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[中重度策略游戏 Heavier games] 【B】Copper And Tin

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发表于 2024-5-13 17:04:33 | 显示全部楼层 |阅读模式
本帖最后由 睡不醒的虾米 于 2024-5-13 17:06 编辑

In Copper and Tin, players take on the role of ruling dynasties in bronze-age Mesopotamia. Players will manage a court of advisors to building projects, participate in military engagements and transport goods required for civilizations of the time. In doing so, each player will grow their populations and shape a unique system of beliefs for their people. Only the player that best manages to balance the different focuses in accordance with the opportunities presented by their opponents will be able to create the greatest kingdom of the land.

The game is played by 2 to 4 players in 60 to 120 minutes. It features elements of deck-building with multi-use cards, network-building and a simulated economy. The game aims to explore the relationships between military interest, commercial trading and economic development in the context of ancient kingdoms which both rely and are adversarial to their neighbouring states.

A player will perform the following phases on their turn:


Throughout the game, players will be able to recruit better advisors into their deck. In addition, players will have a chance to gain beliefs with unique on-going effects, and industry tiles which can be activated at specific settlements for a bonus:


After assigning their advisor cards, the player will choose one of three main actions to take:

Finally, after taking their main action, the player checks to see if any settlements grow:

At the end of the game, players will add up the points they have scored. Points can come from a variety of sources:





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发表于 2024-5-15 22:42:47 | 显示全部楼层
nicely designed euro game. the rule book is very clear!

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发表于 2024-5-16 15:59:49 | 显示全部楼层
Thank you very much!

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发表于 2024-5-19 04:02:34 | 显示全部楼层
Nice design, and I think if you add some customizable map it will be more fun

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发表于 2024-5-22 02:05:43 | 显示全部楼层
Thanks for the suggestion, I think randomizing the map bonuses would be a good step for increasing replayability for the game

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发表于 2024-6-19 11:51:18 | 显示全部楼层
A highly polished piece of work! From the rulebook, it appears that all aspects have been meticulously refined. Moreover, in my view, this is a game that's easy to learn but hard to master – it has managed to create considerable strategic depth with a relatively small set of rules.(一款完成度很高的作品!从规则书来看,各方面似乎都已经很完善了。而且在我看来这还是一款易学难精的游戏——用并不太多的规则信息量构建出了相当深度的策略。)


The interconnectivity among various elements in this game is quite high, creating a sense of seamless integration, much like a chain reaction. For instance, constructing buildings requires presence, which in turn affects population growth and scoring. The presence can be achieved through maneuver actions. Furthermore, once buildings are placed, rewards from them necessitate the use of transport actions to be collected. (游戏各个要素之间的关联性很高,很有环环相扣的感觉,比如建造建筑需要先存在,会影响人口增长和计分,而存在又可以通过行军实现,建造了建筑又需要通过运输来获取上面的奖励。)


From my experience, this intricate web of interactions makes the gameplay rich and engaging, achieving greater strategic depth. Conversely, this approach can also lead to issues with accessibility, as the interconnectedness of systems might easily overwhelm new players, leaving them at a loss during their first game session.(从经验上来说,这样设计的游戏,好处是通过让有限的元素和规则信息量交织,从而实现更高的策略深度,相对的,也比较容易出现不易上手的问题,因为环环相扣很容易导致玩家在第一局游戏时无从下手。)

Therefore, I suggest that one of your further optimization efforts could focus on enhancing the experience for new players. This could be achieved by designing a dedicated and optional tutorial setup that eliminates all random elements and decision-making requirements from the tutorial settings, replacing them with fixed combinations. These combinations could lean towards several distinct opening strategies, accompanied by strategic guidance and hints, such as recommendations for the player's initial actions. Such content would aid players in acclimatizing to the game during their very first session. Of course, other approaches can also be explored to refine this aspect.(因此我建议进一步的优化方案可以着重考虑优化新玩家的体验。比如可以设计一个专门的教学设置方案供新玩家选用,去掉教学设置中的所有随机要素和需要玩家作出选择的要素,改成固定的组合,可以倾向于几种不同的开局策略,然后附上一些策略上的引导和提示,比如前几个行动的建议之类的内容,帮助玩家在第一局的时候适应这个游戏。当然也可以尝试其他的方式来完善这一点。)





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