Hell on Eight Wheels: Fifteen – Building the Play Experience with Practice Games
After being inspired by the web-show “Tabletop”, I’ve
been looking at a few types of game rules to ensure Hell on Eight Wheels is as
user friendly as possible.
With this in mind, I’ve tracked down a copy of Wyrd
Miniature’s Puppet Wars. This game uses a stripped down and modified version of
the Malifaux miniatures rules; so it bears some similarities to what I have in
mind for Hell on Eight Wheels…things like hands of cards being played to
activate figures on the board, simple movement, attacks, etc.
The teaching process of the game is interesting, and
might be something useful to incorporate into my own game. It basically leads the players through a
sequence of five games, the first using the absolute basic fundamentals of
gameplay, while each further iteration adds a step of added complexity until
the full version of the rules are utilised.
Magic the Gathering did something similar with two player
quickstart decks, where two basic decks with a specific card order were used by
the novice players, and specific instructions were given for the first few
rounds…this introduced players one by one to the concepts of playing a single
land each turn, tapping a land for mana, summoning creatures, using creatures
to attack, and casting other spells, before allowing players to choose their
own actions.
It seems to be a good way to teach a complex game to new
players; and while I’m trying to keep the game simple, I have to admit that
it’s going to be a lot more complicated than something like monopoly, connect
four or snakes/chutes-and-ladders.
So how do I cut down on the complexity of the game to
offer new players the Ho8W experience, before adding in the full rules?
I’m thinking of three versions:
Stage 1: In which we use three basic skater profiles
(blocker, pivot, jammer), where both players have the same teams consisting of
5 members. During this stage we play through a single jam, with skaters simply
trying to get around the track and some basic blocking rules. We don’t worry
about skater substitutions, injuries or skater fatigue.
Stage 2: In which we still use the basic skater profiles,
but now we incorporate full conflict rules including injuries and fatigue. A
single Jam is played out.
Stage 3: In which the players are allowed to pick their
own teams and a full version of a single jam is played out.
There might be a few more increments to develop the rules,
but this seems like a good start.
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