Re: Goblin Diggers - Turn 11
Posted: Wed Dec 23, 2015 3:31 pm
Diggersby will challenge Throws Hats to a challenge of luck.
Larger game: yes please. I thought about letting the others run for the diamond and go for trade VP, but 10 VP for that alone, plus points along the way? Nah, too many points to win the direct way.Inspired wrote:And that concludes game 1. I thought we would continue to 20VP? - my memory again?
If you guys want a second run yes, please!, I'll make some changes:
- I will increase the resource drop from 1-3 to 2-4. There weren't enough card trades or VP hoarding to make this challenging, in my opinion. I agree, but then there were so many traders available, there was no real incentive for trading with the other players. Possibly make the NPC traders slightly more expensive, so that it would become cheaper to trade with a player than with the NPCs.
- I will make a bigger map with more of a maze like system so you can't just dig straight towards the diamond.
- I may even hide the diamond... :D
- I think I will put down small power ups ( = cards) on the map to incentivize more digging. Yes, I'd like that.
What do you say, hmm? :) Thank You!
Also,
Please nominate the other players for the following titles!
Lucky, Unlucky, Strategist, Mean, Nice, Sneaky, Trader, CardMaster, ResourceHoarder
Nice suggestions!BadgeAddict wrote:I'll be do doing from future games to focus on my own and upcoming ones. Thank you for this it was fun while it lasted.... A suggestion at making it a little more interesting would be adding things you might find in a mine....
Such as:
Cave-ins that are placed at random or rolled to happen which cause a player to either lose a turn or be forced to re-dig a section.
I like the idea of hiding the diamond.
Walls that cannot be broken.
Natural caverns that open up the game area a bit faster (for bigger maps)