War of Whispers is a semi-cooperative game where you play as cults directing nations in their wars. The reason it’s cooperative is because each player’s cult can change the nation they are supporting. So you can end up negotiating and cooperating with other players to boost a particular nation, because you both get points for it.
Both times I’ve played people started on opposite sides, then ended up on the same or nearly the same side. In one of the games two players tied.
There is still the counting of points so it doesn’t quite fit what you are going for here, but it is the closest game I know of where multiple players can start negotiating for mutual aid and both win.
In the same vein, I’m wondering if you could modify Carcassonne to work as a Peacewager. The game seems to lend itself to it (after all it’s about cooperatively shaping a landscape) so having a slight redefinition of individual goals might work.
Maybe? I’ve not played it all that much, honestly. I was simply struck by the neat way it interacted with multiple players.
I think it could be easily tweaked or houseruled to be a peavewager game by just revealing all the hidden information. Next time I play I’ll probably try it out this way.
War of Whispers is a semi-cooperative game where you play as cults directing nations in their wars. The reason it’s cooperative is because each player’s cult can change the nation they are supporting. So you can end up negotiating and cooperating with other players to boost a particular nation, because you both get points for it.
Both times I’ve played people started on opposite sides, then ended up on the same or nearly the same side. In one of the games two players tied.
There is still the counting of points so it doesn’t quite fit what you are going for here, but it is the closest game I know of where multiple players can start negotiating for mutual aid and both win.
In the same vein, I’m wondering if you could modify Carcassonne to work as a Peacewager. The game seems to lend itself to it (after all it’s about cooperatively shaping a landscape) so having a slight redefinition of individual goals might work.
Hmm if there’s a lot of high quality negotiation that would count for something.
If you removed MostPointsWins, would it still function?
Maybe? I’ve not played it all that much, honestly. I was simply struck by the neat way it interacted with multiple players.
I think it could be easily tweaked or houseruled to be a peavewager game by just revealing all the hidden information. Next time I play I’ll probably try it out this way.