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Reply: Tokaido:: Variants:: Re: Overhauling Tokaido: An alternative to Competitive and Cooperative games

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by NinjaTweak

So here's where I'm at currently: I'm probably going to implement a system that involves 2 classes of motivation: extrinsic (the harder victory condition to complete, which is unique for each traveler), and intrinsic (the miniature/bonus objectives, which are generic and chosen randomly).

Why? Well, let's reiterate my perceived problems with the game:

A lack of incentive for choosing every option, due to:
1) all aspects of the game sharing the same measuring stick of victory points, and

2) imbalance in value creating competition for the most valuable options

I've taken to calling my extrinsic motivations Duty, Honour, and Love. At the beginning of each game, a player would select one at random (which can be accomplished by shuffling the food and seeing whether you draw a price of 1, 2, or 3).

What's special about these motivations, asides from each traveler having different objectives, is that they can be accomplished in more than just one way. Every motivation is associated with 3 stations, and I've taken care to balance the motives across all the possible traveler pools (base game, crossroads expansion, or both expansions).

You can see this balance for yourself here: https://drive.google.com/file/d/0B49m4SQpP1VkNm92RlloeDVSdUU...

I'm using the catch-all "celebrity" to indicate any of the rare travelers that are not sold retail, as I see no reason to accommodate for all of them when so few will ever need to.

I know it may not make total sense just yet, but once I've had time to draft all of the unique conditions, then I'll give a clear example to illustrate.

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