I would be farther along, however I discovered a design competition that I have decided to enter, and I have to finish my game by next Wednesday to enter. Since I haven't even started making it, I have a lot of work to do.
The competition revolves around the box that your game has to fit in. It allows for approximately 60 poker cards in it, and it opens up into two pieces that nest inside each other.
Here are my plans:
24 (1/2 sized) action cards (4 each of: Plead, Grovel, Whine, Brag, Flatter, Riddle)
24 (1/2 sized) treasure cards (6 each of: weapons, art, armor, jewels)
6 (full sized) value tracks (one for each action)
6 (full sized) dragon cards (Kih (Weapons, brag), Jafe (art, riddle), Vollys (armor, plead), Ohen (jewels, flatter), Tayr (most, grovel), Anec (least, whine))
6 value tokens
The players are each dealt a horde of treasure cards (face up). 2 players= 12 cards each, 3=8, 4=6, 5 or 6=4. Any remaining treasure cards are given to the dragon.
Reveal the first dragon. This dragon will not be used to score the game.
Each player is dealt 4 action cards (face up)
The value tokens are placed on the value tracks (look at the first dragon's card to determine where to place them).
1) play an action:
- If the action is in the ♥ square, then take a treasure from the dragon's horde, and this action's value drops to 💀.
- If the action is in the + square, then swap one of your treasures from one in the dragon's horde, and this action's value drops by 1.
- If the action is in the 0 square, then this action's value drops by 1, and another action's value increases by 1.
- If the action is in the - square, then discard a treasure from your horde, this action's value drops by 1, and all other action's values increase by 1.
- If the action is in the 💀 square, then discard a treasure from your horde, reveal the next dragon, and all other action's values increase by 2. If you cannot reveal another dragon, then the game ends.
2) Play a second action.
3) Draw an action, reclaim an action, remove an action (if there are two actions left)
If the deck runs out, reveal all remaining dragons, and then shuffle the removed cards to form a new deck. If the deck runs out a second time, the game ends.
When the game ends, the player(s) with the most copies of the treasure that the last dragon revealed liked are eaten by the dragon. He didn't want them to steal all his good junk.
The last dragon revealed will be used to score the game (for the remaining people). All treasures count for 1 point for each copy that you have (for instance, if you have three art objects, it is 3 points each, or 9 points total), except for the treasure that that dragon liked, which will count for double.
That's all I got so far. Hopefully I have a mockup by tonight so I can playtest it.