by Dionne Phua
The Harvest is a 2 player card base hand management game which each player is running their own vineyard.
Goal of the Game:
The goal of the game The Harvest is to be the first player to get 12 points of wealth with a requirement of with at least 4 knowledge points or 6 points of knowledge with a requirement of at least 5 points of wealth. If both players meet the victory conditions on the same round, the player who gets to the top of the wealth track wins.
Mechanics:
The Harvest is a strategy card based game that depend on its individual statistic of the cards. The game play depends on how the value of the card is and how the player decides to use it to their advantage or to bring their opponent down. Player is bounded by 3 common cards that determine your play and a stack of common cards that you draw after each turn revealing a whole new value of card changing your next move.
Space of the Game:
The space of The Harvest is a 2 dimensional card based hand management game however is largely controlled by the discretion of the players. The space of the game is dictated by the type of hand that you have and will draw in the each coming round. It is controlled on a certain number of values on separate sheets.
Objects, Attributes and State:
The objects of this game are 14 power cards which are in blue and purple background. A set of 7 for each player and 76 playing cards which makes up for the common card deck. A scoring track for both knowledge and wealth, a research track with 10 spaces and a crop value track with 16 spaces. Each player get 4 pieces to represent them as they put around the board.
Actions:
Players puts a card into play to determine how much their piece moves along the crop scale or research skill.Players can also use power cards to affect their opponent or use it to their advantage in advancing in the game. Players get 3 power cards and 3 normal playing cards which would be used frequently. Depending on the statistics on the card,it could be used to bring the opponent backwards.
Resultant Actions:
Occasionally, the players would make counterintuitive decisions that would seem at a disadvantage to them but its another way at trying to win the game. For example, a player would lower their crop value in order to increase their research because their opponent is maybe close to harvesting. Players could use a power card or a special action to move their opponent piece so far up in the crop value that they are forced to harvest and end up losing points.
Rules:
Each player get 3 playing cards from the common deck and 3 power cards. The playing card from the common deck are split into 3 sections. The top part indicates how far along your piece moves along the crop value track, the middle portion indicate how far your piece moves along the research track and the bottom portion is either blank or has some kind of special actions to be performed.
During the game, if the player's piece is in the harvest allow portion of the crop value track, you can choose to play a card with harvest written on the bottom portion. By choosing to do so, ends the round and you are able to move your piece up the wealth track based on the value of the crop that you harvest.You are not allowed to play a card that will make your piece go past the 10 spot on the research track.
Players cannot use power cards to win the game or before the first harvest.
Skills:
Players learn how to use a bad card to their advantage, all is not lost even if they do not manage to harvest crops. Players learn strategy to place their cards to their benefits, they would develop the idea of future moves.
Chance:
The cards drawn from the common deck are random as well as the power cards that are given to you.





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