Svenn said:
On the subject of scoring... I've been trying to come up with a good alternate scoring system, but it's tough.
What about something where higher is better though? What are the important elements that should contribute to the score? I've got:
- Remaining heroes/life on heroes
- Number of turns
- Quest difficulty
- Victory Points
- Threat, to an extent
- Number of players
The current scoring system takes all of these except for number of turns and quest difficulty into account in some way. Is there any other variable that we could use? If we're just using the same things to calculate score it's not going to be much different than the current system.
If we want to get complicated we could do something like:
(Quest Difficulty x 10) + (VP) - (# Turns) - (threat cost of dead heroes) - (# damage tokens on living heroes) - (threat) - (10 x # players)
Of course, this is still somewhat similar to the current scoring system. It does incorporate quest difficulty and number of players/turns (although number of players may be unfairly weighted). It still suffers from the fact that delaying the game to score VP and reduce threat can be beneficial... although not AS beneficial. You could add in unspent resources maybe, but that also lends itself to delaying the game for more points.
I like where you are going with this, but I do have one question for everyone. Doesn't the difficulty change as new cards are released? I have all the adventure packs so far, and I find it is much easier to do some of the earlier quests with newer cards.