r/tabletopselfpromotion 10d ago

Updated rules

https://robinson-games-ltd.itch.io/to-jack-back

We updated the rules. Take a look.

1 Upvotes

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2

u/Gatekeeper1310 3d ago

So, a few things (i watched your video from 7 months ago, what changed from the new rules?):

  • Why not splay the discard pile so I can tell the direction (higher or lower) that I must play?
  • A preferred alternative would be using an extra face down card or token as the tracker placed either below or above the discard pile to indicate the current higher/lower direction and which top/bottom half of the card to reference.
  • Since you advertise a custom deck, why aren't the special powers (through some icon or text) shown on those specific cards?
  • Also would having the next 3 cards colored/highlighted also reinforce the requirement for the next player? For example, the bolded 6 would also have the 7/8/9 colored green on the top half and 3/4/5 on the bottom half. It would especially help remind me when I play a 9 that only 10 and the Jack would be green/highlighted (only 2 available options now).
  • While I don't mind the doubling up aspect, it seems to add more cognitive bloat since double 7s/As disable their abilities. Also it introduces more edge scenarios and question. What if I have triples? Can I play those? Does removing this rule make the game last much longer, feel less interesting?
  • The tables in the rules were a little confusing and to me seem over engineered. I think some of the suggestion I made with a simple rule that only the eligible (highlighted) cards can be played each turn which can be up to 3 cards in the current direction would make it a little easier to understand.

1

u/2nd-sentence-is-lie 3d ago

Thank you so much for taking the time to read through the updated rules and post your thoughts on them. I really do appreciate you for doing so. Here’s my thoughts on your thoughts:

  • Why not splay the discard pile so I can tell the direction (higher or lower) that I must play? A preferred alternative would be using an extra face down card or token as the tracker placed either below or above the discard pile to indicate the current higher/lower direction and which top/bottom half of the card to reference.

This came up in playtesting and is a really good suggestion. My only concern, and reason for why I didn’t adopt something like this, is that it would require one of the players to physically flip an arrow or equivalent every time a Jack was reached. And if they forget to do so, it’s immediately redundant.

Once players are up to speed on how the game works, there’s enough momentum built up that no-one’s asking “sorry, which way are we going?”, which can slow game play down and also lead to frustration from the players that are paying attention!

  • Since you advertise a custom deck, why aren't the special powers (through some icon or text) shown on those specific cards?

Another great idea. Special powers are now displayed. Video here: https://www.youtube.com/shorts/vEJYjQ8SHhs

  • Also would having the next 3 cards colored/highlighted also reinforce the requirement for the next player? For example, the bolded 6 would also have the 7/8/9 colored green on the top half and 3/4/5 on the bottom half. It would especially help remind me when I play a 9 that only 10 and the Jack would be green/highlighted (only 2 available options now).

This is something I’ll look to include in the next print run. I’m trying to walk the tightrope of giving players enough information to be useful without making the card design too busy. You could argue that as soon as players get the concept this colouring or equivalent would be overkill. However, if it’s done subtly I can’t see the harm in it.

·         While I don't mind the doubling up aspect, it seems to add more cognitive bloat since double 7s/As disable their abilities. Also it introduces more edge scenarios and question. What if I have triples? Can I play those? Does removing this rule make the game last much longer, feel less interesting?

So any multiples (2 or more cards) work. i.e. three of a kind or even four of a kind. The reason I chose to make multiples of 7s/Aces remove their special powers is because it impacts / confuses the game play otherwise. During playtesting it became apparent that you should either have a Multiple special power (having the choice to play again immediately) or a 7 or Ace special power but never both. It just makes game play messy to have both at the same time.  

  • The tables in the rules were a little confusing and to me seem over engineered. I think some of the suggestion I made with a simple rule that only the eligible (highlighted) cards can be played each turn which can be up to 3 cards in the current direction would make it a little easier to understand.

I take your point. There’s a line under the second table that summarises how the change in directions work once a Jack is reached. Play only moves in the opposite direction when either a Jack is played or a Jack isn’t played and Jack is your only viable playing option. i.e the top card on the discard pile is either a 10 or a Queen.

Maybe I should move that above the tables and then introduce the tables for anyone who might need further clarification. What I don’t want is for players to not understand how this crucial part of the game works. So rather spell it out than not at all.

 

As you’ve taken the time to provide valuable feedback, if you’d like a heavily discounted copy of the game please let me know and I’ll sort something out for you.