Choice and Time: When do negative points work in games?
One of the best lessons from UnPub 5 is how difficult it is to make negative point scoring feel right. Negative Point Scoring is pretty much what it sounds like: A mechanism in which players can lose points and possibly end up in negative range at the end of the game. Let me back up a bit to give you some background on A La Kart: Hazards in A La Kart Each turn, players make a blind bid of one card. The player who bids the highest "speed" number on their card (after various modifiers based on player-powers) wins the first available prize from the track. Bear in mind that the prize cards are set in the track randomly, so the first available prizes might actually be detrimental hazards. Originally, my system for scoring hazards was that the first didn't cost anything, but the second cost one point, and the third cost two. The fourth hazard began a new set, so it didn't cost you anything, but the fifth would cost another point and the sixth would cost another two...