Saturday 14 March 2015

The Iterative Process "Duadcimo Scripta".

The Iterative Process "Duadcimo Scripta".


Iteration One: To increase pace and flow.

Mechanics Changes.

I want to change the mechanics of the pieces entry system this will add an extra strategy to the game and hopefully stop the over use of the stacking mechanic I observed during games.

New Rule.

Pieces cannot be stacked onto the entry zone “A”. Once the entry zone “A” is full, pieces must be moved onto the board with dice rolls as normal, however it is now the player’s choice to restock their entry zone with moves from dice rolls. This essentially merges phases one and two of the game hopefully increasing the flow of the game however by leaving in the winning condition of complete occupancy of “E” area of the board.

Observation.

This rule forced the payers to think more carefully about at which point to restock his home “A” and when to make a break for the exit. This game already has a very present negative feedback loop with the capture system allowing the player behind to amass a great deal of pieces in one square and decimate the other players pieces and send them scurrying all the way back to the start, this was evidently balanced slightly by the merging of phase one and two of play this also increased the flow of the game overall allowing a long game to develop and various other ambush strategies. As well as increasing the flow it also increase player interactions as the blocking opportunities were short lived due to the restocking behind, this gave the game a new dimension to think about as well as balancing some of the issues that have cause people to dub the game as “slow paced”. I have also noticed that due to the mechanic tweak I had inadvertently lost the other penalty for losing a stack to a larger one of the opposing side of having to score back onto the board before continuation of the game, however I also noted that though I had lost this particular penalty the penalty of losing a stack was great enough to ensure player investment in the game and therefore provoke the same heated and emotional disputes as depicted on the walls of the tavern in Pompeii.
 

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