How do we determine how much money you get? Still one per turn? I don't know, you come up...
I don't have to come up with it. Game designs aren't nice. Everyone plays with just a big deck of basic land. They choose how many of each land are in there, but you limit it, so it's like, you can put more green or less black. And then you have five decks of each color, and each player takes a turn picking which deck we draw a card from, and then we bid on it. It has to be a five player game, - like the Star Oncasinogames Canada. - Maybe. I don't know. Crazy idea. But when you don't want to have to balance things and determine what things are supposed to cost, you have an action. And then maybe, if you see, over time, what people are bidding you can make a new game and now you know what the prices are supposed to be. Okay. We've got to move fast. Voting. The vote who wins games. The vote Rym wins games. It happens a lot. A lot of games, you don't realize, are simply, you sit at the table, and you vote who wins. - And usually that's me. - In Disguise. Mall of Horrors. You might as well just just sit down at a table, have a little election and say, "All right, who at the table do we want to win, guys?" And everyone says, "I want to win." It's like... We were playing this game while we were in New Jersey once. Scott wasn't playing. He was on the couch playing a DS game. And every round he just yells, "Don't vote for Rym in the vote who wins game." And they're like, "We're not going to let Rym win." Yeah, I won. So, basically, the most basic vote who wins game is the chip taking game. So, the way the chip taking game works is everyone has a number of chips. Let's say everyone has three. So, I have three chips. You have three chips. On your turn, you vote for somebody. That person takes a chip and throws it in the trash. So, on my turn, I vote for Rym. - I vote for Scott. - I vote for Rym. - I vote for Scott. - I vote for Rym. I went first, so Rym loses. He's out of chips. I win. I have one left. Now if it was a three player game, we call these political games. They become highly political because now, these meta elements matter more. If it's me, Scott and Joey Jojo, and we both hate him... Maybe we're both voting against him... Let's play it with this guy. What's up? All right. - Three fingers. - Three fingers. Okay, vote for somebody. - Me? - Yeah. - You lose one. - I vote for Scott. I vote for Rym. - Who are you voting for? - Rym. I vote for you. I 'm going to lose. See, I hated Rym so much, I voted him out, thus letting him win. I wasn't able to vote for myself to win, and so many games are that game. If you play pretty much any war game with more than two players... Because with two players, you're always voting for the other guy. Let's go one step further. Pretty much any game that has more than two players... No, more than two teams, because if you have four players but they're on two teams, it's still effectively two players, where players can directly attack each other- direct fucking games. As was the indirect fucking games. Like Agricola, where you can just get in someone's way... and their babies. If all that can occur, then the game becomes political because it doesn't matter what my army does, what matters is that I attack Scott instead of you. Scott is now minus one and we're both at zero. Who you attack becomes the only thing that determines who wins the game. - And almost any... - Unless you're so bad at attacking. - True. - You have to be really bad. But like Mall of Horror is just vote. There's a game where there's row boats, and they're trying to get off a sinking ship. And every round, you just vote someone off. Kick them off the rowboat into the ocean. So many vote who wins games. If you're a designer and you want to make a game with voting, it better be a party game. Like Mafia is a good voting game. You're voting on who to murder every day, hoping that they're mafia. Also known as Werewolf. These games tend to be very social, they tend to be very fun, they tend to be very boisterous. But they're not really down-level games because the voting just overpowers, like chocolate, everything else. This is why most big, serious miniature war games go two player. We played BattleTech with like four players in college. It was really a vote who wins game. - Well, Scott, I think it was the... - BattleTech is a great... vote who wins game among the players who don't make a 40 ton mech with 9 jump jets and nothing but small lasers. Dude, you hit something with all those small lasers, you get to roll the dice so many times. One of them is going to come on headshot. Yeah, meanwhile, I'm backed up into the corner. I have a mech that only has armor on the front, two house cannons, a targeting computer, no jump jets. I'm just backed up like this waiting. All right, let's keep moving. We're running out of time. We only have 10 minutes, and we've got more slides. Trading. So, trading, what happens when you trade with someone in a game, because you're basically boosting both of you plus one, and everyone else stays the same. Settlers. It's what happens. So, if you think about it, when you play Settlers, first place guy trades with fourth place guy? Well, you know, assuming no one rips anyone off, it's an even trade. Because if you rip someone off, someone made a mistake. Don't get ripped off. And if someone's letting you rip them off, sure, but what's wrong with them? If you make an even trade with someone, assumingly the only trade you would ever make, you're boosting both of you up.
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