I'll fix that. The other file is here:
http://www.pobox.com/~jimhenry/conlang/glossotechnia_cards_simple.pdf
> It was not easy
> to quickly find the part of the rules webpage I had in mind to double-
> check things.
Do you have any suggestions for improving the organization of the
document? -- more subheadings perhaps?
> It took us a little while to get any vowels in play so the first word
> coined, 'I/my', was a voiceless dental fricative. This wasn't allowed
> by syllable structure of course, but I couldn't find what we were
> supposed to do before playing any vowels.
I almost always use this optional rule:
>>>In quick start mode, one begins a game by shuffling the main deck, going through it and laying out face-up the first two consonants and the first two vowels that appear; then reshuffling the deck before dealing each player their hand. This saves time because players don't have to wait for Phoneme cards to be played before they can start coining words.
<<<
I should probably move that into the main part of the rules document,
out of the "optional rules" section.
> There were a couple syllable structure cards played but it took a
> while to use them because they required nasals and approximants
> respectively.
You used this rule, didn't you?
>>>Words coined must use only the phonemes in play and the syllable forms in play, but a simple single-consonant onset or a simple single-vowel rime is allowed at any time, whether there are any Syllable onset/rime cards in play or not. (Apparently all natural languages have CV syllables, whether or not they allow more complex syllables.)
<<<
> So I think we ended up playing three hours before my sentence was
> done. Twenty words were coined as well as a few inflections or
> agglutinations.
That's a long game relative to the number of words coined, but not
terribly unusual for a group of players just learning.
> (There was a fusional card played early on but then
> agglutinative got played and replaced it. Am I correct in thinking
> fusional is a lot slower? For example in a fusional language mightn't
> it take, say, six turns to conjugate a verb to three persons and two
> numbers, versus four in agglutinative?)
I haven't actually had a chance to playtest the Fusional card much.
It hasn't come up in many games I've played, and when it did it was
soon replaced by another typology card.
> I think our game would have gone better if coining new derivational
> forms didn't take a whole turn. Maybe coining new words should come
> with specifying one of their derivational forms. Has a glossotechnia
> game ever resulted in a reasonably sized verb case system?
Glossotechnia games tend to produce fairly isolating languages.
There've been a few games with a fair number of nominal or verbal
inflections coined, but rarely if ever one with a verb system nearly
as complex as a lot of natlangs have.
My own simplified version (not the same as Tanis Kint's) has some
cards that should allow players to coin more words per turn, or coin
an inflection in addition to a root word; but I haven't had much
opportunity to playtest since adding those cards to my deck.
--
Jim Henry
http://www.pobox.com/~jimhenry/
Hmm... this reminds me of Dominion, which has interesting mechanics
for ensuring that the mix of cards in the decks changes over the
course of the game. But I'm not sure offhand what would be a good way
to adapt those mechanics to Glossotechnia.
Or did you mean to forgo challenge sentences entirely with this rule?
I could see it working nicely without them. For instance, have a
periodic phase of the game where each player constructs a sentence out
of the lexis in their hand, with scoring based on the players voting
on the others' constructed sentences -- which is best formed? most
pragmatically sensible? most culturally sensible? One could add to
this points obtained by scoring against constraints, in the usual way.
Alex
This idea sounds a little like the set-up of 7 Wonders (eurogames ahoy in this thread). You take 6 'normal' turns, then you have a combat phase. Something like that could be implemented - six or so 'turns,' and then a sentence-building phase. The nice thing about 7 Wonders is you don't draw, so your hand becomes your countdown as well - when you have two cards left, you have two turns left. Not sure the 'don't draw' thing would work with Glossotechnia, but we (by which I mean you - I've mentioned my lack of people to playtest with) could try a similar system - take two or three turns each, then go around and build sentences and score them. Being cooperative, there wouldn't need to be hard and fast rules on how to score - the other players could be the 'judge' and vote on the score. Obviously there'd need to be an end-game condition - when someone has reached 10 or 20 points or so, or after three or four rounds.