Showing posts with label Oblivion. Show all posts
Showing posts with label Oblivion. Show all posts

Tuesday, January 02, 2018

2017 year in review

A lot of stuff has happened in 2017 in general, some of it good, much of it bad. In my own life, the good stuff includes getting married in March, and now expecting a little boy next May, so I guess that's big news. But as this is my game design blog, I suppose now would be a good time to take a moment and reflect on my experiences in 2017 on the games front.

I didn't keep specific notes or anything, so I'll just go through my calendar and blog posts and see what that reminds me of:

January

I started off the year wrapping up development on Eminent Domain: Oblivion, and coordinating art with Brian Patterson for the tech card illustrations and Ariel Seoane for the graphic design. A few people have grumbled online about how they don't like the look of the new tech illustrations, but as I have said in a couple of different threads already:

The main artists we had used for previous EmDo expansions were no longer available, and I wanted a consistent look within this set. Brian Patterson did all of the illustrations, and yes, he has a sort of cartoony style.
Many of the previous cards are a little bit cartoony, and there's a mix of styles from 5 or 6 different artists in them, so I don't think there will be much of a problem adding these new tech cards into the mix.
And as for the cartoony-ness of them, I kind of wanted that -- to an extent, Oblivion is a parody of government, and most of the time government could best be described as "cartoony."

I think Brian did a great job with these illustrations, I like that the expansion art is internally consistent, and I don't think there'll be any problems incorporating this set into the base game (or playing it with previous sets) based on that, but YMMV.
Also in January, Eminent Domain was featured in a Reddit forum called Game Of The Week, Redux. And I posted about a game idea sparked by an episode of The Game Designers of North Carolina podcast -- however, that game idea hasn't gone anywhere, and I don't expect it will. However, as I describe in the comments on that post, it did spark another game design idea which I think MAY actually go somewhere.

In addition, I was wrapping up rules edits for Harvest, and coordinating with Sergi on Pioneer Days art. I was pushing hard to get all three of those into production in time for a potential GenCon release, and failing that, at least an Essen/BGGcon release.

Outside of gaming, it looks like I flew to Dallas for a friend's divorce trial, a stark contrast to the time I spent on my own wedding preparations that month.

February

After January, I took stock of The List, a sort of compilation of games I've got at the idea stage, design stage, and published titles. I posted an update to kick off February.

Other posts in my design blog this month included:

  • That game idea I mentioned above, which grew from the ideas that came to mind listening to that podcast.
  • A sort-of formal definition of "Deck Learning," the term I've coined to describe Eminent Domain, which I feel is a significantly different type of deck building than games like Dominion, Ascension, etc.
  • A request for Q's for a Casual Q&A, like those Reddit AMA's, but in a more laid back format. Only 1 person asked any questions in the comments.
  • A summary of the beginnings of a new game about Joan of Arc, a design which I'd been tinkering with since Essen. It's intended to be a sort of sequel to Orleans, and spoilers: it did go somewhere, but now I've sort of backburnered it.


Not much else notable happened this month. It looks like I recorded a podcast episode with Isaac Shalev, though I don't think it aired until September.

March

I skipped SaltCon last year because it was 1 week before my wedding, which is a bummer, because that is a nice, relaxed convention which gives me a chance to hang out and catch up with my TMG cohorts. For the previous couple of years, Michelle came with me, we stayed at Michael's house, and we enjoyed the convention. I hope we can return in the future.

I think of March as the sort of deadline to get files to the printer in time for GenCon, so I furiously tried to finish Oblivion, Harvest, and Pioneer Days to give them their best shot at that.

I continued to think about that Worker Learning game idea, and had a "Eureka" / "Duh" moment about it, and I made a prototype for that Joan of Arc idea I'd posted about in February.

April

In April I had some promising playtests of the early versions of Joan of Arc: Maid of Orleans, and I updated my prototype accordingly.

I also went to Paris on my honeymoon, and unfortunately got a bit sick there. I did however get my new wife to play a game of Joan of Arc with me at a game cafe though!

May

I kicked off May by joining Lance to record Episode #3 of the TMG podcast.

Blog posts this month included:



I finished up the month with a trip to Birmingham with Andy, Aaron, and Daniel for UK Games Expo - a neat show, only mildly disturbed due to some terrorist activity nearby the week before.

June

I began the convention season in England at UK Games Expo, and continued in Columbus at Origins, where Andy and I had a number of meetings with designers to listen to game pitches. Not much interested me there, though we did see 2 things which we ended up signing later in the year.

My own design efforts were focused mostly on Deities & Demigods, which I hadn't tested since January, but which I revived at UK Games Expo and concentrated on throughout June, with a little bit of Joan of Arc thrown in for good measure.

July

I spent the first 2 weeks of July vacationing in Dallas and then Seattle. I managed to play a few games... Werewords and Wordsy went well at Michelle's family reunion in Dallas, and I introduced some of my Seattle friends to a new favorite: Barenpark. I also showed off a full art prototype of Crusaders: Thy Will Be Done, which finally hit Kickstarter in July!

As could have been suspected, there was a slight backlash to the theme of Crusaders, but to be honest, it wasn't all that much. While the material holds potentially controversial subject matter, I think that game really sidesteps it -- it's not about the Crusades themselves, it's about the so-called "crusading orders," such as the Knights Templar. It's also not really intended to be historically accurate, though it is based on stuff the Templars did.

In July I updated The List again, since a lot had changed in the first half of 2017.

August

A lot of stuff seemed to happen in August...

  • Crusaders finished funding with 4,162 backers pledging a total of $330,691 of support, mostly for the Deluxified version of the game. That's not TMG's BIGGEST kickstarter project, but it's close, and it makes the $48k we raised for Eminent Domain 6 years ago look like child's play.
  • I worked with a sculptor on knight and building sculpts for the Deluxified version of Crusaders.
  • I also worked with Ariel to get the art and graphic design for the upcoming Homesteaders expansion ready to go.
  • I checked production proofs for Eminent Domain: Oblivion, and found (and corrected) an error with the card backs.
  • And of course, I attended GenCon with TMG, where Andy and I met with a bunch more designers to listen to their game pitches, and attended 2 nights worth of Publisher Speed Dating.

Most of the Publisher Speed Dating events I've attended have been a bit of a bust for me. Out of 400+ pitches, I'd only been interested in a few games, and of those, even fewer turned into TMG products. This year at GenCon, the signal to noise ratio seemed a lot higher for some reason -- just lucky I guess. There were several games I was interested in, and upon closer examination we took several of them home with us, and ended up signing more than one!

In addition to all of that, I started a new game design (Automatown rules), I revived an old game design (Alter Ego) and enlisted a design hobbyist to do some blind PnP testing of it, I re-posted some nuggets of design wisdom from Matthew Dunstan (with his permission) from a Twitter thread, and I revisited the Casual Q&A idea again.

September

September was similarly busy. This month I...



The big ticket item here is probably getting more organized with playtesting. I have been meaning to do that forever, and now I can much more easily track what gets played and when, and by whom.

I ended September by attending RinCon (Brian had a great geeklist from RinCon this year, and I didn't so I'll just link his), for once as an attendee rather than an organizer. I took on the responsibility of running the convention because I wanted it to happen, and it was very relaxing to finally just sit around and play games rather than answer questions and put out fires. Unfortunately, this reward was short lived, because I had to fly to California for a wedding on Saturday morning, so I was only able to enjoy RinCon for 1 day.

October

By comparison to the last couple of months, October sounds fairly uneventful:

I skipped Essen this year -- TMG usually sends 4 people, and this year we had a booth, and so wanted to send someone new to help run it, so I stayed home to make space. It's too bad, because two of the games I put a lot of work into, Harvest and Pioneer Days, made their debut at Essen. I hope to return in the future.

Instead of flying to Germany, I finally started updating Terra Prime for a new life as a prequel to Eminent Domain (it will be called Eminent Domain Origins), and I kept working on the Eminent Domain dice game ("Eminent Domain: Chaos Theory"?). I worked almost exclusively on those two games in the month of October.

November

November was a big month for conventions for me. I kicked it off with a trip to Seattle for Sasquatch, and followed that up with my annual trip to Dallas for BGGcon. Michelle came with me to both of those this year, and we took a day trip from BGGcon to Rockwall for Michelle's 3 year old niece's birthday party.

I wrote a post examining variable player powers, since I'm currently working on adding them to two different TMG games, and I started testing those, while continuing to test Eminent Domain Origins and Eminent Domain: Chaos Theory.

I had another new game idea as well, but this one is not as exciting or interesting as some, so it'll probably just sit in the toolbox, waiting to be combined with something else down the road.

December

I rounded out the year playing a lot fewer games than I normally do, but I did get a lot of testing done of the upcoming TMG game Embark (one of the summer pick ups) with player powers, and I worked with an illustrator and a graphic designer to get that game put together for submission to the manufacturer. I'll be wrapping that up in the next couple of weeks.

2018

I'm starting off the new year with 1 game project finishing art, two more about to start, two games in production, and two just waiting to be sent to the manufacturer. If things go well, I should see all of the following games (each of which I've had a heavy hand in) on store shelves by the end of the year:
As for my designs, once these are all out of the way, I hope to return to Alter Ego, Deities & Demigods, Joan of Arc, and maybe Automatown.

And of course, I'll be doing development on another couple of TMG games.

Saturday, January 07, 2017

Eminent Domain, Redux on Reddit

To be honest, I don't spend much time on Reddit. I find it somewhat not-user-friendly, and at times abrasive, and I just haven't committed the effort to make it a regular internet stop.


However, every once in a while I interact with Reddit, like hosting an AMA (when Yokohama was live for example), or when my game Eminent Domain was Game of the Week in Reddit's GotW forum.

Today I found out that Reddit also has a Game of the Week, Redux forum, where people look back at a previous game of the week and talk about how it's held up over time. And guess what... This weeks GotW,R once again features Eminent Domain!

First of all, let me say that it warms my heart to hear that people are still discovering, playing, and enjoying Eminent Domain.

In addition I'll point out that this is timely, as I have just secured an illustrator and a graphic designer for my long-awaited-by-me final expansion, Eminent Domain: Oblivion. The deadline to get files to the manufacturer in time for a game to debut at GenCon is coming up soon, and I was sort of expecting that to be when things would be due, but a deadline kind of sprung up on me quicker than that when Mischa at TMG lined up a foreign partner who is interested in co-publishing the expansion, maybe along with other EmDo products, because they need time to localize the cards.

So I've been scrambling to secure the artists, which I have done. They're getting started in the next couple of days while I further scramble to make last minute tweaks and design decisions so I can write and edit the final rules. Nothing like an imminent deadline to get things moving!

So if you're following Eminent Domain, or the Oblivion expansion, or just me in general, then pop into Reddit and make some comment or ask some question, so we can use this opportunity to let people know about the greatness that is Eminent Domain! :)

Tuesday, April 12, 2016

Should I include Emperor Avatars in Oblivion? Or make them a separate mini-expansion/promo?


A while ago I made something for Eminent Domain that I referred to as Emperor Avatars. These were tiles that players would draft during setup that confer some bonuses or abilities. They were intended to be an another Scenario sort of thing. I enjoyed them, and I think they worked pretty well, but I haven't done anything with them in a long time.

Now that I'm more actively working on Oblivion (PnP files are on BGG at the Tasty Tester's Guild!) I'm wondering if I should include them in that expansion -- possibly instead of Scenarios.

I recently added a host of Prestige planets and Prestige tech (for a while I wasn't going to include tech in Oblivion), and of course I already have Agendas and Clout tokens... Does the expansion really need more content? With the new tech existing it's likely I should make some Scenarios that use it, so maybe Emperor Avatars aren't necessary here.

On the other hand, I could make them into a promo item or mini expansion (or split them into a series of promos) and maybe give them away at conventions, use them as KS bonuses for Oblivion, include them in other games (perhaps Eminent Domain Origins?), or sell them for cheap.

What do you think makes the most sense here?

Saturday, April 09, 2016

Crusaders and Oblivion print and play opportunities on Tasty Testers Guild!

We have something which I think is an underutilized resource... it's the Tasty Testers Guild (number 1976) over at BoardGameGeek.

In the Tasty Testers Guild we sometimes post PnP files for upcoming TMG games when they're ready for blind testing. It has worked well in the past for games such as Exotica and Battlecruisers, but sometimes I put a game up there and get little if any response.

I currently have PnP files for two of my upcoming games (through TMG of course), and if you follow this blog you will recognize both:

Crusaders: Thy Will Be Done

Crusaders is fully blind-test ready, with a rules doc as well as up to date PDF files, and the game is very nearly in its final form. If anyone has a really great suggestion for the rules I'd consider it, but I'm mostly concerned with perfecting the game end trigger timing (number of influence in the supply at each player count) and balance of the faction powers. I probably won't include all 18 of them in the game -- I might cut it down to the best or most fun and interesting 10 or so.

If you play, please let me know what you think, where the game is fun and where it wasn't, which faction powers you liked best and least, and what you think of the game end trigger (was the game too long or too short, and if so by how much?).

---


And now that Exotica has arrived and interest in EmDo is stirring:

Eminent Domain: Oblivion

Oblivion has come a long way, through several distinct iterations over the last 4 years or so. I finally have the Agenda system where I think I want it, that part of the game seems to be working very well.

I have only recently added all the Prestige planets, the whole idea of Annexing planets, an all of the tech cards, so it's likely some of them are too good or not good enough, or that I'm trying to add too much to the game.

If you play this one, please first off tell me if the description in the Tasty Testers Guild thread made sense (sorry, I don't really have a rules doc for this one yet), and tell me what you think of the Politics role, the Agendas, the Annexing of planets, the effects on the Prestige planets, and the existence of (and usefulness of) the Prestige tech cards.

Now would be a perfect time to start getting some feedback on both of those games!

Thanks, and I look forward to seeing feedback in the Tasty Testers Guild!


Saturday, March 19, 2016

Oblivion playtest -- with the new planets and techs and stuff! Big update with lots of details!

I played a 4p game of Eminent Domain: Oblivion today. If you've only just happened upon this blog, or if you've been living under a rock or something, Oblivion is the 3rd expansion to my card game Eminent Domain. The first expansion, Escalation, has been out for just over a year, and the second one, Exotica, is going to hit store shelves in about 2 weeks. Oblivion will likely be the final expansion for the game.

I've posted quite a bit about this expansion over the several years I've been working on it, so I'll assume you have read that, or will go read it if you haven't and are interested (go ahead, I'll wait...)

Yesterday I finally got around to making more planets for the expansion, and while I'd discussed not including any tech in this set (I feel like there's kind of already too many techs, and too many points in the tech stacks), there are some fairly obvious types of effects that would make sense to have. So I decided to make a couple of Diverse techs (requiring Metallic, Fertile, and Advanced planets), and more importantly a small stack of Prestige tech. This is because I also decided to make most of the new planets Prestige types, the idea being that Prestige planets are all about the politics.

Originally I'd made 5 planets... 1 each of metallic, advanced, and fertile with a Politics icon, and 2 Prestige planets with a replenishing Clout token. I had talked about making more planets of the Bustling variety (ones that give you actions -- there were a handful of those in Escalation), and I decided to make them all Prestige planets. Since I make prototypes on 8.5x11 sheets of paper and can fit 9 cards on a sheet, I made 9 new planets... which seemed like a good number actually, since there are 9 of each planet type in the base game. So in Oblivion, if I remove one of the replenishing clout planets, there'll be 10 of each planet type total. That means there'll be enough to go around that I can make a Prestige tech stack without worrying too much about people not being able to access it. In fact, I should probably make that stack more robust, but if I don't make prestige starting planets then it's not as big a deal.

PLANETS

Anyway, I made the following planets:
Advanced -- Politics icon, Silicon (3vp)
Fertile -- Politics icon, Food, Water (2vp)
Metallic -- Politics icon , Iron (3vp)
Prestige -- Replenishing Clout (2vp)
Prestige -- Action: Draw 2 Clout tokens (2vp)
Prestige -- Action: Recon the Agenda deck (4vp)
Prestige -- Action: Recon your deck (2vp)
Prestige -- Action: Swap 2 upcoming or Active Agendas (3vp)
Prestige -- Action: Dismiss up to 2 Upcoming Agendas (4vp)
Prestige -- Action: Discard a Clout token to collect 1vp (2vp)
Prestige -- Action: Annex a Planet (pay [POL] equal to its Annex cost) (3vp)
Prestige -- Action: Trade 1 Resource for 1vp and a Clout token (2vp)
Prestige -- Your planets gain Annex Cost: 6[POL] (3vp)

Having now played with these planets, I think some of them might need tweaks. The two 4vp planets' actions are pretty weak or narrow, but that's why I made them 4vp. I could potentially add resource slots to some of them, but historically, Prestige planet resource slots can hold "any resource", and that might interact too strongly with some of the Agendas (then again, maybe that's a good thing).

ANNEXING PLANETS

I mentioned an Annex cost in the previous section. All of the new Prestige planets have an Annex cost listed on them (they're all Annex Cost: 4[POL]). There are a few effects which give you ACTION: Annex a planet (pay [POL] equal to its Annex cost). In addition, as an option when doing a Politics role, instead of activating or dismissing an Agenda, you may Annex a planet (which of course means flip it over by paying it's annex cost).

John suggested that the Politics cards could have "ACTION: Annex a planet" on them, but for one thing, the Politics cards already have an action printed on them, and for another I wouldn't want to have to reprint all the politics cards! Also, it might be too easy to flip the Prestige planets that way.

The Improved Political Influence tile (hmm, maybe I should just call that the "Politics tile" -- "Political Influence is a very long term!) now has All planets gain Annex Cost: 7[POL] instead of the extra vp for trading at least 3 different resources at a time.

I'm not sure those costs are perfect, they may need some tweaking. I settled on 7 for the Politics tile because Improved Politics also gives you a Politics icon, so you really only need 6 other ones, and that's on par with one of the more expensive Agenda costs (and so shouldn't be impossible). It might be too high though, and I could see bringing that down to 6. 5 seems awfully low, though it's still higher than the standard Annex cost of 4 printed on the Prestige planets.

TECHNOLOGY

As I mentioned, I made just a couple of Diverse tech cards:
Diverse Lobbyist (Diverse perm L1): [POL] (a permanent politics icon)
Diverse Clout (Diverse perm L1): Whenever you draw Clout tokens, draw 1 more and then discard a Clout token.

Filibuster (Diverse perm L1): When dissenting a role, draw 1 clout token.
Party Whip (Diverse perm L1): When another player follows your role, draw 1 clout token.

And I made one of each Advanced, Fertile, and Metallic tech:
Farming Subsidy (Fertile perm L1): ACTION: Discard any number of Clout tokens. produce 2 resource for each clout discarded this way.
Grassroots Movement (Fertile perm L1): Your [COL] icons can be used as [POL].

Free Trade Agreement (Advanced perm L1): Once per turn: You may discard a Clout token to collect 1vp.
Scientific Community (Advanced perm L1): Your [RES] icons can be used as [POL].

Political Climate (Metallic perm L1): ACTION: Recon the Planet deck for a Prestige planet.
Police State (Metallic perm L1): You may attack planets by paying [F] equal to the Annex cost.

And of course, a handful of Prestige tech:
Political Annexation (Prestige L1):ACTION: Annex a planet (pay [POL] equal to it's Annex cost).

Campaign Trail (Prestige L1): ACTION: Target planet gains Annex cost: 4[POL] until end of turn.

Targeted Lobbying (Prestige L1):ACTION: Recon the Clout tokens for any one token and take it.

Call in a Favor (Prestige L1): ACTION: Trade up to 3 Clout tokens for 1vp each.

Wheel & Deal (Prestige L1): ACTION: Trade a resource for a Clout token and another different resource (doesn't need a slot).

Executive Order (Prestige L2):  ACTION: Activate the rightmost Upcoming Agenda, or Dismiss the rightmost Active Agenda. (2vp)

Prestige Clout (Prestige perm L2): Whenever you draw Clout tokens, draw 1 more and then discard a Clout token. (2vp)
Prestige Lobbyist (Prestige perm L2): [POL] (2vp)

Many of these techs are permanent because I have a few Agendas that refer to permanent techs, and I thought it would be interesting to have several in the game even when not playing with Escalation or Exotica. I feel like some might be too strong at L1, but who knows. I'm not sure if I want to keep the Diverse tech or not, I could just delete Diverse Lobbyist and Diverse Clout and make Party Whip and Filibuster into Prestige techs. Then I wouldn't have to explain Diverse Tech in the Oblivion rulebook for just 2 cards.

I currently just have a [POL] icon on each of the Prestige tech (2 icons on the L2 tech). I suppose I could make sure there are at least 6 L1 prestige techs, and put a role symbol on each (in addition to the [POL] icon).

AGENDAS

The current Agendas look like this:
* When activated or removed: Recon the Agenda deck for any 1 Agenda and put it into the center active slot.
* Return any one Upcoming Agenda to the bottom of the deck, then Recon the Agenda deck for any 1 Agenda.
* Attacking a planet requires 2 more [F]. When activated: Settle a planet.
* Attacking requires 2 fewer [F]. When activated: collect 2 [F].
* After your turn, if you have at least 1 Adv, Fert, & Met planet in play (face up), collect 1vp.
* After your turn, if you have the most Advanced planets in play (face up), collect 1vp.
* After your turn, if you have the most Fertile planets in play (face up), collect 1vp.
* After your turn, if you have the most Metallic planets in play (face up), collect 1vp.
* After your turn, if you have the most permanent techs in play, collect 1vp.
* Collect 1vp each time you play a L1 tech card for its action. When activated: Take an L1 tech.
* Colonize costs are increased by 2. When activated, Attack a planet.
* Colonize costs are decreased by 1. When activated, Settle a planet.
* Research costs are increased by 2. When activated: Take an L1 tech (ignore pre-reqs).
* Research costs are decreased by 1. When activated: You may spend [RES] to buy a tech card.
* Agenda Activation costs are increased by 1. When activated: Remove 1 Active Agenda from play.
* Agenda Activation costs are decreased by 1. When activated: Return an Upcoming Agenda to the bottom of the deck.
* +2 Produce symbols per Produce role. When activated: Produce any 2 resources (no slot required).
* -2 Produce symbols per Produce role. When activated: Produce any 2 resources (no slot required).
* +2 Survey symbols per Survey role. When activated: Take the top Planet card (face down).
* -2 Survey symbols per Survey role. You may keep 1 additional Planet per Survey role. 
* Hand size +1 for each permanent tech in your empire. When activated: Draw 3 cards & play another action.
* Hand size +-1 for each permanent tech in your empire. When activated: Draw 5 cards & ignore hand limit this turn.
* Annex costs are increased by 2. When activated, Improve Politics tile.
* Annex costs are decreased by 2. When activated, All other players downgrade Politics tile.
* Tech cards may not be played as actions. When activated: Take an L1 tech.
* You may trade Clout tokens as if they were resources. When activated: Draw 2 Clout tokens.
* [POL] icons can be used as [WAR] or [PRO] icons.
* [POL] icons can be used as [WAR] or [TRA] icons.
* [POL] icons can be used as [SUR] or [PRO] icons.
* [POL] icons can be used as [SUR] or [TRA] icons.
* Choose a resource type. +1vp when trading if you trade at least 1 resource of that type.
* Choose a resource type. ACTION: Discard that resource to collect 1vp + any other resource.
* Choose a resource type. ACTION: Discard that resource + Water to collect 3vp and a Clout token.
* Choose a resource type. ACTION: Discard that resource + Food to collect 3vp and a Clout token.
* Choose a resource type. ACTION: Discard that resource + Iron to collect 3vp and a Clout token.
* Choose a resource type. ACTION: Discard that resource + Silicon to collect 3vp and a Clout token.

I think I need to test more, but most of these seem alright. I'm not sure what a good Agenda deck size would be. I used to want the deck to be small enough that if an early Agenda got dismissed, there would be a chance to see it again later, but I think that's unlikely to matter in practice so I think I'll stop worrying about that.

ALTERNATE VICTORY CARD

I still need to come up with an Alternate Victory card for this set: Political Victory being an obvious title, but I'm not sure what to make it. All of the alternate victory cards so far have been double sided, so I might need something to go on the back. I think I had an idea for "Traditional Victory: Nobody can with with an Alternate Victory card." or something like that.

But there was also the idea that the Alternate Victory card be an Agenda, one that's always available and has a high Activation cost. Maybe that would be too easy to achieve... but maybe Traditional Victory could be such an Agenda, which means you couldn't win by an alternate victory while it's in play, but could be dismissed (for a high cost). Also, that way players wouldn't be afraid to follow your Politics role for fear of an instant win!

So what should Political Victory do? It could be a planet that's always available, need not be surveyed, cannot be attacked or settled, and can only be Annexed (with a high Annex cost), but that has a similar problem as an instant win agenda.

It would be neat if you didn't have to use the Research role to access it. The obvious thing would be to tie it to the Politics role somehow. Maybe have it cost some number of Clout tokens? Except you can just draw 1 for an action every turn and then win... Hmm. I'll have to give it some more thought. If you have any ideas, leave them in the comments!


Wednesday, March 09, 2016

More Oblivion tests and thoughts

I got some really nice comments on my last post about Oblivion, but the game has been on the back burner ever since. But I did bring it with me to SaltCon last week, and I managed to play several games, with 2, 3, and 4 players. They were a good sample of games, and they reinforced for me that the structure is sound, and that what I need to do is flesh out the rest of the expansion.

Adding tech

I'd said that I don't want to add more tech to the stacks. But it seems natural to add at least an L1 tech to each stack that has to do with with the Agendas or the Clout tokens.

Perhaps I could add a couple Diverse techs, as that stack isn't terribly big so far.

Or as mentioned in that last post, I could make a new stack of Prestige tech... hopefully that won't throw off people who read the original rules for Prestige planets which say they don't help with research (I had meant that they don't qualify you for the techs that existed at the time).

As an example, I think it would be good to have a tech that gives you a permanent Politics icon.

Agendas

I have edited many of the Agendas to try and make them all attractive to activate, but a few still need work. The key is that all Agendas have a benefit for the person activating them so that they don't just sit there being boring. Some of the really good ones are like "Increase all warfare costs by 2. When activating this agenda, settle a planet."

I created a series of 6 agendas that give everyone the action "trade [Food] and [Iron] for 4vp and [Silicon]" or similar. There are 6 so that they cover every combination of food, water, iron, and silicon. The idea being that if you produce exactly those resources, then those agendas are really good for you, and if you don't, then you can use your Political Influence tile's action to trade what you do produce for the right stuff.

I like these, and it's kind of neat to chain them together, but I don't like that there are so many of them. It's a bit boring if multiples come up, and especially if nobody tries to take advantage of them. I thought about just having 1 or 2, and letting the activating player choose which resources get traded in ("When activating this agenda, place 2 different resources from the supply onto it. Action: Trade the two resources on this card for 4vp"). Michael suggested instead that I make 4 cards, each with 1 specific resource, and let the activating player choose the other ("When activating this agenda, place 1 resources from the supply onto it. Action: Trade Water and the resource on this card for 4vp" - maybe force the chosen resource to be different than the given one, maybe not). I don't mind that idea, but I wonder if 4 is still too many such cards.

I had originally made 4 different cards that gave +1vp when trading at least 1 resource of a particular type (one for each type), and I cut that down to 2 cards where the activating player chooses the type. I suppose just 1 of those could be enough? And maybe 4 of the "Action: Trade 1 X and 1 Y for 4vp" (where X is given, and Y is chosen by the activating player) might be OK too. Worth trying at least!

"When activating, put a resource on this card. ACTION: Trade that resource for vp + any other resource" might be a good Agenda to try as well.

I made 2 agendas that adjust people's hand size: one that increases your hand size by 1 for each permanent tech you have, and one that decreases your hand size for each permanent tech you have. These hand size adjusters should probably get "When activating, draw 3 cards" or something added onto them, to encourage people to activate them. Or maybe "...draw 3 cards and then play an Action" or "...draw 3 cards and ignore your hand limit this turn." Michael suggested that instead of "Hand size -1 for each permanent tech (min hand size 3)" that it should be "Hand size -1 for each permanent tech (max -3 hand size)" because he didn't like the idea of someone's hand getting completely obliterated such that they can't play... but that would only happen if they have a lot of permanent techs, and that's kind of the point of the card, so I don't think I would want to change it. I figure that agenda might be most useful in conjunction with Escalation, to combat things like Peace Treaties. It's inclusion however might help justify adding a few permanent techs to the game (maybe 1 in each stack, for example, plus 1 Diverse or Prestige type).
 
Agendas that give you an action upon activating them seem really cool. I really like the ones that let you attack or settle a planet for example, or take an L1 tech card.
 
Maybe an Agenda that says "Collect 1 Influence when you play a L1 (3-cost) tech for it's action." would be cool. Maybe you get to take an L1 tech (that you qualify for?) when activating it. That would benefit everyone, since most players would have a couple L1 techs, but it would really benefit a player that has many L1 techs, when most of the time you'd just want a couple, then you want to get to L2 techs asap. I could imagine a strategy where you get that in play, get a lot of L1s and thin other cards out of your deck so that you're gaining a vp each turn from playing an L1 tech :)

Planets

I've been saying that I would like to add some of the tech-style abilities onto Bustling planets instead, which means adding some number of planets to the deck. I don't mind adding planets to the deck -- the more I do that, the less bad it is to do big surveys.

What I've been strongly considering is giving each planet in this set an alternate "Annex" cost in addition to the Colonize and Warfare costs. This cost would likely be about 4 or 5 in all cases. Then, as a 3rd option during a politics role, you could use the politics icons to Annex a planet that has an Annex cost. Then the Improved Political Influence tile could have the ability (instead of a trade bonus) to give every planet an Annex cost of 6 or something like that.

Alternatively, maybe the standard PI tile gives everything an Annex cost of 8, and the improved side brings that down to 6.

Another idea is to have an action that says "ACTION: Reveal X Politics icons to Annex a planet", which would be sort of like a boostable action. This could be on the Improved Political Influence tile, or potentially on a new Bustling planet. I'm not sure if I want to add a boostable action to the game all by it's lonesome though.

An interesting comment on my last post suggested that the new planets be not shuffled into the deck, but permanently available to the first player to Annex them. This is an interesting idea which merits more thought... it's not what I had in mind, but it might be a good idea.

Monday, July 20, 2015

Eminent Domain: Oblivion - a few more playtest thoughts

Yesterday at the RinCon Fundraiser game day I played two 3p games of Oblivion with John and Garrett. It was nice to see how the Agendas worked with 3 players.

AGENDA PRICES
Right before we started, I added an icon to each of the activation/dismissal prices (like I talked about in the last post), and almost immediately regretted it. Maybe that's the right way to go, but it seemed to stifle the Agendas coming into play. In the second game we reduced the costs back down. I'm not positive, but I'm leaning back toward 2/3/4/5/6 for the cost structure.

AGENDAS
I made a few more, such as "When dissenting a role, draw a Clout token." and "When dissenting a role, draw 1 additional card." When they came up in the Upcoming Agenda though, I immediately realized that those are Agendas that help everyone equally, and players don't have much incentive to put it into play. I have to remember to make sure the Agendas are more narrow, so they're likely to help some players and not others. Either that, or put an effect on them which occurs when you activate the Agenda. I did make one that says "When you activate this Agenda, return an Upcoming Agenda to the bottom of the deck and RECON the Agenda deck for any one Agenda." Therefore it allows you to put the Agenda you want into the upcoming row, and advance it a little bit while you're at it.

I suppose I could make a similar one that says something like "When you activate this Agenda, RECON the Agenda deck for any one Agenda and put it into play in the [4-cost] Active slot. Thereby making that Agenda sort of "wild" - but the new Agenda is more fragile/won't be around as long.

CLOUT TOKENS
So far I've been thinking that players would draw just 1 when following a Politics role, no matter how many Politics icons they play. In thinking about that though, it just encourages players who follow to only follow with one Politics symbol - there's not much reason to follow with more than that. The intention was that players might occasionally want to play more icons in order to help get a particular Agenda into or out of play, but that seems less and less likely helpful.

Furthermore, drawing 1 Clout token isn't necessarily better than dissenting and drawing one card - in fact, it might be worse, since the cards in your deck are more likely to have the symbols you want, and might have tech cards with 2 symbols.

Therefore, we played that you get to draw 1 Clout token per Politics symbol played when following a Politics role. I was worried that might be too much, but now I'm thinking it might be the way to go.

MARKET TILE
It occurred to me during play that I probably really want to add a Politics icon to Improved Market. And I likely need to change the title to something like "Political Influence" rather than "Market."

So far it hasn't seemed too good to upgrade to Improved Market. A Politics icon would probably help there.

It HAS seemed nice to be able to spend your action just drawing a Clout token. On those turns where you have nothing else to do, you can just draw a token for later, and even if you have an action you COULD do, sometimes it's worth drawing a Clout token instead.

So adding a Politics icon to the Market tile is a no brainer... and it seems like Agendas which jive with the upgraded side of the tile would be good.

Maybe I should remove the "trade resources" effect from the Market side and relegate it only to the Improved side - so initially you can just draw a Clout, but if you upgrade then you get a Politics icon, you get better at drawing Clout (draw 2, discard 1), and you gain the trade effect. I'm not sure if the trade effect should be usable more than once, but maybe the way to go is to just have it once, and also add that effect to some planets, an Agenda, and maybe a tech card ("Trade 1 resource for 2 other resources.")

I could probably ditch the "VP for trading 3 different resource types" from the Improved side.

PRESTIGE TECH?
I mentioned that I'm considering not having tech in the expansion, or keeping it minimal... one idea is to have many/all of the new planets be Prestige planets, and then have most/all of the new techs in the set be Prestige type - requiring a Prestige planet. It might be weird with the other expansions which allow you to start with a Prestige planet (and I may or may not want to add a new Prestige start planet or 2).

The kinds of techs I probably want to include are things like:
* Draw 2 Clout tokens
* RECON the Clout token pile for any 1 token and take it.
* Discard a Clout token: RECON the Clout token pile for any 2 tokens and take them.
* Swap the position of 2 Upcoming Agendas or 2 Active Agendas (?)
* Swap an Upcoming Agenda with an Active Agenda (?)
* Annex a Planet in your Empire (paying the [POL])
* Trade up to 3 Clout tokens for 1 Influence each (worse than Improved Trade at 1 token, but arguably better at 2+ tokens)
* Trade a resource for another resource (doesn't need a slot) and a Clout token
* Trade up to 2 resources for 2 other resources (new resources do not need slots)
* PERM: [POL] -> [Survey] or [Warfare] (or more like the ED:X translators) ?
* PERM: [POL] -> [Produce] or [Colonize] (or more like the ED:X translators) ?
* PERM: [POL] -> [Trade] or [Research] (or more like the ED:X translators) ?
* PERM: Take a standard role card from the stacks and tuck it under ~this. [POL] icons may be used as those icons. (maybe this is better - I don't want to have a bunch of permanent techs)
* PERM: [POL] (i.e. a permanent politics icon)

Wednesday, July 15, 2015

The List - July 2015

GenCon is coming up in two weeks, so it's probably a good time to revisit The List and take stock of my designs and prototypes. It's been a while since I've done this, and I'm interested to see just how much this list has changed over time!

Published Games:
Terra Prime (BGG)
Eminent Domain (BGG)
Eminent Domain: Escalation (BGG) (expansion)
Eminent Domain: Exotica (BGG) (expansion)
Eminent Domain: Microcosm (BGG)
- Isle of Trains (BGG)

Finished But Unpublished Games:
Exhibit (BGG link)
Eminent Domain: the Dice Game
Dice Works (BGG link)
Wizard's Tower (BGG link)
- Now Boarding

Current Active Designs:
- Crusaders: Thy Will Be Done (BGG)
- The Pony Express
Odysseus: Winds of Fate (BGG)
- Eminent Domain: Oblivion (expansion)
Alter Ego (BGG link)
- Isle of Trains More (expansion)
- Suburban Sprawl

Recent Designs That Are Not On The Front Burner:
- Deities and Demigods
- Rondel Role Selection

Old Standbys - games which have been around, 1/2 done and untouched, for years:
8/7 Central
Hot & Fresh
Dynasty
Kilauea
Reading Railroad
- All For One (BGG)

Old Ideas that Haven't gone Anywhere (Yet) - some of these have been getting stale as well:
Investigative/Tabloid Journalism
Red Colony
Clash of the Kingpins
Time = Money
Dating Game
Ticket Please
Moctezuma's Revenge
- Scourge of the High Seas

Let's take a closer look at some of these:
Published games:
Terra Prime (BGG)
I'd love to bring back Terra Prime as a 2nd edition, with updated rules, expansion included, and set in the Eminent Domain universe. It'd be called Eminent Domain: Origins, and one of these days it may be possible.

Finished But Unpublished Games:
Exhibit (BGG link)
I'm disappointed in the current status of Exhibit. A European publisher was very interested, but a difference of opinion on whether a certain person's IP rights were infringed has caused it to be delayed - maybe indefinitely. I checked with an IP lawyer to ensure that my understanding was correct, which it was, but the whole thing has left a sour taste in my mouth.
Now Boarding
I worked on this with Tim Fowers, who's recently finished a kickstarter for his co-op game Burgle Brothers. Maybe he'd like to print Now Boarding as his next project? Maybe I'll pitch that idea to him :)

Current Active Designs:
Crusaders: Thy Will Be Done (BGG)
I'm happy with this one as-is, but there's a desire from the TMG staff to add super-unique faction abilities (with unique upgrades and buildings, like the factions in Terra Mystica).
Odysseus: Winds of Fate (BGG)
I keep circling and iterating on this one. I need to implement the mot recent change ideas and try it again.
Eminent Domain: Oblivion (expansion)
3rd expansion to Eminent Domain. I worked out how this would play several years ago, and now that Exotica is in production I've finally started prototyping and trying it. So far, so good!
Alter Ego (BGG link)
Mike's always been a fan of this one. Back on the front burner, Alter Ego is finally shaping up. I think with a little TMG Utah input and some nice art, this could potentially be ready for a GenCon 2016 release!
- Isle of Trains More (expansion)
Dan Keltner and I are working on an expansion to Isle of Trains for Dice Hate Me/Greater Than Games to follow up our contest winning entry.
Suburban Sprawl
Working on the next DHMG/GTG contest - this time a dexterity game (which currently only uses 54 cards, plus 8 scoring cards) with Matthew Dunstan. In Suburban Sprawl you toss cards into play to build Residential, Commercial, industrial, and Civic buildings. I'm going for a light, quick game with a sort of SimCity feel that's easy to learn and play.

Recent Designs That Are Not On The Front Burner:
Deities and Demigods
Another attempt at Deck Learning, Deities and Demigods is like a role selection game, but the game calls the roles, and in random order. Players will have some control over which roles are in the deck, and can upgrade their efficiency at each role. The effects of the roles will allow players to move armies and fleets around a map in an effort to complete quests/tasks and control cities.
Rondel Role Selection
Another variation on role selection, this one got off to an OK start, but hasn't gotten any attention in a while.

Old Standbys:
Hot & Fresh
I'm a little disappointed I never finished this one, but the most recent changes (several years ago now) seemed like a big step in the right direction. I'm just not sure how excited i am about a press your luck pickup/deliver game anymore.
Dynasty
This is my shelved design that I'm probably most interested in, or at least the one I think might have the most promise as a "mediocre euro."
Reading Railroad
I always think that Reading Railroad would be a fun word-building / connection game, but the truth is that people who like word games probably don't want to play a connection game, and people who like connection games probably don't want to play a word game. Still, I'd like to finish this one day.
All For One (BGG)
All For One might be my single biggest disappointment. It is the game that really got me into the design hobby, and I thought it was good - really good - but it never got any publisher interest. It's suffered some setbacks, and now - almost 10 years later - I feel like it might be a bit old fashioned and in need of an overhaul, but I don't have the impetus to overhaul it.

Old Ideas that Haven't gone Anywhere (Yet):
Investigative/Tabloid Journalism
I think a game where you put together parts of stories and embellish them to make them work would be a cute and fun game, but the theme may not really be very desirable, so I never revisited this idea, even though I think I had the main mechanism completely thought out.
Ticket Please
A game about controlling gates in airports and moving people to their destinations, in the same scope as a Ticket to Ride seems like it could be really successful, I'm not sure why I haven't revisited this yet.
Moctezuma's Revenge
Maybe it's because I don't really like press your luck games or deduction games much, but I never got back around to Moctezuma's Revenge, even though it sounds like a system that could make for a solid game.

Tuesday, July 14, 2015

Eminent Domain: Oblivion progress

By way of update:

I have had the opportunity to play about a game and a half of EmDo with the new Oblivion stuff, and so far it's worked pretty well. Here's what I've made so far:

* Clout tokens: I have about 32 tokens with Politics icons on the back and a random role icon on the front. These are drawn randomly when following a Politics role, or as an action using the Market tile:

 * New Planets:
- 1 each of Fertile, Advanced, and Metallic with a Politics icon
- 2 Prestige planets with a replenishing Clout token

* Agenda board which goes "around" the Central Card Display (maybe easiest in the end to just replace the CCD with a new board that incorporates everything):
(I think I want to increase the costs by one, 3/4/5/6/7 rather than 2/3/4/5/6. Also, I'm not sure if I need 5 up at a time.)

* Agenda cards, with global effects which players can bring into and out of play:
- Gain +1vp when you trade at least 1 Food
- Gain +1vp when you trade at least 1 Water
- Gain +1vp when you trade at least 1 Iron
- Gain +1vp when you trade at least 1 Silicon
ACTION: Discard 1 Food and 1 Iron to collect 3vp
ACTION: Discard 1 Water and 1 Silicon to collect 3vp
ACTION: Discard 1 Iron and 1 Silicon to collect 3vp
ACTION: Discard 1 Food and 1 Water to collect 2vp and 1 Clout token
- Each player gets: Hand size +1 for each Permanent tech in their empire
- Each player gets: Hand size -1 for each Permanent tech in their empire (min 3 cards)
- Advanced planets are worth +1vp
- Fertile planets are worth +1vp
- Metallic planets are worth +1vp
- Warfare costs are reduced by 1
- Warfare costs are increased by 1
- Colonize costs are reduced by 1
- Colonize costs are increased by 1
- Research costs are reduced by 1
- Research costs are increased by 1
- Each player draws 1 more card per Survey role
- Each player draws 1 fewer card per Survey role
- When activated, return an Upcoming Agenda to the bottom of the deck. Agendas cost 1 less Politics icon to activate.


Additional ideas for Agendas:
** Whenever a player collects Influence, remove 2 Influence in the supply from the game as well.
** Players may spend Influence to boost or follow any role (return it to the supply)
** Player may trade Clout tokens as if they were resources.
** Each player draws 2 fewer cards per survey role. Each player may keep 1 additional planet per survey role.
** [POL] -> [SURVEY] 
** [POL] -> [WARFARE] 
** [POL] -> [PRODUCE] 
** [POL] -> [TRADE] 
** Discard [POL]: [POL]->[RESEARCH] this turn or ACTION: [POL]->[RESEARCH] this turn
** Discard [POL]: [POL]->[COLONIZE] this turn or ACTION: [POL]->[COLONIZE] this turn

* Market tile with the following abilities:
Market
ACTION: Draw 1 Clout token
ACTION: Trade 1 resource for another (the new resource does not need a resource slot)
Improved Market
* ACTION: Draw 2 Clout tokens then discard 1 Clout token
ACTION: Trade 1 resource for another (the new resource does not need a resource slot)
ACTION: Trade 2 resources for 3 other resources (the new resources do not need resource slots)
* Get +1vp when trading at least 3 different types of resources in one Trade role

Thoughts after playing with these:
* Some of the agendas need to be more potent. For example, instead of reducing research costs by 1, maybe it should reduce by 2... making research VERY hard to do while that Agenda is in play.
* I might have too many trade-centric or resource-centric, agendas. Do I really need the 4 that say "Gain +1vp if you trade any of ~this type of resource?"
* The Market tile could be simplified. Specifically, Improved market doesn't need to generate additional resources - it can just let you trade 1-for-1 twice, and it vacates the resource slots, which is handy.

New ideas: No tech cards, and annexing planets with political influence!
I am toying with the idea of not including any new tech cards in Oblivion... I feel like there are too many techs out there. But I have some effects I want in the game such as RECONing the Agenda deck, messing with Upcoming and Active Agendas, and interacting with Clout tokens. I was going to make just a couple of tech cards - maybe 2 of each type, to keep from bloating the tech stacks any more than necessary. 

But maybe I could do without adding any new techs at all. In Escalation I introduced Bustling planets, planets with Actions in their game text space... they all cost a Destroyer to attack, or 4 colonies to Settle. Perhaps I could put the effects I want in Oblivion onto Bustling planets!

However, I am designing each expansion to be usable with the base game only - I don't want people to be forced to use Escalation (and the Fleet tile) in order to play Oblivion. So I cannot have these new Bustling planets cost a Destroyer to attack. I could just give them "normal" warfare and colonize costs, but that seems boring. Thinking about it, I do have a new resource in Oblivion... maybe I could have these new Bustling planets cost Clout to flip! It'd be like you're annexing planets with your political influence!

So, how to do this? Here are some options that come to mind:
* Put POL icons in both the Colonize and Warfare costs, and explain in the rules that you flip these by doing an "attack" or a "settle," and boosting it with the correct number of POL icons (from Clout tokens, Politics cards, or planets in your empire)
* Replace the Colonize and Warfare costs with a new "Annex" cost (in POL icons), and explain in the rules that the way you flip these planets is by using the Politics role (use all Politics icons played to either: 1. activate an Upcoming agenda, 2. remove an Active agenda, or 3. Annex a planet)
* Like the previous bullet, but have the Annex cost in addition to the regular (higher than average) Warfare and Colonize costs - so they are expensive planets, but you could do better via Politics.
* Have an Annex cost (in Politics icons - either in addition to or instead of Warfare and Colonize costs), and then have the Market tile (change the name to Political Influence tile?) say "ACTION: Annex a planet" (explaining in the rules that that means splaying the required number of POL icons).
* On that note, have such an action, and explain in the rules that ANY planet may be Annexed, where the Annex cost is equal to the Warfare cost + the Colonize cost (in most cases this is 9). Then I wouldn't need to print a separate Annex cost on the planets (though I could still make new planets with an Annex cost that's either instead of or that's less than the normal Annex cost for the planet).
* I'm sure there are other ways to do it as well, but I will stop here.

Please let me know what you think, especially about the new idea for Annexing planets, and putting actions on them instead of making new tech cards!

Friday, June 26, 2015

Eminent Domain: Oblivion - prototyping

I've been doing some prototyping this week - in addition to updating all my Alter Ego files, I've finally gotten to work putting together a prototype for Eminent Domain: Oblivion!

Here are some pics to prove it:

 Clout Tokens

Agenda Display


In case you don't recall, the basic idea of the Oblivion expansion is that there are Agendas, which are global effects that apply to everyone. You can bring them into and out of play via the new Politics role.

When choosing the Politics role, you will reveal a new Upcoming Agenda from the deck, placing it in the leftmost (most expensive) slot in the Upcoming Agendas row (above the Central Card Display) - sliding other Upcoming Agendas down to make room. Return any Agenda sliding off the rightmost space to the bottom of the Agenda deck.

You may boost the role as normal with Politics icons, and other player may follow (playing Politics icons of their own), or Dissent (drawing a card as normal). After all players have Followed or Dissented, you may use ALL Politics icons played (by you and your opponents) in order to EITHER:

1. Activate one of the Upcoming Agendas, moving it to the leftmost (most expensive) slot in the Active Agendas row (below the Central Card Display) - sliding other Active Agendas down to make room. Return any Active Agenda sliding off the rightmost space returns to the bottom of the Agenda deck.

OR 

2. Remove one of the Active Agendas, returning it to the bottom of the Agenda deck.

In order to do either of these, you must have the required number of Politics icons, printed on the board in the Agenda's current slot. Again, you may count ALL Politics icons played by yourself and your opponents.

In return for offering their Politics icons, opponents who Follow your Politics role draw 1 Clout token from the supply. Clout tokens depict a Politics icon on the back side, and one of the other role icons on the front. These tokens may be kept until spent to boost or follow either a Politics role, or whichever role the other icon applies to. For example, a token with a Produce icon on the back may be spent to boost a Politics role or a Produce role.

I expect that sometimes players will Follow a Politics role because they want to hep the active player get a particular Agenda into or out of play, and I expect that other times players will Follow just to collect a Clout token. Still other times I expect players to Dissent, perhaps because they don't want to help the active player out, or perhaps because they need better cards for their own turn.

My current draft of Agendas might not be spectacular. I just wanted something to test out. I think many of them will need to be more impactful things that really stand to help or hinder someone's strategy.

In the lower right corner of that 2nd pic you might even be able to see the Market tile I mentioned before. For a first draft I went with the following version: 

Market:
Action: Draw 1 Clout token, then discard 1 Clout token.
Action: Exchange 1 resource for another (store it in the same slot the traded resource came from).
Research: Spend 3R to upgrade to Improved Market.

Improved Market:
Action: Draw 1 Clout token, then discard 1 Clout token.
Action: Exchange 1 resource for another (store it in the same slot the traded resource came from).
Action: Exchange 2 resources for up to 3 other resources.
+1vp whenever you Trade 3 different resource types in 1 Trade role.

I intend to make a few techs that interact with Clout tokens and Agendas, maybe swapping the locations of Upcoming or Active agendas (making them more/less expensive to activate/remove, or making them stick around longer) for example. I think I will keep the tech to a minimum though, since I've added so much in the other expansions. I think this one will be mainly about the Agendas.

Now, to playtest!