Post KS Update #4: Fancy Tray, All scoring schemes, Demo day
Work continues steadily: the last few weeks have focused on rigorously testing the "expansion tiles" and all scoring schemes, editing and re-editing the rules text, and some design work on the Fancy Tray.
After some reviews for manufacturability, we're getting close to a final design for the Fancy Tray. A lot goes into the design of these things, and I certainly have a huge amount of respect for those games that include them.
Some features that are present (in case you didn't know already):
- Divided spaces for blueprint tiles - properly-sized sections let you sort the tiles into their phases before the game begins
- Lift-out tile tray - This puts the tiles up near the board, and puts the resources near the players for easy access
- Optional dividers for resources - I personally like two piles: resources / astronauts and scoring items / point tokens. Others like to divide them further- this lets you choose.
- Features to "snap" in the board as a lid - for those of us who store games vertically like books, we know trays don't work well without snap-on lids. This turns the board into your lid.
With many, many more games played with different scheme combinations (and no issues found), here are the rules of all the lap- and end-scoring schemes. This includes four new end-scoring schemes brought to you through stretch goals!
As you will see below, there is a huge variety of schemes that can team up to make for some really interesting gameplay! Some end-scoring schemes deal with you base's physical layout, others the number of tiles in the base, others still the tile types. Then there's those that make leftover resources matter, or make scoring items even more important, and even one that makes having NONE of a scoring item a good thing. Also note that the round-scoring schemes make a huge difference as well- whether you're tight on points early in the game, or ignoring others, or that one more rocket will be +3 points for you, variety is king.
Lap-Scoring Schemes (4)
- INDEPENDENCE (printed, and tile) Take 1 point for each scoring item you have (rocket, crystal, red blueprint tile).
- COMPETITION (tile) For each of the scoring categories (rockets, crystals, red blueprint tiles), if you have the sole majority of that item, take 6 points. If you have the second-most, take 2 points. If tied for first, divide 8 among tied players (rounded down). If tied for second, divide 2 (rounded down).
- DOMINANCE (tile) For each of the scoring categories (rockets, crystals, red blueprint tiles), if you have (or are tied for) the majority of items in that category, take points according to the lap (1st lap = 1 point, 2nd lap = 2 points, 3rd lap = 4 points, 4th lap = 8 points).
- RELATIVITY (tile) For each of the scoring categories (rockets, crystals, red blueprint tiles), compare the number you have with the player who has the fewest and take points according to the difference (1 more = 1 point | 2 more = 2 points | 3 more = 3 points | 4 more = 5 points | 5+ more = 8 points).
End-Scoring Schemes (12)
- SCARCITY (printed, and tile) For each of the scoring categories (rockets, crystals, red blueprint tiles), if you have 0 items of that category, take 8 points.
- DENSITY (printed, and tile) For each of your blueprint tiles that is completely surrounded by other blueprint tiles, take 3 points.
- DIVERSITY (tile) For each set of blueprint types you have (dome, triangle, star), take 4 points (example— you have 2 domes, 3 triangles, 3 stars: take 8 points)
- EFFICIENCY (tile) Count your total blueprint tiles: if you have fewer than the player with the most, take 5 points for each blueprint tile fewer you have (example— you have 12 and a player has 16: take 20 points)
- ENCLOSURE (tile) For each empty blueprint space in areas completely enclosed by your blueprint tiles, take 5 points (example— you have 3 empty spaces enclosed by blueprint tiles: take 15 points)
- FOCUS (tile) Pick a blueprint type (dome, triangle, star) and take 2 points for each of your blueprint tiles of that type (example— you have 3 domes, 5 triangles, 1 star: take 10 points)
- FRUGALITY (tile) Count your total blueprint tiles: if you have fewer than the player with the most, take 3 points for each blueprint tile fewer you have (example— you have 12 and a player has 15: take 9 points)
- MOBILITY (tile) Count your blueprint tiles with connections (including your starting Quarters): for each one greater than 5, take 3 points (example— you have 10 tiles with rails and/or tubes: take 15 points)
- REDUNDANCY (tile) For each set of rocket + crystal you have, take 4 points (example— you have 4 rockets and 6 crystals: take 16 points)
- SPRAWL (tile) For each of your blueprint tiles that is only touching ONE other blueprint tile, take 6 points.
- SUFFICIENCY (tile) For each set of resources you have remaining on blueprint tiles (air, water, rock, food), take 8 points (example— you have 3 air, 2 water, 1 rock, 2 food: take 8 points)
- TAXES [1p only] (tile) Count your total number of blueprint tiles: RETURN 4 points for each blueprint tile you have (example— you have 12: lose 48 points)
Rulebook translations have had a slight delay, as I realize that it's much more efficient to finish ALL editing of the English rulebook text before translating to other languages- to avoid multiple translation passes. I now have two more professional rulebook editors going over everything with a fine-toothed comb. All copy should be done this week.
I know most of you are looking forward to Lunarchitects. But did you know that it is in the running on BoardGameGeek for the most anticipated 2016 release in "City Building"? If you have a BGG account, proclaim your excitement for Lunarchitects by voting for it on THIS BGG POLL. You can help to spread the word about Lunarchitects, even before it's released.
One quick reminder: this Saturday from 12-5pm, I will be at I'm Board in Middleton, WI with other local published game designers to show off our latest. I'll have on hand a complete copy of Lunarchitects with prototype resource tokens and all scoring schemes. Join me!
Stay tuned for the next update, where I'll probably reveal the stretch-goal-unlocked "expansion tiles" rules...