Showing posts with label CowTipping. Show all posts
Showing posts with label CowTipping. Show all posts

Sunday, September 27, 2009

Cow Tipping details... continued

I finally got off my duff and made a modified deck for Cow Tipping - one which simply had 8 "types of cows," with 8 cards of each type. This was easy enough, just used 4 decks worth of cards, just the red ones, numbers 2-9.

Again, the types of sets were to be "all the same number" and "all different numbers." When we played the game I found a major error in the deck configuration! I was thinking that it would be equally difficult to get an "all the same" set as an "all different' set, but that isn't true at all. It's much easier to get an "all different" set than a set of cards of the same type.

The game was really not as fun at all, nor as interesting this way. One player even asked if we could quit mid-game. I think part of the reason was the deck configuration, there was really no point in building a homogeneous set, so instead you simply drew cards toward a diverse set. I think with a better configuration the feeling of building a set might return a bit.

Tyler admitted that was a possibility, but suggested that that wasn't the problem - that rather the game just wasn't that fun. It's not interactive enough... He suggested that the tipped cars be left face up, so you can tell without having to remember who's going for what. Furthermore, he suggested each type of car might confer some kind of ability - the more expensive Trucks and Buses conferring better abilities than the Cars and Trucks.

I would like to try it again this way after fixing the deck. I have removed the 8's and 9's, so there are now 6 suits, with 8 cards in each suit. I intend to add 1 card in each suit that counts as 2 cows in that type, but cannot be used in a Diverse set. I might also add a few special cards (maybe featuring Clyde and Elsa) which would count as 2 cards in a Diverse set, but cannot be used in a Homogeneous set.

I might give some more thought to the idea of abilities - simple ones... but I think it is probably "too much" for this game.

Monday, August 10, 2009

Cow Tipping details

I had a few thoughts today about Cow Tipping... I don't know whether they are good ideas or not at this point, but I think they are worth considering. There are 2 different ideas, completely unrelated...

1. Numbers on cards are highly anti-thematic. You're allegedly recruiting a gang of cows, so what's the deal with cards with numbers on them? Suppose instead that the cards simply had 1 of 7 or 8 different cows pictured. Then instead of a Set of like ranked cows or a Run of several cow cards in numerical order in the same suit, there would simply be "All the same suit" gangs and "All different suit" gangs.

I'll note that if you look at Rank instead of Suit in the current version of the game, a Set gang (all the same Rank) is just like the proposed "All same suit" gang. In the current game there are 5 suits, 7 ranks. So a Set gang would be the same as a "Same Suit gang" if there were 7 suits.

It would be much easier however to get a Run gang (All different suits), because it would not require a specific numerical ordering. Therefore the tipping costs would have to increase for that type of gang.

The purpose here is two-fold: Get rid of the antithematic numbers on the cards, and make more nice pictures of cow characters. As an added bonus, it might be easier to grasp how to make a set for a young player - either all the cards have to match, or none match.

2. Scoring has been touted as too complicated for the game. I'm not sure I agree with that, especially if using the "Draw 2" mechanism rather than the original "refill hand to 7" rule. However, it occurred to me that it might be easier to simply count majorities for each type of vehicle tipped and for each color. there are 10 categories (5 types of vehicle, 5 colors), and for each category there could be a player with the most cards collected. The player with the "most mosts" could be declared the winner.

This could devalue the importance of variable costs and the fact that Busses are harder to tip (cost more) than Motorcycles, making it a race for the Motorcycles for example. Another possibility is that a Motorcycle majority isn't worth anything, Car/Truck majorities are worth 1 point, Tractor majorities worth 2, and Bus majority worth 3... color majorities worth 1 point each. This kind of thing would sort of be a middle point, still some adding of points, but the numbers would be smaller. There could even be 10 scoring cards, 1 picturing each type of vehicle and 1 picturing each color, which he winner of each majority would take, making it really easy to add up their points (VPs could be listed on the card)

Another thing to note is that once you have 3 Trucks, there's less incentive to get a 4th Truck. It's worth something for the color, but since you already have the majority in Trucks then it doesn't help anymore.

In other news:
The turn sequence has thus far always been "Tip, Discard, Draw." This made a lot of sense when the "draw" meant "refill your hand to 7 cards" - if you didn't discard first and didn't tip anything then you would already have 7 cards! When using the "Draw 2" rule it was less important, and players often wanted to draw first, then discard.

I was pretty adamant that Tip/Discard/Draw was the same as Draw/Tip/Discard, just delayed by a turn, but players were still unhappy with the prospect of having to choose a discard then drawing something matching the card just discarded. I pointed out that if you drew at the beginning of your turn, you'd have the same issue drawing a card that worked with the one you discarded at the end of last turn... I was only met with the bad logic "at least you'd have something else to choose from!"

I understood the reason the designer placed the draw at the end of the turn was so that when a player's turn came around, they'd know whether they were going to Tip or not, and they wouldn't have to reconsider based on the new cards they drew. What I didn't consider was reorganizing the turn as "Tip/Draw/Discard" - which still puts the card draw after the Tip, but also allows players to draw new cards before having to discard one.

One major factor which led me to agree that this was in fact better than Tip/Discard/Draw was that sometimes you Tip using all the cards in your hand, and in that case you have no card to discard. So you don't. Then you draw 2 cards... thus gaining Card Advantage (as we used to call it in the old days of Magic). The person doing this is generally someone who has tipped, and probably tipped several times in quick succession since their hand wasn't built back up. Therefore the person is likely winning, and why should they get an advantage of any kind? They shouldn't - this is just what I thought was wrong with the "Refill Hand to 7" rule. So yes, it's true, Tip/Draw/Discard is a better turn order. It also felt a little more like I was building up a set on purpose that way. I'll be using that rule from now on.

Monday, July 27, 2009

Cow Tipping Dev't...Nevermind what I said before!

In my last post I postulated about what makes a Rummy Variant vs simply a set building game, and I had some ideas for Cow Tipping along those lines.

Upon further reflection, I think I need to reverse pretty much all my opinions about those ideas to change Cow Tipping. The Thurn & Taxis mechanism is neat, but I think it's too complicated for this particular game. Perhaps I'll be able to use it in some other game in the future.

Also, building sets on the table is probably more trouble than it's worth - with one notable exception which I'll talk about in a minute.

I had a much simpler thought yesterday, and after trying it was pleased to see that it fixed just about everything I saw as a problem with the game. The only change from the original, as written rules is that instead of filling your hand to 7 cards at the end of your turn, you simply draw 2 cards. Those 2 cards can come from any combination of discard piles and the draw deck - except not both from the same discard pile (though maybe that would be OK too). Here's why this seems to work...

One major problem I saw was that when refilling your hand to 7 cards every turn, you really just want to tip whatever you can as soon as you can to churn through cards. The more cards you draw, the more chance you'll make a set and tip again. There's no additional cost to tip a more expensive Bus an to tip a Car... you should just tip the car if you can and see if you draw a set again to tip the bus. If you did, hurray! If not, drat! It's all just luck. If you draw 1 card at a time waiting to get a big enough set to tip the bus, either you'll get super lucky and the cards you need will come up right away, or you'll lose to someone who tips frequently and draws more cards.

Consider the Draw 2 rule instead. Now if you tip with a 3 card gang, it takes you 3 turns to recover your hand size, while if you tip with a 5 card gang, it takes you almost twice as long. This is fair, because you're likely getting a Bus instead of a Car which is worth more! In addition, each of those turns you're drawing cards which you're more likely to want, not just 5 off the top of the deck that are completely random. You can actually work toward building a set.

When playing this way I really felt a sense of accomplishment when I tipped a vehicle. Like I'd built up to something and then was rewarded for my effort. Also, I often had to choose between tipping a cheaper vehicle now, or continuing to build my gang to get a more expensive Tractor or Bus - and this was a realistic choice, meaning I would realistically be able to build up my Gang. Alternatively, I could have 2 sets going on in my hand, and I could tip something small, preserving the other set I was working on.

Tipping a Bus for 6 cards now meant my hand was decimated and it took a while before I could tip again - which is how it should be!

Scoring
The fact remains that some players have said the scoring is too complicated. I'm not sure how sold I am on that though. Maybe it's fine the way it is. It's possible the numbers are off or something, but that's a different (and fixable) issue.

Thursday, July 23, 2009

Rummy Variant vs Set Building

I've been calling Cow Tipping, a card game Tasty Minstrel is planning on releasing next year, a Rummy variant. This is mostly because in the game you are putting together a run or a set like you do in Rummy. The rules as written force you to discard a card, and then allow you to draw one from opponent's discard piles or from the top of the deck (which is like Rummy). Before that happens, if you have a sufficient set or run, you can discard it in order to claim a scoring card (which, obviously, will help you score points). Then you refill your hand to 7 cards.

I've decided that I'm not sure when a game is a Rummy variant and when it is simply a set building game. How many aspects must be similar before a game is considered a Rummy variant? There are specific definitions for "Trick taking" and "Climbing" games - is there such a definition for a Rummy game?

I'm considering trying the following changes in order to inject more control and player choice into this particular set building game, because as written I don't think it feels enough like you're building a set:

Set building on the table in front of you.
Rather than building up these sets and runs in your hand and then discarding them to take a scoring card, I think it might be good to construct the sets on the table in front of you. To keep it simple, you are allowed 1 of each type of set (1 Set and 1 Run), and each turn you can add to them until they are sufficient to exchange for a scoring card. If you cannot add to either of them, then you have to discard one and start a new one. This I think will encourage people to be drawing cards when possible that add to their sets, and to start to build sets that they have cards in hand to add to it with. In addition, this will give players (who are interested in watching for it) a reason to discard 1 card over another - THIS card will hep an opponent, THAT card won't, so I'll discard that one! Currently you can't really know whether THIS card or THAT card are safe to discard, so you just pick one.

Card drawing vs Card playing
Instead of filling your hand every turn, I would like to try a mechanism wherin you draw cards. Borrowing from Thurn & Taxis a little bit, I would like to see players having the opportunity to draw more cards and play fewer in one turn, in order to build up their hand, and in another turn have the opportunity to draw fewer cards and play more. I also want to maintain players having to discard a card for other players to use each turn, so the rule I'll try is that you can either Play 3 then Draw 2... or Play 2 then Draw 3. One card must be played to the discard pile each turn. The other card (or cards) must be played to your sets in play. If they do not legally combine with the cards in play to form a set, then you have to discard what you had and start a new set with the card you play.

This brings up a question I hadn't considered. Suppose you have a red 2, 3, 4 in play, and you have a red 6 in hand but no 5. Can you play the red 6, as it's legally part of a set that is simply unfinished yet? I think so, but you wouldn't be able to cash in that set until it is complete. It seems like it would be really tough if you had to lay down the cards for a Run in order, and there's no similar restriction for the Sets.

The point of these changes, as I mentioned, is to make it feel like you are building a set, and to give players some reason to do one thing over another, while still keeping the game fast paced and light.

Scoring
Scoring in Rummy games is often based on what cards you have left in hand when someone 'goes out' (and in that case scoring is bad). In Wyatt Earp for example, scoring is based more on majority of each color for which you have sets in play, which is very different than the scoring in Gin Rummy for example. In Cow Tipping, scoring is of course based on the scoring cards you collect during the game. It's sort of another set collection mechanism in that you score more for having more of the same color or type of car. It's been mentioned by players that the scoring is too complicated for the game, and I think that's true - you have to do a lot of math to add up the points you get for sets of cars, then do it again for sets of colors, then add the 2 results together for your total score. I'm not sure what better scoring method there could be, but there's got to be something similar that is easier to calculate.