[YANGI] Dice Drafting - collect or pay?
A thought crossed my mind the other day about a dice drafting game where it could be good to get either high numbers OR low numbers. The basic idea was that after drafting your die, you would choose to either collect a number of resources according to its value, or you would spend that number of resources to purchase something instead.
That thought quickly developed into having 1 die for each of several resources, and EITHER choosing one of them to collect that many of that resource, or else playing a card which has a cost in some subset of the resources. For example, if the dice are brown/wood, gray/stone, white/marble, and yellow/gold, and the roll were brown-2, gray-3, white-5, yellow-5, you could either collect 5 gold resources, or you could play a card that costs wood and stone for 2 wood and 3 stone.
Perhaps it's not a dice draft per se, maybe taking that 5 gold doesn't preclude someone else from doing the same. Or maybe it is a draft, and that yellow-5 can only be chosen by 1 player. Either way, the overall mechanism sounds like it's starting to shape up.
This morning I thought about an alternate mode of this mechanism... let's consider custom dice (which might be cool to help control the relative supply of the various resources, and to help control how many resources can be collected at a time), each face showing some number of the resource, and a + , a - , or a 0. This would also require a pricing chart, kinda like the one in Clans of Caledonia, indicating the current value of each resource. Each round you would roll the dice, maybe it's 2 dice for each resource, and adjust the chart based on the +s or -s that show up. If both wood dice came up with a + sign, the value of wood would go up twice. In addition to the resource dice, there would be two Build dice, that allow you to play a card in hand, with the additional cost of X (one side would show +1 of each of the different resources, one side would show +2 of any resource(s), and the last side could be no additional cost).
Then it could be a true draft, where you roll the dice, adjust the values, then take turns drafting them (collecting resources or building cards). Again, the cards would indicate which resources are required, you'd have to check the chart to see how many of those resources need to be paid. Note also that a card could list stone twice, which means you have to pay the amount of stone shown on the chart x2. I'm not sure what these cards would do exactly, but presumably it would be things like "+1 of a particular resource when you take that resource," or "score points based on some condition." Presumably the cards would be worth points in various ways (either directly, or via some set collection, or based on some condition).
This format sounds a little less elegant, but I think I see it working a little better in my mind (at first blush anyway).
A side thought I had was that if you collect resources and spend resources based on the die rolls, it might be the case that you spend more time collecting resources than you do actually advancing the game, so maybe when collecting resources it would be good to get an extra one, just so that you don't have to spend as many turns building up resources before you get to actually get to use them. I guess in that last format it doesn't matter as much, since the payment amount isn't based directly on the die roll.
1 comment:
I think that your dice drafting idea has merit - I would be interested in playing a game based on it.
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