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Making players asynchrones when giving clues

Posted: 08 August 2020, 20:33
by Romain672
Hi,

So everything came from a stupid idea, making players plays with different conventions, to make them be completely lost to what is the current state of the game (because the meaning of each clue depend of the person which gave these clues).
You can find the result here: https://docs.google.com/spreadsheets/d/ ... =380412028 .

Then I begin to try to add some more stupid conventions, conventions which are not optimal, but just are a second way to think about the game.

Then I realised, between these bad conventions, there is some really powerful one which are just bad because they are too much situationnal.

Then I realised that making one specific player using those kind of conventions can be pretty great. Because they are situationnal, making one specific player use this situationnal convenitons don't make us lost much about the game (all the others players can still clue normally), and this player can use this situationnal thing to give more rare but more powerfull clue.

Then, I begin to think about a set of conventions around this thing.

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So, I have absolutely no idea on how to make this idea in place. But each player must or could have some really situationnal conventions but powerful one (like clueing 2+ cards with colors tell that player to play all cards from left to right (and not only leftmost one)).

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I'm open to every idea or comment on this post. My idea is still not clear, but I believe it could became pretty fun and powerful if you manage to make this thing work.

Re: Making players asynchrones when giving clues

Posted: 08 August 2020, 20:36
by Romain672
Another possibility is to give a rank to each player 1, 2, 3, or 4 depending of how much they known they should clue or discard.
Like a player which have 3 cards saved will have a rank lower than a player which have only 2.

And then attribute a different meaning to each rank.
A player which have lots of saved card (=lower rank) will have some easy clue to do.
A player which have few of them (=higher rank), will have powerful situational clues.