Further Ramblings on Dung, Dragons, and Collectivist Simultaneous Action Drafting
Dung & Dragons is one of those long, slow marinating ideas that occasionally needs to be stirred before being put back on a low heat. Right. To catch up newcomers: The game tentatively titled Dung & Dragons concerns a hippie collectivist farm that raises and cares for dragons, who in turn poop gold that keeps the farm self-sustaining. The whole idea came from an episode of Firefly where the crew was bartering various chores as currency. This struck me as a very cool idea for a game, trying to get the jobs you like while also maximizing the effect of those jobs by negotiating with the other players. Love it. I've gone through a few different models for how to design a game around this idea, but this week's exploration of trick-taking games has me thinking about a new way of doing things. Let's run through the basics. Above are the nine basic action cards. There should be one of each per player in the action deck. Shuffle and deal a hand of nine to each pla