Post by Harkovast on Jun 7, 2016 13:01:29 GMT
While drunk Red Ned had a revelation about Clash of Nations.
One problem with the game was that it wsa very "all or nothing".
When you won a challenge you would win both power (the score to win the game) and wealth (your resource production).
This meant that if you lost your challenge, you would be falling behind in terms of resources.
If you were good at the game and your opponent was less skilled you could easily turn games into a curb stomp because you were not just beating your opponent but shutting down their ability to buy more units and get back into the game.
Red Neds new concept is to make wealth a stat that goes up for everyone, increasing by one each turn.
This has a LOT of knock on effect.
*It allows us to remove all the catch up mechannics from the game, as falling behind on wealth is not an issue.
*Since there are no challenges with catch up mechannics it makes challenges more uniform (which is good.)
*Without catch up mechannics, stealing cards or coins becomes very rare in the game so we just removed it entirely.
*There is no wealth dice for each player. It will now be represented by a deck of 6 cards with increasing numbers. This led us to also removing the power dice. Players will now take power prize cards. The removal of dice lowers the cost of the game.
There are other knock on effects that I'm probably forgetting, but it all seems to be improvements so far.
To further try to reduce the cost of the game, we are planning to send it out without a special box and a physical rule book.
You will be able to down load the rule book as a PDF and there will be an option to buy the physical one if you wnat to (I would, its great!) but people wont have to, so they can still get the game as cheaply as possible.
We recon we've managed to take over ten dollars off the price, so thats pretty good.
One problem with the game was that it wsa very "all or nothing".
When you won a challenge you would win both power (the score to win the game) and wealth (your resource production).
This meant that if you lost your challenge, you would be falling behind in terms of resources.
If you were good at the game and your opponent was less skilled you could easily turn games into a curb stomp because you were not just beating your opponent but shutting down their ability to buy more units and get back into the game.
Red Neds new concept is to make wealth a stat that goes up for everyone, increasing by one each turn.
This has a LOT of knock on effect.
*It allows us to remove all the catch up mechannics from the game, as falling behind on wealth is not an issue.
*Since there are no challenges with catch up mechannics it makes challenges more uniform (which is good.)
*Without catch up mechannics, stealing cards or coins becomes very rare in the game so we just removed it entirely.
*There is no wealth dice for each player. It will now be represented by a deck of 6 cards with increasing numbers. This led us to also removing the power dice. Players will now take power prize cards. The removal of dice lowers the cost of the game.
There are other knock on effects that I'm probably forgetting, but it all seems to be improvements so far.
To further try to reduce the cost of the game, we are planning to send it out without a special box and a physical rule book.
You will be able to down load the rule book as a PDF and there will be an option to buy the physical one if you wnat to (I would, its great!) but people wont have to, so they can still get the game as cheaply as possible.
We recon we've managed to take over ten dollars off the price, so thats pretty good.