This
is a guest post from Jonathan Tweet about a game we both love. You can find him on Twitter at @JonathanMTweet or on Google+ as Jonathan Tweet
Atlas Games has a new board game
that’s about placing bets based on shared, limited information, and it’s become
one of my favorite multiplayer board games. Cursed Court was designed by Andrew Hanson, with great art by Lee Moyer. The board
and cards consist mainly of art, so it’s an attractive game. The core mechanic
is simple but deep, where each player starts with foreknowledge of two cards
guaranteed to come up, one card secretly shared with the player to the left and
the other with the player to the right. Players take turns betting on which
cards and card combinations are going to turn up, watching each others’ bets
closely to try to discern what the other players know.
Coins are used to guarantee the
bets that players make. Each round, each player ends up with four bets placed
on the board, each one backed up with a number of coins. Another player can
take your place on a bet if they devote twice as many coins to the bet as you
did. For example, if you bet on “The Scandal”, you score 3 points if, at the
end of the round, the Courtesan, Queen, and Assassin are all in play. You can
also put any number of coins on the bet, and they indicate how committed you
are to it. Later in the round, another player can kick you off “The Scandal” by
committing at least twice as many coins as you did. The coins add an important
degree of strategy, both in how you assign coins and how you interpret the
coins assigned by others. Bluffing can throw off other players, so it sometimes
pays to assign coins to a bet that you’re not sure of.
The drawback of using the coins is
that they lead to time spent counting and calculating. Players are stuck
sometimes trying to figure out whether it makes more sense to commit 6 coins or
7. To figure that out, you need to know how many coins other players have left
to play, which means counting their stacks.
When I play, I make a simple change
to the rules. Instead of each player starting with 20 coins, you get 4. At this
scale, the difference of 1 coin plus or minus is actually significant, and you
see at a glance how many coins each player has left to use. Players get the
same range of options, from committing no coins on a bet to committing all of
them, but their intermediate options are limited to three: 1, 2, or 3 coins. The
game moves faster, and you don’t really lose anything.
One game design rule of thumb that
I’m sometimes credited with is that in a game two things should be the same or
different. When we designed 3rd Edition Dungeons
& Dragons, we made all the standard humanoid monsters, such as goblins
and hobgoblins, noticeably different from each other. That was an example of
the same-or-different rule in practice. The four coins variant is another
result of that thinking. With 20 coins, when you back up a bet with 6 of them,
it’s not the same as using 7 but it’s not all that different, either. Likewise,
backing a bet with 1 coin is almost the same as not using any coins at all. Using
only four coins, two different levels of commitment are always significantly
different from each other because each individual coin is one-fourth of your
total.
—Jonathan Tweet