Micro Worker Placement game progress, and the "Strategy Triangle"
I recently posted about a micro worker placement game that had come together pretty quickly from idea to 1st prototype. I mentioned a lot of brainstorms in that post to improve the game. Since then, I have played 8 more times, iterating and making tweaks after each game.
Since joining the Keith Burgun Games Community Discord, I have not only played a lot of Dragon Bridge, but also participated in a lot of great game design-y chats, some of which centered around a concept known as the Strategy Triangle. That link is to a long post from Keith's describing the Strategy Triangle as he sees it. Here's a video of him talking about it which might be a little more succinct (the video is really long, but it should be queued up to his description).
I like the idea of this triangle, but it seems clear that no 2 people really agree on some of the details. A course grained reading of it, or my interpretation at least, is this:
- An extreme "red" strategy spends all of its resources on direct progress
- An extreme "blue" strategy spends some of its resources more efficiently countering or slowing the opponent's direct progress, leaving some resources to invest, allowing for more progress later
- An extreme "green" strategy invests ALL of its resources, allowing for even more future progress
Given that, generally speaking...
- Blue has an advantage over red, as they hold off the red strategy with efficient defense long enough for their investment to come online
- Green has an advantage over blue, as any "efficient defense" is wasted, and green has invested more resources than blue, giving green a resource advantage for buying progress later
- Red has an advantage over green, as unhindered, they could bring the game to an end before green sees a return on its investment
I decided to try and use this micro worker placement game to sort of express that triangle fairly directly. I called one resource Red gems, one Blue gems, and one Gold gems (instead of green). As I alluded to in the previous post, I added an effect on each resource tracker that you would resolve whenever you collect more of that resource (when you collect some red gems, first resolve your current red ability, then collect the gems).
- I tried to make the red effects kind of "rushy:" collect extra red, buy a star, take an additional turn after this one, get an additional star for free, and when you overshoot the top of the track, get 1 star and then reset to 2 red
- I tried to make the blue effects directly hinder red: opponent discards red gems, steal a red gem from the opponent, and when you overshoot the top of the track, get 2 stars and then reset to 0 blue
- Gold, being the "econ" strategy, does not give discrete effects when you collect gold. Instead, having gold means you have some number of Green gems - effectively Gold/2, only instead of doing math, you could just look at your tracker card and see how many green gems it currently shows. Several of the buildings give additional red or blue gems for each green gem you possess. When you overshoot the top of the gold track, you don't get any stars, but you get 3 each of red and blue gems, triggering your current red and blue effects
Also as alluded to in the previous post, I did add a countdown tracker (a "dragon"), which gives you an additional star if you score a star using the resource (red or blue) matching the color currently face up on the countdown tracker. The countdown ticks down any time:
- You place a worker of matching color
- You place in a building of matching color
- It pays out a bonus star
- The deck gets shuffled (every 7 turns)
I think I've tuned the effects such that, for the most part, if someone were to bull-headedly go for red gems all game, and their opponent were to go for blue, the blue player would likely win, and similarly, bull-headed, extreme green would beat extreme blue, and extreme red would beat extreme gold. The game could probably use some more tweaking in that respect, but I thin it's on the right track.
One thing about this game though is that you can't necessarily go bull-headedly into any color, because while you do have 7 (out of 16 existing) options available to you on your turn, you don't have every option. Some cards aren't out yet, others are occupied, and others still have been turned face down as workers. So you have to have some flexibility as well, and you might have reasons (in the early game, or in general) to go for one strategy over another when you don't have gems yet.
1 comment:
There are some publishers (button shy, for instance) that wouldn't be unhappy with an 18 card game pitch
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