I'm designing SupraMind, a semi-co-op for 3-5 players about labs racing to build a superintelligence the world can trust. Three playtests so far, so it's early.
The short version. You build Data Centers on a hex map and join them with connectors. Every new connector is Unsafe; making it Safe costs resources and time. You win with a Data Center surrounded by 6 Safe connectors, plus Trust 6 and Governance 6.
But careless networks wake the SupraMind. It takes over Unsafe Data Centers and spreads. If it grows too big, the SupraMind wins and every player loses.
The problem. At a designers' meetup, testers told me "everyone loses" is a weak reason to keep fighting. I think the real issue is the player in last place: once you can't win, "a rival wins" and "the SupraMind wins" end the same way for you. So why keep paying for safety?
What I changed. Richard Garfield made the point in a BoardGameGeek thread that semi-co-ops break when nobody cares about second place. "So now there are places: when a player wins, everyone else is ranked by Trust + Governance, the two tracks every safe action raises. When the SupraMind wins, nobody places. It stays a total loss.
What I ruled out:
- A traitor, or players switching sides: nobody should ever want the SupraMind to win.
- Ranking the losers when the SupraMind wins: I think it would rarely decide anything, and it brings back "we lost, but I did best".
- Open deals between players: two friends could gang up on the table.
My questions:
1. At your table, does second place really change how the losing player plays, or does only first place count?
2. Which semi-co-ops handle the player in last place well, and how?