I like the idea of bidding fixing all the balancing issues for me, but in practice, maybe it's not the best way. After this game, I think most people would bid zero or one, which means the sequencing would be largely determined by how fast you said "
I'm in!"
which might as well be random.
Before I decided to use bidding, we talked about different turn sequences that would equalize people's chances, but I didn't like how it added more complexity to the analysis--both for the player, who has to think about his changing turn sequence relative to other players, and me, who has to update the boards.
I'm thinking now that a better way to do this would be to have initial positions that offer a sliding scale of advantage with a conversely advantageous sequence# associated with them. So if you get the #1 spot, maybe you begin with someone's sword 2 squares from your back. This would take a lot of experimentation to balance the beginning positions, and probably work best with smaller boards with <
20 people.
Risk does something like this where different starting locations offer short-term or long-term advantages, i.e. begin in the tiny South American continent and you can claim it quickly for a small advantage or begin in Asia and claim it after several turns for a much larger advantage.
-Erik
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The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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