Players only score at the start of their turn, rather than immediately after throwing a card. Why did you decide to set up scoring this way?
I thought a lot about this early on and I decided that points shouldn’t be awarded for landing a throw. Instead points should be awarded for surviving a round of play. It changed the way players would throw during their turn.
If players scored at the beginning of the turn, players just threw to the closest location. If they scored at the end of the turn, they had the opportunity to disable the points of any upcoming player. It could be the player right after them since they will score next and there are no other players to assist in slowing them down.
What are some ways you’ve discovered to use scoring to achieve more in a design beyond giving players a goal to aim for?
In the end, it’s essentially a goal that players are aiming for, but during the game can mean more than just who wins the game. Immediate effects of scoring can incentivize a player by impacting turn order or by having a direct effect on the amount of resources a player gets during their turn. Having current score double as any other part of the game opens it up into new territory.
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SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo
JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat
ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro
APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Marcus Ross, Diane Sauer