Other Wise

Cud cyclotrons

Somehow I seem to keep returning to the action selection and turn order mechanism in Muck & Brass. The current Pampas Railroads and Wabash Cannonball is a little unstable when employed for the very cash and share-sensitive Muck & Brass. I’m not convinced it needs changing, but I’m also not convinced it doesn’t. An unpleasant kettle.

I’ve been looking at a variation on the previously discussed and dismissed model, but losing the sliding concept and using a fixed tie-breaker for collisions.

Possibly the turn order tie-breaker, after the first round, can instead of cash be the reverse order of total action points used in the last round; the implications aren’t obvious to me.

An example opening round using the format Player-ActionCost/ActionTotal followed by a summary of how many of each action are left is listed below, one line per re-ordering:

Total actions performed: 13

Typical total actions per round in Wabash Cannonball: 8

Typical total actions per round in Pampas Railroads: 9-10

Total actions per player: P1:4 P2:3, P3:3, P4:3

I’ve made little attempt to make action choices logical. This is just a thought model. Most noticeable is that the rounds is longer (more actions done in the round). This may be acceptable, albeit at a cost in game length. My surface sense is that the tactical choices in this ordering are interesting and rather tweaky.

Footnotes
  1. Yes, Develop is cheaper than Expand: this creates both temptation and tempo

Comments   

1 Author:  GamesOnTheBrain | Date:  7 November 2008 | Time:  18:41

Hah… Simultaneous development. I had the exact same idea.

Just out of curiosity, you said “reach or pass the end column.”

So, you allow players to move past the 7th column?

2 Author:  J C Lawrence | Date:  7 November 2008 | Time:  20:49

Yes, the total cost spent by a player in a round may exceed 7. I’ve also considered lowering the threshold to 6 as well as making the limit hard but haven’t yet seen advantage to doing so.

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