Quoted from trilogybeer:Honestly crazy deep rules would be a huge turn off for me . I don’t understand the need for for crazy deep rules, I only care about fun rules ( and usually crazy deep rules are not fun for me). Sorry not meant to be a dig against you or the types of games you enjoy, complex games usually bore the hell out of me.
That photo is the worst fake I have seen (so most likely just more bs) but if a Harry Potter pin were to be made I’d be buying one because my wife and daughter love Harry Potter. I just hope the rules are good because I’ll be the one playing it the most.
I mean deep in the sense of a lot of story and objective based modes with unique mode choreography for each versus modes focused on complex stacking multiplier rules that lack choreography elements (unique music, movie clips, light shows, etc all timed to shots). The last thing I want to see in a Harry Potter pin is a bunch of generic multiballs (sorry Godfather and GNR) with the same rotating multiball name animation playing on the screen while every shot is lit for a jackpot.
Have a Harry Potter pin cover all 7 films (well 8 as the last one was two movies) and say 5 main modes, a multiball, and a wizard mode for each film (school year). That would be fun, and it would be amazing to have 35 - 40 modes like described above in a game. However, what's been buzz kill to me are some of these latest games with generic rules and or those focused more on points versus a journey. Every mode should instead feel focused and story based with it's own unique mode choreography. Have some cool hooks for completing modes such as items to collect (example, collect so many items from mode completions to an unlock a mini wizard mode). Stuff like that is fun to have in games and is far more rewarding IMO versus rulesets focused mainly on points.
If a ruleset for a modern game at today's price is too basic I'm not buying as it just won't have legs to last in a home collection IMO. Deeper higher quality rules = more value.