Game Mechanics Expectations

Hi mapmakers,
Now that I have accepted an official title and role in our little corner of Conquer Club, I would like to share my thoughts with you about this new "Gameplay C.A" position. I will of course be sharing the general duties that go with foundry moderation, but as my primary responsibility will be giving maps the thumbs up in terms of game mechanics this is what I plan to include in the "How to make a map" thread. Feedback is welcome, as always, especially if you feel I have left something out that I should be paying attention to, but know that I will probably not be deleting any of the points I've listed. Thanks!
As the C.A. overseeing game mechanics, I will be looking for the following in features in all maps:
• Balanced play. It should be unlikely that one player can start the game with a major advantage as a result of the initial drop or getting the first turn.
• Reasonable bonus structure. Bonuses should make sense given the size/style of the map, and be based on a consistent formula.
• Support for various types of games. Just because you think your map should only be used in eight player assassin games doesn't mean everybody will know this!
• Ease of play. Any info you need to know to play a map should be easy to learn by looking at the map itself; legends should be clear and concise; game play should not be bogged down by unnecessary rules.
• Open play. Every effort should be made to limit the number of dead ends and bottlenecks in a map, unless they are justified by the desired play of the map and noted by the cartographer.
• Function trumps form. The style of the graphics should not detract from ease of play: borders should be clear, titles and numbers easy to read, colors easy to distinguish, etc.
I also expect to fully understand the play of a map simply by reading the first post of the thread. If there are play features that are not spelled out on the map itself, such as the location and value of starting neutrals, please note this in the first post. There is always the possibility that I will miss something buried in a thread, so consider this a requirement for receiving my stamp of approval.
Now that I have accepted an official title and role in our little corner of Conquer Club, I would like to share my thoughts with you about this new "Gameplay C.A" position. I will of course be sharing the general duties that go with foundry moderation, but as my primary responsibility will be giving maps the thumbs up in terms of game mechanics this is what I plan to include in the "How to make a map" thread. Feedback is welcome, as always, especially if you feel I have left something out that I should be paying attention to, but know that I will probably not be deleting any of the points I've listed. Thanks!
As the C.A. overseeing game mechanics, I will be looking for the following in features in all maps:
• Balanced play. It should be unlikely that one player can start the game with a major advantage as a result of the initial drop or getting the first turn.
• Reasonable bonus structure. Bonuses should make sense given the size/style of the map, and be based on a consistent formula.
• Support for various types of games. Just because you think your map should only be used in eight player assassin games doesn't mean everybody will know this!
• Ease of play. Any info you need to know to play a map should be easy to learn by looking at the map itself; legends should be clear and concise; game play should not be bogged down by unnecessary rules.
• Open play. Every effort should be made to limit the number of dead ends and bottlenecks in a map, unless they are justified by the desired play of the map and noted by the cartographer.
• Function trumps form. The style of the graphics should not detract from ease of play: borders should be clear, titles and numbers easy to read, colors easy to distinguish, etc.
I also expect to fully understand the play of a map simply by reading the first post of the thread. If there are play features that are not spelled out on the map itself, such as the location and value of starting neutrals, please note this in the first post. There is always the possibility that I will miss something buried in a thread, so consider this a requirement for receiving my stamp of approval.