Rock & Roll revisited (Game Design Attack #4)
I played Rock & Roll at Game Design Attack #4 this weekend, and Tim had a really neat idea of a slightly different sort of structure,
making it a bit more like a standard Yahtzee-style press your luck
game. I thought of a related way to make sure there was some
interaction so the game didn't feel solitary, and after a prototype
update I was able to try the new version a couple of times and I think
it might be a step in the right direction. The new version is highly
thematic as well -- now there are song cards, so instead of scoring
individual crowd tokens for as many points as possible, you play a song
in order to please as many crowd members as possible. The songs have
specific die results in a specific order.
Three of
these songs are dealt out in a supply, and you start your turn by
rolling 6 dice bearing symbols for Vocals, Drums, Guitar, Bass, Solo,
and Gaffe. Gaffes are mistakes, and you are forced to lock those in when
they come up. After rolling, you must lock in at least 1 symbol
required for the song, and those symbols must be done in order from left
to right as you play through the song. At this point if you fail to
lock in a symbol required by the song, you must end your turn, and you
get a small scoring penalty. However, as long as you did lock in a
symbol, you can choose to stop and score, or roll any number of the
unlocked dice trying to get the next required symbol.
Of
course, you can also use cards to help you. You will start with just 1
card, but you can get more: at the end of your turn, you'll draw a new
card for every 2 Gaffes you had. Also, if you are able to complete the
entire song, you'll collect a completion bonus, which may be extra
points, or perhaps a card.
As long as you don't fail,
then you score some points based on the number of dice you were able to
lock in, and you take the song and place it in front of you. Any player
may either choose to play a new song from the center, or attempt to
outperform you on your song. In order to do so, they must lock in more
dice than you were able to, and if you were able to complete the song
then they must also lock in 1 additional Solo -- if they are to
outperform you then they must perform the song with more gusto and flair
than you did! At the beginning of your next turn, if nobody has
outperformed you on your song, then you place it into your "set list"
and save it for potential end game bonus scoring.
A
suggestion was made to add something -- I'd call them Record Labels
perhaps -- which could act like the nobles in Splendor: an in-game
scoring opportunity based on the genres of songs in your set list.
When
the supply of crowd tokens (VPs) is exhausted and all players have had
an equal number of turns, the game ends and there will be some set
collection scoring based on genres of songs in your set list.
I'm excited about this new version, and I hope to play it with a few more groups to see how it goes over.
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