My game is called Three-Card Duel, and the basic description of it is that it is a race to the finish game, where the gameplay loop involves two things, which include:
Drawing cards, placing them face down, and the value of one selected card determines the winner
Board movement where one player races across the board, while the other player stalls them with traps.Ā
The core mechanicswould be Card Play Conflict Resolution, which, according to BoardGameGeek, is;
Ā āEach player simultaneously or sequentially plays one or more cards. These modify the base outcome of a conflict and allow various special abilities to apply. This can function similarly to Area Majority / Influence, but with a discrete resolution or award of the conflict target, rather than by dynamic/shifting control of a fixed asset. It is also similar to Force Commitment, but that mechanic presupposes a more liquid resource where the quantity can be chosen.ā
The game has a few alternative win conditions for both players, but the general gist is to be the first to make it to the end board.Ā
This concept that my first partner Miguel and I generally drafted up in the first session, some of the main rules we came up with include:
The players must draw from a deck of cards that is split in half, which gives both players 26Ā cards
Three cards are then drawn and used for combat, with the card's value determining the winner.Ā
To keep things semi fair, we didnāt allow the players to choose their cards but rather had their opponetes chose their cards
This ensures a level of fairness since it would be up to the luck of the draw to determine the winner of that battle.Ā
To progress in the game, P1 rolls a die and moves along spaces towards the end
P2 must stall P1 from progressing to the end by placing blocks along the paths, which can only be done by beating P1 in a duel.Ā
The only win condition we had for P2 was to beat P1 in a duel three times in a rowĀ
However, in order to keep going longer, P1 has to lose a duel in a space that is blocked.Ā
To balance it a bit more for P2, every consecutive win in a duel that is in a normal space allows P2 to place an additional space (i.e., win 2x in a row, you get to place two blocks, if you win 3x, you get three blocks, etc.)
This was done to add a figurative clock to the game and force P1 to push their luck
Ultimatly I felt we succeeded in making a very engaging game, one that adds a fun factor to the game.Ā
Following that session, I played the game with my family and had them try the game out got to see them try out the game. Immediately, however, they had a complaint after the first game, which included:
The game seems to balance favorably to one side in the beginning, then shifts that balance to the other
It seems that if P2 gets lucky, then they can immediately block out player 1 by placing blocks in an absurd amount.
And if P2 is very Unlucky then they give the win to P1 without much effort.Ā
So to address this complaint, one rule I addressed this situation was to get rid of the build-up rule for P2 and limit their blocking to just 1 per win.
A comeback mechanic was added for P1 should they reach their final life. They initiate a final duel where each player shuffles their individual set of cards and draws 5 cards randomly. The players place them face down and would have their opponent choose three cards. The total value of the cards is then used to determine the winner.
Another thing that came up is what happens in a draw, so I added a rule that if players draw in a duel, then the opponent player chooses another card. A draw never came up in the original session, so I never made a rule for it.Ā
After this session, I had another partner try out this refined version of the game it went more soothly but we felt there could be adjustments that would make it better.Ā
One thing was more win conditions for the players, as it felt that the loop would be more engaging if there were multiple ways to win for both players, or to enhance their winning potentialĀ
One thing we thought would be interesting is to add special conditions, just like if P1 loses three times in a row, they should get something if they win three times as well.
If P1 wins three times in a row, they get to roll their dice three times, which would push them closer to winning or even win, since the max die value could be 24 spaces.
Note this only happens in normal spaces, not blocked spaces, as that would conflict with P2
We felt that it would be redundant if we gave P1, and an instant win like P2 would be boring so by doing this, we also gave them a more fun and engaging win versus the P2
Another fun thing that we added is a way for P2 to get a chance at the board run, and made it a rule that if P1 lands on block spaces and survives more than three times, then players would swap roles.
Now P2 starts at the beginning, must race to advance beyond P1's last location to win, instead of racing to the finish.Ā
Of course, P1 gets P2ās old role and must block their path.Ā
To initiate this new role swap mechanic, we added a change to the duel rules. Originally, if players reached the last two cards of their deck, then they would shuffle their cards and draw a new set of three cards
Now, if the cards reach the last two cards, then the roles would be swapped rather than being shuffled again.Ā
This added role swap rule adds a new level of engagement and adds more win cons to the gameĀ Ā