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Rokuhakka

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Rokuhakka

Postby maledictus » Thu Mar 03, 2016 10:45 pm

I was wondering if you could help me with a little game I'm working on.

Rokuhakka is a quick card game for three to six players. The rules all are written down and I already did some playtests, but I want to know if a larger audience will find it fun to play. The idea is to release it as a free Print and Play game, but also have it as Print on Demand on , with shiny colors and all.

The mechanics are really simple: The game consists of two phases. On the first phase, players will “put up the System” by playing System cards from their hands, laying down its difficulty. That will be the trick. On the second phase, players will play a Hacker card. Hackers are numbered and in order to take the trick, the total number of the Hacker cards must be higher that the System. If the number is too low, no one will take it, but here’s the twist: the player who plays the lowest number will take the trick.

The main questions I want answered are: do people enjoy playing the game? if there is enough strategy to make it compelling? Or maybe it is not and I'm delusional. Perhaps as a game is not good enough, but the mechanic can be used in some other idea. Who knows, that's why I need help.

So, perhaps you are waiting for someone that is coming late to your rpg session and want to play a quick game, you can check out Rokuhakka and get the printable version here:

And if you play, you can fill this poll and give me some feedback:

Thank you alot, any comment here is also very much welcome. Here's a preview pic:

Image
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Re: Rokuhakka

Postby Onix » Fri Mar 04, 2016 2:59 pm

Looks interesting, I downloaded but I'll be traveling for the next week so won't be able to give feedback for a bit.
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Re: Rokuhakka

Postby maledictus » Fri Mar 04, 2016 7:09 pm

Don't worry, thank you!
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Re: Rokuhakka

Postby Rob Lang » Mon Mar 07, 2016 5:21 am

Weekend was manic, I've also got this in my to-read pile! :)
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Re: Rokuhakka

Postby Onix » Tue Mar 15, 2016 7:26 pm

Ok I'm back. I'll take a look at this tomorrow if all goes well.
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Re: Rokuhakka

Postby Onix » Wed Mar 16, 2016 2:20 pm

Ok, my first question is, what happens if the system value is not breached? Obviously no one is going to score because the objective hasn't been reached. However, I think it'd be a shame not to use that event to make interesting things happen.

You could simply reverse the win condition, say the highest value gets away without being detected. It might be better though to have two values. One for hacking strength and one for stealth. If the system is breached you win on hacking strength, if it isn't, you don't lose points based on stealth.

I'm thinking that the game as is, sounds like a solid foundation, but it needs a little bit more strategy.
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Re: Rokuhakka

Postby maledictus » Thu Mar 17, 2016 7:12 pm

Thank you!

Strength and stealth... mmm, interesting idea, I have to see how that is played.

There is already a new iteration of the game :mrgreen:

A bunch of guys did a playtest on Twitch. Here is the full transmition

Image

After that, I did a few changes (I tested a few others that I'm not entirely convinced with, first I am going to do another private playtest).

But you can download version 0.2 here:
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Re: Rokuhakka

Postby Onix » Fri Mar 18, 2016 4:17 am

Or, instead of complicating the individual cards, what if you placed more than one card? You'd place one hacker card face down. Then everyone places their face up card. If the system isn't hacked, you reveal your face down card.

Now, I'm trying to figure out how to make the choice of the face down card interesting. I think it should have some aspect of a push your luck mechanism, but I'm not sure how to do that without adding anything more to the game yet.
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Re: Rokuhakka

Postby Onix » Fri Mar 18, 2016 1:16 pm

No, I've got it! At the end of a round where the system isn't hacked, the player with the highest card gets to pick a system card. If their card beats that system card, they get away for free. This goes around the players from highest to lowest and clockwise (to resolve ties). If the player can't beat a system card on the table, they pick one anyway.

This is where the effects might get really interesting. They then have to play more hacker cards. The more cards they have to play, the more points they either lose, or they can't use the played cards the next round (they're in hiding).
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Re: Rokuhakka

Postby maledictus » Thu Mar 24, 2016 12:04 pm

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