A good friend called me to discuss the game on Wednesday night. He played the prototype on Sunday that included my new custom dice idea and liked the game, but had some reservations. We talked for about an hour and at the end I had a few ideas that were fairly big departures from what I'd been doing currently:
- No more dice, regular, custom, or otherwise. The dice weren't enough of a differentiating factor for the overall feel of the game and though they were working, they weren't really satisfying my core need. Removing dice also greatly reduces component costs.
- No more score tracker. Score trackers are inherently fiddly. Now, score will be tallied with scored cards (like Farmageddon) and a few other easy elements.
- Jurors are the core of the experience. I added 3 more jurors for a grand total of six. But that's not all.
- You must control a Juror to obtain Evidence cards. This creates a back and forth between players.
- As a result, all evidence is now dynamically priced (somewhat) based on how much people want it and are willing to fight for it. If tuned and implemented properly, I think this will be a real innovation.
- Jurors have Jury Tampering abilities. Based on how the Juror cards are dealt each game, they can influence and modify adjacent jurors in a few ways.
- Court Actions were simplified. Now only the Judge and Witch have actions which are driven by Influence.
I think this is a big step forward for the game. I plan to test it tomorrow afternoon.
Here are the rules with dice. Read these if you want a comparison.
Here are the new rules with dice removed. These are the current rules I'm testing.
As always, your thoughts are appreciated.