(I wrote the bit about not having to tell people your favourite suit or what cards you have leaves things open for some sharp or clever negotiation, but looking back I think it’s mostly a trap. I haven’t seen anyone get things to go better for them by hiding the suit.)
To add some layer of this strategy: Giving each person one specific card on their suit that they want with much higher strength might be fun, as the other players can ransom that card if they know (but might be happy trading it anyway). Also having the four suits each having a different multiplier might be fun?
Also having the four suits each having a different multiplier might be fun?
Yeah, setups where (for instance) Clubs are worth 2x, Hearts and Diamonds are worth 1x, and Spades are worth 1/2x would (I expect) accelerate the effect. The example in Planecrash talks about multipliers like 1.3 or 1.1 where the evaluation is closer, which I turned to an integer multiplier to make the math doable in an average person’s head.
I have a more complicated and playtested version of Jellychip I mean to publish in a few days :)
Nice!
To add some layer of this strategy: Giving each person one specific card on their suit that they want with much higher strength might be fun, as the other players can ransom that card if they know (but might be happy trading it anyway). Also having the four suits each having a different multiplier might be fun?
Yeah, setups where (for instance) Clubs are worth 2x, Hearts and Diamonds are worth 1x, and Spades are worth 1/2x would (I expect) accelerate the effect. The example in Planecrash talks about multipliers like 1.3 or 1.1 where the evaluation is closer, which I turned to an integer multiplier to make the math doable in an average person’s head.
I have a more complicated and playtested version of Jellychip I mean to publish in a few days :)
Maybe having exact evaluations not being trivial is not entirely a bug, but might make the game more interesting (though maybe more annoying)?