Move the Chains: A Wider Range of Possible Results

posted in: Move the Chains | 0

Move the Chains, Play Card Example, New 4x5 Design, Dec 2013One of the interesting things that results from working up a full physical prototype of a game is that you’re able to see how things fit together across the whole game. It also forces you to work out the details across the full range of the game as well.

From my first serious design steps with Move the Chains!, I wondered if having only 9 possible results (3 different defensive “stances” x 3 different random result icons) for each play would be enough. After I did the mock-up of all the play cards, I confirmed that it would NOT be enough possible results. It just wouldn’t allow for having what should realistically occur most of the time be the result that comes up most of the time, while still allowing for some stronger positive and negative results as well.

So, I will be expanding the range of possible results by making 2 changes. You can see my first mock-up of how that might look in the pic to the upper-left. (Click it to see a bigger version.)

First, instead of just 3 different random results icons, I will now have 5: Double Shield (super good for the defense) – 11%, Single Shield – 22%, Equals – 33%, Single Football – 22%, and Double Football (super good for the offense) – 11%. This will give an even nicer bell-curve-like distribution of this aspect.

Second, I tested and scrapped the idea around having the defensive player pick which type of offensive play they wanted to be “strong” and “weak” against … it was overly fiddly, and kind of lame. It also didn’t take into effect the reality how different types of defenses will give different risks and strengths against different types of offensive plays.  So, I am now replacing that system with having the defensive player select one of four different types of defense: Base, Run Stop, Short Zone, and Deep Zone.

The bottom of each play card will show a type of defense, and the defender will play a card from their hand against each offensive play. This will give the added benefits of cycling through your deck faster, and give an extra layer of depth around which cards you will draft to hone your deck as the game progresses.

I’m still working this out, but I like where it’s going.

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