Showing posts with label Untouchables. Show all posts
Showing posts with label Untouchables. Show all posts

Saturday, July 23, 2011

Untouchables - Card Actions

Here are the 13 card effects I had in the first draft prototype of The Untouchables. Based on my last post, I will need to change some of them, and I think I will need to create some more, so if you can think of a card effect you'd like to see in this type of game, please leave a comment!

1. Advance Investigation Track (this was originally supposed to be a little better than simply playing the card face down to bump the track, because it gave everybody information about which Suspect was in play)
2. Discard an additional card face down, Advance the Investigation Track twice.
3. Send a Cop to ANY location (rather then the location indicated on the card)
4. Discard an additional card face down, Send 2 Cops to ANY 2 locations
5. Reveal a card from your hand (again, this was supposed to help communicate information to your partners about which Accomplice needs to be surrounded.)
6. Look at 5 of the face down discards (allowing you to learn which suspects are in play)
7. Move any 2 Cops on the board.
8. Draw 1 card, then put 2 cards from your hand on the bottom of the deck (allowing you to remove potential suspects from the game, so to speak)
9. Put 1 card from your hand on the bottom of the deck
10. Remove a Cop from the board to advance the Investigation Track (send a beat cop after the Boss)
11. Remove 2 Cops from the board to advance the Investigation Track twice
12. No effect (ran out of ideas)
13. Ne effect

I think I've decided that I still want some cards to be face down, but I don't like how much of a memory element was involved, so the only Face Down cards will be those played face down in order to advance the Investigation Track. Also, to fix hand size issues as well as to give players something to actually do, instead of discarding additional cards to get the stronger action effects, players will have to flip a card from the deck, accelerating the game end, and adding an unforeseen suspect to the board (that may have to be dealt with). I liked the speed of the game when players were drawing 2 cards a turn in the 2nd playtest the other night, so I think it'll work well if player draw just 1 card, and flip another for a stronger card effect.

Here's my list in progress for the next iteration...

1. Advance the Investigation Track twice, then flip a card and add that suspect to the board.
2. Send a Cop to ANY location
3. Send 2 Cops to any 2 locations, then flip a card and add that suspect to the board.
4. Move any 2 Cops on the board
5. Remove a Cop from the board to advance the Investigation Track
6. Remove 2 Cops from the board to advance the Investigation Track twice, then flip a card and add that suspect to the board.
7. Turn all cards from the face down discard pile face up (instead of making progress, you gain information. Should this be a set number rather than "all"? Should it require a card flip? Should I make 1 more limited that doesn't require a card flip, and 1 that reveals all of the face down cards and does require a card flip?)
8. Place any Played card (face up discard pile) on the bottom of the deck, removing a suspect from play.
9. {Place any 2 Played cards (face up discard pile) on the bottom of the deck, removing those suspects from play, then flip a card and add that suspect to the board.
10. Move the top card of the deck into the face down discard pile (without looking at it), advance the Investigation Track 3 times. (not sure about this one - I kinda like it because it really helps you win, but also introduces an unknown element - a suspect you don't know about)
11. Move the top card of the deck into the face down discard pile (without looking at it), Move up to 3 Cops on the board.
12. ?
13. ?

I still need more ideas!

In general the way I see the game flow going is like this (and I think it's pretty thematic):

Early game players will send cops to interrogate suspects (play cards face up to put Cops on the board). Once they start to have duplicates (cards for where there are already suspects on the board) they'll start to use the stronger actions, adding unforeseen suspects which will have to be dealt with. Over time the board will materialize and players will be able to figure out which suspects need to be surrounded and which will not matter, then they can start moving the Cops around or sending them after the Boss (to advance the Investigation Track). Also, once they can do so 'safely' I expect players will play face down cards to advance the Investigation Track, because at some point that has to happen or you'll lose.

I think the card in players' hands SHOULD count as suspects as well, and the hand limit should be pretty low (for that reason, and to keep the total number of options on your turn to a reasonable level) - say 3 cards.

Leave a comment with any thoughts you have!

The Untouchables

Last Monday I got a chance to test drive the first draft of my cooperative experiment. The game is called The Untouchables, and it's about... well, here's the flavor text I jotted down:

A Mafia Boss is on the loose, and a crack team of FBI agents has been assembled to catch him! You’ll chase down leads and catch the crook, it’s only a matter of time. But if you don’t catch all of his accomplices, they’ll just take over control of the operation. In order to shut down crime in this city once and for all you’ll need to find out how many accomplices this criminal has, where they’re hiding, and send cops to surround them by the time you catch the Boss!
Each marked space on the board represents a location with a suspect. Send cops to interrogate the suspects, surround the accomplices you think are at large in the city, and catch the Godfather before he slips through your fingers!


Here's what I had in the way of rules for the first draft:

GAME TURNS
Your turn consists of first drawing 1 card, then playing a card. Cards can be played in any one of the following ways:
1. Follow Lead: Discard a card face down to advance the Investigation track 1 space.
2. Interrogate Suspect: Play a card to place a Cop token on the indicated location.
3. Take Action: Play a card and resolve the Action effect printed on it.

GAME END
The game ends when one of 2 things happens:
1. The deck of cards is exhausted - when a player draws the last card, they finish their turn and the game is over.
2. The Mob Boss is caught - when the Investigation track reaches the final space (marked with a star), the Mob Boss has been caught and the game is over.

When one of these events occurs, players reveal all cards in their hands and the face down discard pile. All locations on those cards are considered to have Suspects (this can be marked with the transparent red discs). Not all of these Suspects must be captured in order to win! Any Accomplice space (unmarked) on the board which is COMPLETELY SURROUNDED by Suspects represents an Accomplice at large. If all Accomplices at large have been COMPLETELY SURROUNDED by Cops, AND the Mob Boss has been captured, then the players win!



After the first play it became clear that those rules have a few glaring problems. For one, several of the improved actions require you to discard an additional card, and if you only draw 1 card a turn, you soon get to the point where you're hand is empty and you are simply drawing a card and then playing it.

In the 2nd game we tried "draw 2, play 1" which somewhat helped this problem, because most of the time you want to use one of the 'discard a card" actions. The speed of the game seemed reasonable too. Another problem that I noticed was that the idea behind discarding face down and counting the cards in players' hands as suspects at the end of the game was to make it hard for players to know for sure which Accomplices must be surrounded. The problem with that is that you KNOW which cads you discard, so you KNOW whether or not you'll win, or where cops need to be sent. It turned out that communicating that info somehow wasn't a big deal, you would simply send cops to the space you know need them. One feature that was actually kind of cool in the first play was that at the end we didn't know whether we'd won or not until we checked. I like the idea of that, and if possible I'd like to maintain that feature. But if you know which cards you discard, that doesn't really occur. Also, since you get to choose your discards, you simply discard duplicates of spaces that you already know have Suspects, which is kind of anticlimactic.

Thinking about it afterward, I think a better 'cost' for the actions is to flip a card from the deck and add a suspect to that location. That way you always play just 1 card , and can draw just 1 card as well. And I hope that the injection of Suspects at surprise locations will give players something to actually do on their turn.

My goal is to emphasize the decision between helping the team win (catch the Mob Boss), and making sure you don't lose (fail to surround the Accomplices). Further, I'd like players to have to somehow figure out how many and which of the 4 Accomplices are in play in any given game. I like the idea that the longer the game goes on, the more Accomplices are likely to be "at large" - but I'm not sure I like the possibility of player rushing the Boss track and potentially winning because no Accomplice happens to be in play. I almost don't mind it as a strategy, but I think it would be a pretty disappointing way to play - win or lose.

So I think I'll update the actions and consider that all (or most) of them will require adding a Suspect to the board, and try the game again with the following updated rules"\:

GAME TURNS
Your turn consists of first playing 1 card, then drawing 1 card. Cards can be played in any one of the following ways:
1. Follow Lead: Discard a card face down to advance the Investigation track 1 space.
2. Interrogate Suspect: Place a Cop token on the indicated location.
3. Take Action: Play a card and resolve the Action effect printed on it. Then Flip a card from the deck and place a Suspect at the location indicated on that card.

GAME END
The game ends when one of 2 things happens:
1. The deck of cards is exhausted - when a player draws the last card, they finish their turn and the game is over.
2. The Mob Boss is caught - when the Investigation track reaches the final space (marked with a star), the Mob Boss has been caught and the game is over.

When one of these events occurs, the game is over. Reveal all face down discards and place Suspects at each of those locations. Not all of these Suspects must be captured in order to win! Any Accomplice space (unmarked) on the board which is COMPLETELY SURROUNDED by Suspects represents an Accomplice at large. If all Accomplices a large have been COMPLETELY SURROUNDED by Cops, AND the Mob Boss has been captured, then the players win!