Current (and recent) designs and where they stand - revisited
I seem to have lost the patience to sit down and write blog posts about my games, which is kinda too bad because this blog is probably my best record of the history and status of all my designs -- or it was when I would post in it! Now everything's piecemeal, spread out between various Discord channels (and servers)...
About a month ago I posted about the current status of a few current/recent designs. I've actually missed several playtest sessions since then, so not a ton has happened, and yet I do feel like I have updates, and frankly I hope that by revisiting them, I'll keep the designs active in my mind. Fingers crossed that works!
Colony Collapse
My co-design with Aurore Inara from the Decision Space Discord, Colony Collapse has made great strides through the couple dozen playtests we've done since the first attempt in June. I actually think this game is pretty close to something we could call done. What do they say? 80% down, 80% to go?Joan of Arc: Maid of Orleans
No change here! I'll leave this from last time for reference:
Before I got started on Colony Collapse, I had revived another of my old designs: Joan of Arc: Maid of Orleans. I finally tried a proof of concept of some dynamics I'd wanted to add a decade ago...
* Arrival Effects on the board spaces, so you have reason to move places
* Increase battle costs
* Add training track status to the goals
* Add a geographic element to the goals
Some of that seemed like a step in the right direction, but it all still needed work. unfortunately, the game got set aside at that point. Hopefully I'll remember everything the next time I get the game to the table!
Division of Labor
As I mentioned last time, the biggest issue with this game is downtime. After that first attempt at a roundless structure with Rick, I tried a few other versions or configurations. In some ways they showed promise, but in other ways they were disappointing. The most promising format that I tried might have been as follows:
At the start of your turn, there would be 1 worker pawn in play belonging to the previous player. First you would place your worker pawn at another island space, then you'd split the cubes at the opponent's pawn's space and take a turn. So you split the cubes, they choose a pile and take those cubes into their hand (and take the associated penalties), then you take your penalties and resolve one action with strength depending on how many cubes you have of that color. Finally, you discard all of your cubes of that color, whether you needed them all or not. Then the next player goes, and they'll split with you.
One immediate issue with this is that doing only 1 action per split means you get 1/2 as much done for the same amount of penalties... but that's easily fixed by ~doubling the penalty tracks
Another issue a player brought up is that this felt less like splitting actions and more like splitting resources -- and I can see that. However, if the cubes are tight enough, then I think it could work out to be close enough.
It was a little wonky to do all that stuff in one turn... first you have to think about what cubes you might want later, then you have to make an unrelated Split decision, and your action may or may not be related to the cubes you just got in the split. The next time I play I think a better turn sequence might be to Split first, then act (maybe with the cubes you just received), then place your worker (thinking about the future). It'll be obvious which space you were just at, as there won't be cubes there, so you probably have to place elsewhere, then to cap off your turn, recharge the empty space with cubes.
I might miss doing 2 actions at a time (I usually prefer that in games), but I do kinda like the idea of your cubes building up until you use them. I'd like to play a bit more and see if it grows on me.
NEW IDEA! As I typed this, I had a thought... what if the ship movement was done by the CHOOSING player, rather than the active player, who already has several things to do during the turn? It could be that after taking the cubes (and penalties), you can Sail your ship to any space represented in your pile -- or maybe you could do it cube by cube, so if things line up right you could potentially sail a few spaces at once!

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