1. Sylphrena,
What would you think about an option in duck racing that would cause cards to be activated even when the leading duck goes beyond the latest lapse?
Example: Imagine a scene like this:
Aminiel: 12 feathers, square 30/30, lap 4/4, 1 cards in hand.
Board:
3. Front pond; No special effect; Mine
With this option activated, if Aminiel rolls 3, he'd step on the mine and go back to square 18
Alternatively, he may step on a glue which may give others the time to pass the line and actually win the game since he has turns to skip.
The game would complete when
- at least 1 duck has completed the full round and does not skip any turns / is not frozen.
who wins? When?
I can think of 2 possible choices here:
- Either the leading duck, long as they don't skip any turns, or
- first duck which does not skip any turns
Difference of the second option is that the winning duck does not have to be leading long as they are beyond the line and are in good standing.
Advantages:
- Occasionally, when the leading ducks are nearly a full lapse ahead of other ducks, losers can't do much but helplessly watch as leaders finish unless they get lucky and have all the right cards. This option may allow them to strategically set traps in the very beginning of the board to gain more time.
- When the leading duck is near the end, there is no incentive for other ducks to place any traps to the beginning of the board, which causes many good traps to go unused. Ability to actually do something useful with these may make the game more colorful and add another layer of complexity
- Leader will have to worry about stuff that are beyond the line and may have to try and manipulate other ducks to get them to step on said traps. Currently, leader just needs to push themselves ahead.
Thanks for the awesome game! It's been truly refreshing and adicting!
Skor: +0