encounter phase, each player will get the opportunity to "Place a bet." Possibly this will actually be added to the Encounter tile, and then it could be left off a couple of them. In order to do so they will have to have a "bet chip" (is what I've been calling them) - which will now just be a player marker (wooden cube in player color in the prototype). Placing a Bet means taking chip and placing it on one of the paths on the board between 2 Encounter tiles. The only restriction is that you cannot place on a path leading out of the current Encounter tile. Therefore you cannot bet on the CURRENT round's Adventure, but you can bet on the outcome of either of the possible NEXT round's Adventures. So there's still that aspect of betting on a win or loss on an adventure as well as whether you'll get to that adventure at all.
During the Journey phase, Odysseus' boat will move to one of the 2 paths leading out of the space - which one depends on the outcome of the Adventure (as always). Whenever the Boat encounters bet chips, those bets pay off. The payoff will be some number (I'm thinking 6vp) divided evenly between each bet chip present. So a bet chip (which will continue to be worth 2vp if unused) can be worth 0, 1, 2, 3, or 6 vp depending on whether it pays off and how many other players also bet on the same thing.
This will necessitate some modifications to the Reward tiles and some Encounter tiles. I need to remove all instances of "Place Bet" on those. It should prove valuable to collect a bet chip (or 2!) from a reward tile. I will also make the bonus for playing the single highest value of cards be a Bet Chip - which is either 2vp, or possibly as many as 6 if bet well. I think that should provide a good number of bet chips for players who want them. I might distribute some on Encounter tiles as well - maybe an Encounter will be "each player collects 1 Bet Chip" - or more interesting, maybe "Player 1 collects a Bet Chip" or "Player 3 collects a Bet Chip" I could even make a cycle of "Player X collects a bet chip" Encounter tiles :)
Destiny bets will work similarly, there will be some set number of points (I'm thinking 12) to be divided evenly between all Destiny bets. I will probably have to reduce the frequency of destiny actions or else use a larger number as the pot, or else the bets will be near worthless - and I don't want that! I think I'd like the Destiny bet to be on the order of 10 points, higher if you do great, lower if you do poorly.
The Timeline bet may also be a split pot situation, I'm thinking something like 9vp for a correct bet, 6vp for "off-by-1," and maybe 3vp for "off-by-2" (or maybe you need to be closer than off-by-2 to score at all). I'm waffling about whether to just award that to each player individually, or make it a split pot where players share the wealth. If split pot it would probably have to be a higher number, and I also think that if split it should probably be that you get let's say 25/15vp (for correct/off-by-1) divided by the total number of Timeline bets that are paying off... so if I bet on round 8, 2 people bet on round 9, and 2 people bet on round 10, and the game ends on round 9, then I should get 15vp/5=3vp, the 2 players betting on round 9 should get 25/5=5vp, and the 2 people betting on round 10 should get 3vp apiece as well. Hmm... that sounds pretty bad actually, I'll have to work on that. I don't really want someone off-by-1 to get more points than someone who was correct just because someone else was also correct - do I?
Maybe I do - in which case I could award 9/6vp (for right/off-by-1) and split that 9 or 6 with anyone with the same bet as you.
I think I'll also reduce the game end score for Red/Blue card pairs in hand to 1vp per pair (rather than 2vp) just to make sure you can't get a competitive score simply passing each round and hoarding cards! I also need to reduce the number of cards drawn in a 5 player game - we ran out last time! I think I can just have player 5 draw 3 cards just like player 4 does. Or I could reduce player 2, 3 and 4's cards as well in a 5p game. I'd prefer to keep it consistent though.
So that's it - I need to adjust my prototype to fix the reward tiles and Encounter tiles, and I'm ready to test again!