Quartiles: Minor conceptual alterations

I think what I’m going to do to speed up the gameplay for Quartiles, is a fewfold.  I mentioned at least one in the previous post.

  1. Allow adding/subtracting of values on squares to obtain a desired chip of the given result (I play a 4 next to a 2 and receive a 6 chip), as I have no cards that require a 4 or 2 but, say, two cards that need four 6s total.  This will help make it easier for players to get chips quicker
  2. My initial thought with that was to have that ability but not able to gain stars if doing so.  But that’s an artificial restriction that doesn’t necessarily serve a purpose other than encouraging direct matches.
  3. I also feel like my original vision of giving stars to only matches beyond the first match was also a bit too much and slows the game down, both by restricting collection of stars and by forcing people to calculate (however simple a calculation is) how many stars a player receive.
  4. We further found that, with 4 players, even with the amount of stars I had, there were still a few shy of what we really needed.
  5. Then for some reason it hit me:

Remove the “beyond the first match in a turn” requirement to receive stars.  I wanted to encourage matches, but the game encourages that itself.  There’s no reason NOT to make a match if it’s one you need.  And you’re always gonna wanna optimize the maximum tokens you can if possible.  I shouldn’t need to incentivize something that already incentivizes itself.

So now, players receive stars on any match.  But then I thought, that adds MORE need for stars.  Then I thought…

Why have separate star tokens?  In keeping with my dual-use theme (with the cards themselves having both a points/ability) make the tokens map that to their operation.  You can pay a token as a number for a set for points OR you can pay a token as a star.  This means even numbers you aren’t using become useful.  But it might hurt you in the long run if you get new cards down the road that do have that requirement so there will be some extra strategic thinking.  This may be bad, but if it’s less tedium overall (calculating/counting star tokens) – removing artificial barriers and getting on with the game, I think it’s a winner.

It’s funny how even upon the first iteration if things go well, there are still some massive changes in how a game can develop that completely alter how you play it.

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