Monday, October 20, 2008

Odysseus: Winds of Fate - another idea

I just came up with an alternate 'investment' idea for Winds of Fate. Recall that the basic structure is that players bet or invest on whether Odysseus will make it home or not, and then attempt to influence each Adventure along the way to that end.

The new idea is that there is a track indicating the 'value' of each coin invested. Players earn coins through "good play" in the Adventure mini-games, and then they can either invest them (a bet that Odysseus will return home safely), or not.

Each adventure won by Odysseus will increase the value of the track, thereby increasing the value of coins invested. Each adventure lost will decrease it. A safe return home will increase the value by several units. At the end of the game, the track will indicate how many points each invested coin is worth. Uninvested coins are worth 10 VP apiece (the track would start at 10).

So betting on a safe return could end up in lost money if Odysseus loses too many adventures along the way, but could end up with a positive return if he doesn't. Betting on failure means not investing coins. Of course coins could also be spent in order to draw cards, or otherwise influence the individual adventures.

Any thoughts on this alternate structure?

Monday, October 13, 2008

I'm stuck!

One of the best reasons I can think of to collaborate with another person in a creative endeavor is that it will help get you past the inevitable point where you get stuck.

I've been trying to revive Odysseus: Winds of Fate lately, and Ive been giving a lot of thought to the structure of the game. I'm happy with that:

Odysseus's ship moves from location to location, and at each stop there's an adventure. "Winning" the adventure means he gets closer to home, "Losing" it means he moves further from Ithaca. Either the ship reaches Ithaca, or all the crew dies trying. Players are Sisters of fate, betting or investing in the final outcome of the voyage, and also influencing each of the adventures. Players should be rewarded for "good play" (whatever that means) during each adventure, as well as for bets/investments that turn out to be correct.

So the structure is there, but I'm stuck on the main mechanics that should be used to resolve each adventure. I can't get away from the original idea I had - card play sort of like Taj Mahal. I would like to come up with mechanics which go along with the theme of the game, and I don't know if Taj Mahal card play is the way to go - but I can't think of anything else... I'm stuck!

I need to get back in touch with Nando on this - the guy I was working on the game with in the first place (it was originally his entry to a BGDF Game Design Showdown). Maybe he can help me either find a new mechanism that would fit, or help find a way to make the Taj Mahal card play work better.

Sunday, October 12, 2008

10/11/08 playtest: 8/7 Central and Invasion of Trishula

According to my record keeping, I haven't played 8/7 Central since January 2007. I've been meaning to get back to it and fix the stuff I didn't like all this time, but it seems I just never got around to it.

Mohan has asked for the current state of the game, and I have yet to get him any information (sorry Mohan!) - I sat down to figure out what exactly to send him and realized Eric was coming over to playtest, so I would be able to try 8/7 Central again, with the latest ideas implemented, and then send Mohan up-to-date information.

8/7 Central
I incorporated the recent ideas into the game:
* No auctions - instead you buy programs from a track like Civ cards in Stone Age.
* During Setup, players were simply dealt a random program for each day, then paid for those out of a starting $30.
* As an action a player could purchase a program and place it directly into their lineup, or move a program from one time slot to another. As a result of the move/placement, another program could potentially be 'bumped' into the player's 'hand' - which doesn't count as being in play, but may be moved back into the lineup with a future Move action.
* All advertisement cards were removed from the deck (even the special ones I planned to keep). Any card could be placed face down as an Ad. Placing an Ad rewards a player with $1 immediately, and $2 each time that program is viewed. There can still be 1 ad on a 1/2 hour program and 2 on a 1-hr program.

All of these changes seemed to work well. I believe $30 is too much to start with, it used to be $30 when players would start with 6 programs, for which they would bid in an auction, and I felt like that was a good number. Now the prices are a little lower (due to no bidding), and they started with only 5 programs, so they had plenty of money to start with and weren't pressured to get more in the early game. However it did seem that as they spent their money, it got appropriately tight, so this wasn't a problem.

I think the next time I will start players with fewer shows. My first thought was to have people start with a random program on Monday, Tuesday, and Wednesday, and let them buy new ones for Thursday and Friday... but Ben suggested starting the first week on Wednesday and just having a 3 day week. I think the first week or week and a half will be mostly a setup week to get your lineup going, so having a short Week 1 seems like a really good idea.

I'd like the early game to be about filling out and building up your lineup, and the late game to be about aggressively going after Victory Points by moving strong programs to compete with your competitors. Maybe to emphasize this there should be a ramp-up of Victory Points... I was going to say "award 1vp/Genre during Week #1, 2vp during Week #2, 3vp during Week #3, and 4VP during Week #4" (I'd like the game to last at least 4 weeks) - but 4vp at a time seems way to much compared to 1 in the first week. Maybe 0/1/2/3 would be alright. Or maybe 1/1/2/2 VP for weeks 1/2/3/4.

Alternatively, maybe the game should only last 3 weeks, and then 0/1/2 could be feasible. There's a problem with a shorter number of weeks though, which I'll talk about later. Ben also suggested giving more weight to Friday programming because thematically, that kind of thing happens in real life (I guess more people watch TV on Friday nights). I don't think this is necessary, and in fact I think it kind of happens naturally since there are lots of actions available each week before Friday is scored - while there are only a couple before Tuesday is scored. However it might be interesting to offer an extra VP in each category for Fridays to give players something to concentrate on (the big point Fridays, or easier, smaller points the rest of the week). It's an idea worth considering.

The Moving/Placing programs as an action seemed fine to me. There was a small problem with the purchasing mechanism though. When the queue fills up with programs that are unattractive, then nothing will change that except purchasing a program. But nobody want's to purchase an unattractive program! So what I think needs to happen for that mechanism to really work is either (a) as an action, a player can wipe all or some of the queue clean and replace with cards from the deck, or (b) at the end of each day simply remove the program in the cheapest slot and slide the rest down. The removed program could be discarded, or placed on the bottom of the program deck, or whatever. If deemed necessary, this could also happen an additional time at the end of each week.

The new advertisement mechanism worked beautifully - just as I'd hoped it would. Players now have the choice between Fundraising (discard a card for $2), and playing an Ad (for $1, and potentially more later) - which seems good. Normally an Ad is better, but if you are in a bind and need that extra buck, you can get it. Also, in the endgame there's a way to get more than $1 at a time (via Fundraising action).

The game really needs to be longer (more weeks) so that shows can build up, gain Ratings counters, ads can yield revenue, etc. Maybe an additional die roll at the end of each week would help - ALL programs would be checked for hits, allowing more programs to be viewed, gain ratings counters, and yield revenue. This could be a tricky way to add virtual weeks to the game without adding to the game length.

The game length was an issue - we played for 2 hours and cut the game short after 2 weeks. People's turns were taking entirely too long. I think the fact that this was a 4 player game (maybe the first time this was played with 4 players) might have been part of it, as well as the fact that it's difficult to see who has what on each day - the information isn't organized very well. I've had an idea to make a central board where you place your programs, so it's easy to see who has what on each day - but even better than that might be a central board which has a chart for each Genre on each day, and each player has a marker in each column - this would simply show your current level in each genre on each day. Then at a glance you could tell which genres you're winning on a given day, and how close you are if you're behind. I think that will cut down on people's turn lengths considerably, but I still worry the game might take too long.

Let's see... in a 4 player game lasting 4 weeks (with the 1st week curtailed to 3 days) each player gets a total of 18 turns, and there are 22 status update phases. That's about 94 'turns' worth of time. For the game to take a reasonable amount of time (with 4 players, maybe 75 minutes, max) then each of those turns needs to average just 45 seconds. I just hope that's realistic.

The good news is that the players felt the game worked alright (aside from the information processing snags, and some number balancing), and was fun. They said they thought it's definitely worth pursuing.

The Invasion of Trishula
After some discussion on 8/7 Central we played Eric's game: The Invasion of Trishula. I'd played this before, but not since a year ago June. The basic idea of the game is pretty neat - 3 players are co-existing on a planet, sort of fighting amongst each other for territory (and therefore resources). Then a common enemy arrives to invade their planet. The game is won by the Invader player if they reach the Temple. If the Trishulans (the other three players) successfully defend the temple until the end of the game, then the Invader loses, and the winner of the game is the Trishulan with the most VPs.

You gain VPs by (1) occupying ("Defending") the temple, (2) sacrificing (or donating) resources to the temple each round, and (3) defeating Invader units in combat. it costs a couple VPs to attack Trishulans. There's a neat mechanism wherein at the beginning of the game, the Trishulans aren't very aware of the Invader, so the amount of resources they can gather and a few other things are at a certain level becasue they're not worried or concerned with the invasion. As the Invader kills your units or contaminates your territory, you become more and more aware or upset, and after a point you become more dangerous to the invader, and at that point your rewards/incentives shift away from bickering with your fellow Trishulans. The idea is that you begin fighting amongst yourselves, and over time you become aware of an ever-increasing invasion force, so you are supposed to band together and protect against it (or die).

The biggest problem with this game, for me, is that any game with a common enemy and a single winner is just begging for a Kingmaker. Some people don't mind that in games, where at the end of the game it comes down to player A making a choice which either makes player B win, or player C win, and neither option has a net effect on themselves. In fact, one could argue that every game is like that, but the "kingmaker" decision is not obvious, and occurs well before the game is actually over. However I for one agree with those who feel that is a design flaw. When playing a game and coming to such a decision, I feel deadlocked. I feel I can't reasonably choose one over the other, so what am I to do? Randomly choose the winner of the game? Vinci is a game that I actually enjoy, which sometimes comes to a kingmaker decision in the end. Tyler used to argue that the point was to get so far ahead you couldn't get kingmade out of the win. In that respect you could consider a win one in which you were that far ahead, and anything where kingmaking happened a tie I suppose - or you could consider the game a sort of diplomacy game, where you don't want to be the guy that was picking on the eventual kingmaker the whole time - or he won't make you king!

That said, I don't think there's anything that can be done about kingmaking in such a game. One idea might be to hide Victory Points, so that it's not obvious ho is winning. However, if VPs are hidden but trackable, then in essence they're not really hidden at all (many people don't bother hiding trackable information, and there is good reasoning behind that, even if I don't necessarily agree with it). The next logical step would be to make VPs hidden and not trackable. Not sure how that would work exactly...

The rest of the game seems a lot better than it was the last time I played. The game attempts to balance an exponential growth of the invading force with a linear regression of the strength of the Trishulans in such a way that at the climax of the game it will come down to player action as to whether the Invaders succeed or fail. In that respect I think the game is succeeding. There are still some balance issues, and some aspects of that system that aren't right, but I think it's getting pretty close. In our game it did come down to the wire, and while a couple of us had a rule or two wrong, in retrospect the Invader may have in fact been able to win.

Suggestions made after the game were, in no particular order...
* The Trishulans started with 65 units in play - WAY too many. That could be scaled down to 40 or maybe even fewer.
* The first round was intended to be for the Trishulans to do some stuff without the invaders in play yet, so the invaders start on the 2nd turn. Maybe better would be to 'pre-play' that first round, and start the game with the Trishulans in a reasonable position (where they'd be after 1 round of play) and begin with the Invader arriving.
* The invader never sacrificed any resources - she couldn't afford to. There's a mechanism wherein something happens if the invader sacrifices more than the combined Trishulans, but since the invader cannot afford to sacrifice, that thing will never ever happen. I suggested that this other thing that the Invader can (and wants to) pay for right before the sacrifice be folded into the sacrifice - where "as long as the invader sacrifices X resources, that thing happens." There's an analogous thing for the Trishulans, so I think it fits well.
* Eric forgot a rule about movement which would have helped - that you can move 2 spaces if moving through friendly territory. This is important because otherwise units get stranded on the board and cannot do anything. But moving 2 when attacking is too good, so the rule should be that you can only move 2 spaces if you're moving through your own territory (probably ending in your own territory), and you can only move 1 if you're attacking a unit or in fact moving into territory that's not your own.
* The points awarded for occupying the temple were atrocious. Originally it was a straight 25 points for being in the temple. That was too much. This time it was 3vp per unit in the temple (irrespective of who's unit) - which meant when Eric and I each brought 12 units into the temple, we gained 24*3=72 points against Rif, two rounds in a row. There's no way he could come back from that - so obviously that was not the right reward. Eric's intention was to reward players for 'cooperating' to defend the temple. I see where he's trying to go with that, however I think the long and short of it is this: The reward for cooperating in the temple (being friendly and not killing each other in that location) is "being able to defend against the invader". The penalty for not doing that is "you all lose the game". Therefore I don't think it's so necessary to have a VP reward for cooperation in that respect. The VPs from the temple need to be more in line with the other VPs in tha game (mainly the VPs from sacrificing - as you sacrifice 1x/round, and you get temple points 1x/round). Note also that you sacrifice resources for points each round, while temple points don't cost you anything. So maybe a better VP reward (if it must increase for sharing) would be "each player in the temple gets 3vp per player in the temple" - which means you either get 3 points on each opponent, or 6 points on 1 opponent, or you net nothing if all three players are present. This is also irrespective of the number of units there... the reward for having more units there might be defending vs the invaders anyway...
* Actually, this is counter to my last statement... a thought I had last night was that there should be an opportunity cost to hanging out in the temple en-mass. So if temple VPs is based on the number of people you have in there, then those units are getting you VPs instead of getting you something else. I'm not sure what - maybe you should need a unit on a space to get resources from it? Or maybe having a static VP reward is the answer, so piling guys into the temple simply doesn't do much for you in the early game - except keep you from being kicked out by your opponents.

That was sort of a disjointed, stream-of-consciousness report, but hopefully helpful in some respects.

Friday, October 10, 2008

I'm such a slacker!

I have been seriously slacking where it comes to game design lately. The Hippodice (game design contest) deadline is approaching, and I'm not sure which game - if any - is in good enough shape to submit!

Of the games on the list, there are several which are (still) partially prototyped, and I'm spinning my gears trying to decide what version of rules to use. The list is only getting longer, here's an updated list:

Old Standbys - games which have been around, 1/2 done and untouched, some of them going on 3 years now:
- 8/7 Central
- Hot & Fresh
- Dynasty
- Odysseus: Winds of Fate
- Kilauea
- Reading Railroad
- Rodeo Drive

Old Ideas that Haven't gone Anywhere Yet, But Probably Should - some of these have been getting stale as well:
- Investigative/Tabloid Journalism
- Red Colony
- Clash of the Kingpins
- Time = Money
- Knights Templar

New Ideas that Haven't gone Anywhere Yet, But Probably Should:
- Dating Game

New Ideas that I've started actually prototyping or testing:
- Ticket Please
- Moctezuma's Revenge

I have lots of ideas for several of these games, so many that I think I'm overwhelmed and am not making any progress on any of them!

Wednesday, October 01, 2008

BGG.con coming up!

It's getting close to November, which means it's getting close to time for BGG.con! I don't think I prepare for any trip as far in advance as I do for this convention. I bought plane tickets months ago, I arranged hotel accommodations (sharing a room with a friend from previous years), and now - still 6 or 7 weeks before the con, I'm posting a sign-up list on BoardGameGeek for playing unpublished games.

I did this last year and I think it was successful, so I intend to make it an annual thing. I'm trying to help grow the burgeoning game design community the only way I really know how - by designing games, and bringing unpublished games to conventions to drum up interest!

Not all the games I bring are my own. I have several friends from the Board Game Designers Forum who have designed some excellent games, and I have made or obtained copies of some of them.

My action isn't entirely altruistic though, I'm constantly trying to find a way to get some of these games, by myself or my friends, published. Several publishers will be in attendance at the convention, and it would be great if I could show these games to them as well - though so far that hasn't gone as well as I'd hoped. But it's still great to get the games played and hear feedback from players.

So I'll see you at BGG.con - sign up to play some unpublished games!

Thursday, September 11, 2008

Moctezuma's Revenge - first playtest

Ben and I ran through a 2 player game of Moctezuma's Revenge tonight - it took maybe 40 minutes. The rules are simple, the game is pretty simple, and I wondered if it would be interesting to play or just boring.

While at first I was skeptical, and the action felt a little uninteresting, I'm happy to report that as the game developed it did feel more fun and more interesting. There were a couple of issues that I'll address for the next playtest, which will be tomorrow night, probably with 3 players:

* With the 5 actions a turn, and the only thing costing 1 action being "move", there were a lot of times when you simply had to waste an action. This felt crappy, and I remember from All For One playtests that players don't like that. I considered just making it 3 actions per turn, so you could move and search a little, you could move, move, move, or you could spend your whole turn searching a temple - no wasted actions! Another idea which I think I'll use instead (or in addition) is to add an action when searching. Currently it's 2 actions = draw 2 cards, keep 1; 3 actions = draw 5 cards keep 1. I think I'll add 1 action = draw 1 card, keep none. (cards not kept go on the bottom of the Temple deck).

* I think peeking at 2 or 5 Curse chits at a time s pretty powerful - I'm going to try making it 1 action = peek at 1 chit, 2 actions peek at 3 chits, no option to spend 3 actions looking at 5 chits. So maximum in one turn you could look at 3+3+1=7 chits, which happens to be the same maximum per turn under current rules (2+5), but I think that will be better overall. I might reduce the actions to 3 per turn as well, which means in one turn you could look at a maximum of 4 chits. I would like it to be worth looking at some chit sometimes, but not worth it to spend a bunch of urns just looking at chits.

* I'm thinking for the Clue temples - in order for the treasures to 'count as clues' and score the bonus, maybe they ought to have to be larger than 1vp worth... or "one from each temple, minimum value 2 (or 3)". Or maybe the value of the bonus could be the sum ff the values on the set of cards collected, you just have to get 1 of each to score them.
Edit: I'm liking the idea of scoring based on the actual cards you take out of the temple... part of the game I kind of like is acting based on your opponents' actions, so if they pull out a 5vp card vs a 1vp card, that should mean something. I think for the Lost City clue temples to be interesting, they should encourage taking a larger valued clue.

* I might try a more random method of determining which temple's curse chits are revealed each round, Ben suggested rolling 2d8, which would speed up the game some, but not too much because often the die would come up 8 (when nothing would happen), and once temples start to get fully flipped, they could be rolled again (in which case probably nothing happens). The strict flipping of 1 chit each round seemed to work fine, but it might have given us too many turns each. I think it would be neat if you could visit every temple and collect 1 card from each only if you don't dilly-dally or stop to do research.
Edit: I think I'll stick with a mechanical "flip the next chit" rule for now.

Tuesday, September 09, 2008

Moctezuma's Revenge! - Rules

MOCTEZUMA'S REVENGE
by Seth Jaffee
A game of research and exploration for 2-6 players

Overview:
At the height of the Aztec empire, great temples were built for the Kings. When their time had come, the Kings were entombed in their temples to be revered forever, surrounded by great treasures of the Aztec people! While researching the temples it’s easy to make off with Aztec treasure, but some of the kings are cursed!

Research the temples and collect treasure, but beware of cursed treasure – it’ll count against you! Also, some temples contain clues to the whereabouts of the fabled lost City of Gold! Find all the clues and lead the way to El Dorado!

Components:
1 Game board with spaces for 10 temple decks, as well as a chart for Aztec king names and spaces for curse chits.
16 Curse chits – 7 “Cursed!” And 9 “Safe”
10 Temple decks of 11 cards each, labeled with a number (1-10) and with a VP value (5/3/3/2/2/2/1/1/1/1/1)
10 Name cards – 7 with names of Aztec kings, and 3 that indicate Clue temples
6 Researcher pawns in 6 different colors
1 pad of Record sheets

Setup:
Shuffle the Name cards face down and distribute 1 to each Temple deck. Shuffle the temple decks separately and place them in the 10 temple locations on the board.

Mix the Curse chits and distribute them face down to the 15 Curse Chit spaces on the board (next to the names of the Aztec kings).

Each player chooses a player color and places the Researcher of his color on the Library space.

Randomly determine who will play first. Play will continue clockwise around the table.

Turns:
On your turn you will have 5 Action points to spend. The actions you can do are:
Move:
1 action: Move your Researcher to an adjacent location.
Research Kings (at Library):
2 actions: Peek at 2 face down Curse chits.
3 actions: Peek at 5 face down Curse chits.
Explore Temple (at a temple):
2 actions: Draw 2 temple cards. Keep 1 and put the rest on the bottom of the deck.
3 actions: Draw 5 temple cards. Keep 1 and put the rest on the bottom of the deck.
* Note: you may never keep the Name card from a temple deck.
After each player has had 1 turn, flip 1 Curse chit face up (start with the first column of chits, turning up the topmost face down chit, then moving to the 2nd column, and finally Moctezuma’s 3rd chit).

Game end:
When Moctezuma’s 3rd chit is turned face up, the game is over and scores are tallied. Determine which treasure cards come from a Cursed temple, which come from a Safe temple, and which come from a Clue temple.

Each temple card from a Safe temple scores the number of VPs on the card. For each treasure card from a Cursed temple, subtract the VP value on the card from your score. Double the points scored or subtracted from the temples of Moctezuma I and Moctezuma II. All treasure cards from Clue temples are worth zero points, but if a player has at least 1 treasure from each Clue temple, that player scores a 12 point bonus for finding the City of Gold.

The player with the most points is the winner! In case of a tie, the tied player with more total treasure cards is the winner. If still tied, the players in question share the victory.

Monday, September 08, 2008

Moctezuma's Revenge!

The other night at dinner an odd thought crossed my mind and then I uttered the phrase

There ought to be a game called Montezuma's Revenge

What popped to mind was a game wherein there are Aztec temples, one of them home to the cursed Aztec king Montezuma (actually "Moctezuma," but you know us English speakers). The initial idea was to send researchers out into the many Temples on the board to loot treasure, and every once in a while any researchers who had looted the tomb of Moctezuma would die. Using this information, you would deduce which temple is cursed, while also trying to get uncursed loot for points.

I wasn't immediately sure how to have players find out if their researchers died without knowing which temple was cursed, so I went with the second idea, which I've fleshed out into Version 1.0 of the game. I hope to have a prototype ready and playtest it this weekend. Here's what I've got at present:

There are 10 Temples on the board, plus a Library. These are the locations a player can visit with his Researcher pawn. The Temples are numbered 1-10, and each has an identical deck of cards representing the treasures inside. The decks have 11 cards in them with VP value distribution as follows: 5/3/3/2/2/2/1/1/1/1/1. A Name card will be shuffled into each deck as well to indicate which Aztec king the temple was built for. The front of the card indicates it's VP value as well as which Temple the card is from. The backs are all identical.

On the board there is also a column with 7 names of Aztec Kings - these are the same names that are on the name cards shuffled into the temple decks. But there are 10 temples, not 7... the other 3 are labeled "City of Gold" or "El Dorado" or "Akator" or something like that. Those temples aren't actually the lost City of Gold, but they contain clues to find it. Next to each of the 7 Kings' names are spaces for 2 Curse Chits (3 for Moctezuma's temple) - the City of Gold clue temples are not cursed. There are 15 Curse chits, about 6-8 of them marked as "Cursed" and the rest "Safe". These chits get distributed face down in the spaces by the names, thus if a name has any Cursed chits by it, then that King's temple is considered Cursed.

On your turn you have 5 actions to spend. Actions and costs are:
* 1 action: Move to an adjacent temple (or Library)
* 2 actions: At Temple, draw 2 cards, keep 1 (you can't keep the Name card)
* 3 actions: At Temple, draw 5 cards, keep 1 (you can't keep the Name card)
* 2 actions: At Library, peek at 2 face down chits
* 3 actions: At Library, peek at 5 face down chits

After each player takes a turn, one of the Curse chits is turned face up. When all the Curse chits have been revealed, then the game ends. So over time the cursed temples become known, and the game will end after 15 rounds. Actually, I have an idea to make that "15 rounds or so" - but I'm not sure if I like it or not.

At the end of the game you score points for all treasures that came from Safe temples, and you lose points for all treasures that came from Cursed temples. Any treasure card from Moctezuma's temple is worth double the printed value (either good or bad). All treasure cards from City of Gold temples are worth 0 points, but having at least 1 treasure from each scores you a bonus for having found the lost City of Gold.

I hope to have a prototype by this weekend to try out. I'm sure I'll post about how it goes!

Late thought: Another way to do it might be to NOT have the Name cards in the decks, but instead have face down chits numbered 1-10 in front of the names in the column on the board, and allow people to research that as well. Not sure if I like that or not, it just came to mind and I wanted to type it out before I forgot. This would mean the decks could have different backs, which might be a little easier for sorting. Action costs might be:
* 2: Look at 1 face down Temple ID chit
* 3: Look at 3 face down Temple ID chits

Friday, September 05, 2008

strāt'ə-jē

Strategy (strāt'ə-jē): A plan, method, or series of maneuvers or stratagems for obtaining a specific goal or result

In a discussion online today I encountered a speed bump in communication between myself and 2 of the people I often chat with, JC Lawrence and Ben Keightley. They said they didn't believe in "multiple paths to victory" - that it was a bewildering concept, and in the end had no actual meaning. Rather it's one of those catch-phrases that people adhere to without ever bothering to look back to reality.

In my mind that's not the case at all. To me, Multiple Paths to Victory means more than 1 distinct strategic approaches to the game. When I mentioned this, Ben said something I found interesting, and which explained to me why we weren't seeing eye-to-eye:

< cocadieta >: Puerto Rico has one dominant strategy. The dominant strategy, documented flawlessly on BGG, is to first establish income sources, then generate income, then turn that income into points.

To me, that's not a Strategy, it's simply how you go about games with economic engines. It's like saying "My strategy is to win the game!" No shit.

I guess in a general sort of definition, what Ben proposes is a Strategy, but to me that's not useful for discussion of any game in particular. At the genre level sure - "establish an income engine and then establish a VP engine" is a way to approach economic engine games. I could say that in Agricola you need to get a food engine going before you start increasing your family and building up your farm. In Puerto Rico you need to get some kind of cash crop in order to establish income before you can start shipping or building in earnest. To that extent maybe this overarching plan is the "Strategy" you can go into the game - any game - with.

On the game level though, when discussing a particular game, I find it more useful to consider more local strategy than that. Once you determine what type of game you're playing, the global - genre level - strategy becomes common sense, and now you need to consider game specific strategy. In my mind there's still room for both long term strategy as well as short term tactics at the local, game level, and that is distinct from a genre-level general over-arching strategy.

So when I say that Puerto Rico has 2 main strategic paths, Shipping and Building, I'm referring to local (game level) strategy. I agree that as a game in the Economic Engine genre there's a global (genre level) strategy of "establish income, then generate VPs," but to me that's not useful for any kind of discussion.

One thing I like in a game is multiple paths to victory. By this I mean more than 1 distinct strategic approach at the game level to establishing that engine, or to acquiring those VPs. When designing my games, and when looking at other designs, this is what I'm considering. To me it's more useful than general strategic commentary such as "score more points over the course of the game than the other guys."

Wednesday, September 03, 2008

8/7 Central - thoughts on the plane

In the airport on the way to L.A. for Gateway 2008 (convention report forthcoming) I pulled out my notebook and wrote the following:

Friday 12:30: Leave Tucson, 2:00 arrive L.A.
On the plane I should either work on Ticket, Please! cards or else 8/7 central. We'll see how that goes. Time to board!


With that in mind, I went through all the 8/7c cards on the plane and read them, looking for what adjustments would be necessary to jive with the recent ideas I intend to implement for the game.

As a side note, I happened to notice that many of the cards were in sleeves backed by not junk, but good Magic cards, such as Beta Sinkholes, Hypnotic Specters, Ehrnam Djinns, Contagion, Hymn to Tourach, Dark Ritual, Winter Orb... I could have made a pretty good deck out of that!

I removed a couple of cards from the deck that no longer made any sense, and I made minor adjustments to about 8 other cards, some to make them work, some just to clarify.

I also postulated a central board which would display each player's lineup, and the Monday shows would all line up on Monday. This might read better than having the program cards in front of you and having to read everyone's cards upside down and backwards. The board could also house the Program Track from which I hope programs will be purchased.

Now to playtest!

Strategicon report - work in progress

Last weekend I went to Los Angeles for one of the 3 annual Strategicon game conventions - Gateway 2008. I like Strategicon because they have a lot of mini tournaments at which I can usually earn some dealer dollars to spend on a new game. I also like that it's usually a cheap plane ticket and a short flight to get to L.A. - and now I have a lot of friends out there to hang out with.

Here's a brief summary of my trip. I was in something of a daze for most of it, as I really didn't sleep at all, but according to my notes this is what went down.

Friday 8/29/08:
I arrived on the scene and immediately saw Greg Richardson at a table where the Ticket to Ride card game was being taught. I ha never played that game, so I learned it and played in the tournament, and lost miserably. I was overly ambitious with tickets, all of which shared several colors, and I only managed to collect 1 White card... so I was able to do exactly 1 ticket in the first scoring phase, and the rest of my collected cards went to waste! In the 2nd half of the game I did much better, but that wasteful first round really killed me. Greg more than tripled my score!

After that I talked someone into playing the prototype of Prolix I'd brought with me. I can't recall who that was for some reason, maybe Greg, maybe not :/ I've played Prolix a couple times now since I received it in the mail. I think the board could be a little more interesting, but all in all I think it's still my favorite word game.

The next thing I did was an Amun-Re tournament. I don't play this game very often, but I usually do well at it. This time I didn't draw enough cards, and the cards I did draw just doubled up on cards in my hand. Boo! I made some bad bids, mostly because I'm horrible with the 'jump bid' card - whenever I draw it I try to do something tricky and end up screwing myself. The final score was 41-37-36-?, I finished 3rd. Sadly, a Princes of Florence tournament started before our first game of Amun-Re was over, so I lost amun-Re AND I missed out on Princes of Florence!

Next was a game of Race for the Galaxy with some of my L.A. friends (who have played the game twice as much as I have). I'm not a big fan of multiplayer RftG. I played several games of it this weekend and my opinion has not improved.

We had some time, so I suggested Wizard's Tower. Shannon liked that game, so she played while I also taught Travis. I don't think Travis cared for it much.

Erig Burgess, Travis, Chris and I sat down for a game of Tinner's Trail. I had been playing poorly in general all day, and that didn't change here. however, in Tinner's Trail I made some disappointing mistakes based on misunderstanding or simply forgetting parts of rules. I'm usually better about that, and I was frustrated at how badly I digesting Tinner's Trail. I finished dead last, and would like to play again just for that reason - but as for the game itself I don't think I liked it very much. It's just not all that interesting.

Finally in the late night it was time to play some Werewolf! I went and found Winton in one of the side rooms leading a game. I played in the next one, and I was eaten in the first night. I had to wait hours for the game to end and start again, and was eaten in the first night again! I spent a lot of time waiting and not much time playing, and by the time it was over and Winton and I went to his place to go to bed it was almost 7 in the morning! After after 4 or 5 hours of sleep we headed back to the con.

Saturday 8/30/08:
The first game I got into was a Notre Dame tournament. It's been a while since I've played that game. Our game finished with scores of 68-68-65 (I had 65). I made a mistake midgame that cost me probably 2 points, possibly 3 - still not enough to win because the winner had better tiebreakers than I did.

While we had some time, Chris and Shannon suggested Fairly Tale. I never liked Fairy Tale much because i felt like it was a sort of wimpy version of a Magic: the Gathering booster draft, only after you draft in Magic, you play a game! When my friends wanted to play it I was reluctant, but better to play that than nothing. I had to relearn the rules, and I didn't want to hold things up so I decided to relearn them as I went. So I went ahead, learning rules as I went along, choosing cards mostly at random, or because they had similar symbols on them. After the game, which I didn't win, I suggested we play again now that I knew what I was doing – but noone wanted to! Bah.

Instead we played Pow Wow. I like Liar's Dice, so I thought Pow Wow might have been OK. It's a cross between Liar's Dice and Indian Poker. I managed to win without even losing a round :) it was neat deducing the probable value on your card based on what people bid. A few times I made it really obvious by my math what everyone's cards were, and Chris 9to my left) was able to make the 'correct' bid. he commented on my making it easy, and I noted that it was on purpose - I could let him take down each player to his left in turn, doing all my work for me! :) there was an old way to play Magic that involved attacking to the left and defending to the right - I recall using a similar strategy there... I used Varchild's War Riders to give my left hand neighbor an army of creatures, then watched as he mowed through each player around the circle. When it became time to fight 1-on-1 I would simply destroy all his creatures and stop giving him more :)

I somehow got suckered into playing another multiplayer game of Race for the Galaxy :/

Liz arrived, and while she was waiting for Aaron and Travis to finish 2-player games so they could all play Indonesia, I showed her BrainFreeze! We played a few rounds of that and a game of Wizard's Tower with another guy.

I've wanted to play Winds of Plunder at home for a while now, but I had forgotten how and was being lazy about re-learning the rules. So I took this opportunity to play the game again. Soon after my first turn I remembered that you should never start that game without picking up a cannon in the first turn! Or at the very least, don't do it when there's a cannon on the upcoming tile. i picked up a treasure map instead, and then I was followed around the board by another player, being plundered at almost every turn. Then one turn when me and my aggressor were on one edge of the board and the other players were on the other edge, I had 5 wind cubes, my aggressor had some cubes, and between the 2 players on the opposite edge they had 6 cubes. I had the Blackbeard tile, and I bid all 5 cubes. If my aggressor had bid even 1 cube then we'd have won the wind direction and we wouldn't have had to use all of our actions for a gust of wind just to get anywhere. So even inadvertently that guy had my number! I finished dead last :(

I taught BrainFreeze! to the guy that was all over me in Winds of Plunder and his wife, who had gone to the U of A for grad school. She was pretty good. He wasn't as quick...

They always have Charades events at these cons, and it's fun to play once in a while. I found Winton in a back room where they'd just started a game of Charades. I jumped in on a team, which happened to be the team that won! I didn't realize it at the time, but that earned me 2 dealer dollars!

Travis, Chris, Shannon, Winton, and Daniel were in the main ballroom playing Gimme 5, and I joined them for a while until it was time for more Werewolf. Chia and Greg were playing Tichu in the vicinity, and would occasionally pop in for a round or to comment on the choices.

Finally, another night spent playing WW. This night was much better. I had some good games, including one where I was a Wolf, and I did the best job I'd ever done – until I was put on the stand, gave a really good defense, and then didn't stop while I was ahead. When I'm really tired especially, I tend to babble. I couldn't stop myself, and I ended up giving myself away. I died, but the wolves ended up winning thanks to the brilliance of Amber, who ended up leading a charge against the final Werewolf so she wouldn't give them both away, and then going against 7 villagers on her own and coming out ahead!

At 7 or 8 in the morning it was time to either go to sleep or go to breakfast. I decided to go to breakfast with 5 other WW players.

After breakfast I wanted to wake up a little, so I played BrainFreeze! Again with 2 of the Werewolf players from breakfast.

Sunday 8/31/08:
I jumped in a Power Grid tournament and ended up at the same table as Chris. I don't play PG very much since I don't like it a whole lot. But when I do play I generally do well. This time I didn't play terribly well. I didn't like the starting location I chose, but I didn't make any huge mistakes. In the end, Chris had enough money to buy up to 17 houses and power them all. I could power 17 as well, but couldn't afford to buy them all. Another guy could afford to build the houses, but his power plant capacity wasn't big enough to win.

Because of Power grid I was too late to get into the Brass tournament, but I went to check it out anyway. 4 new players had learned the rules and had just begun the game. Had I been there in time it would have been a pretty easy game for me, as it takes a game or two to figure out how to play well. When one of the players had to go and asked me to take over his game, it seemed like a handicap since his game so far had not accomplished anything. He had almost no money left, hadn't built any income, and had built some tiles and canals that were completely useless. In the end I won by about 4 points, but it was really hard and fun to dig myself out of that hole! The win earned me 10 dealer dollars as well :)


[will finish later - left notes at home]

Wednesday, August 27, 2008

Recent Gaming: Keltis

At KublaCon in May Aldie had Keltis with him but he hadn't printed out the English rules. When he went to bed he left the game with me in case I was able to find out the rules... to no avail. So I had the game, but no rules.

Sunday Andrew and I figured out how to cheat the boarding pass printing station into letting us open a browser window, and I was able to print out the game rules... so now I had the rules, but no game!

I did not end up playing Keltis at the convention, and now it's gone and won the Spiel des Jars, so of course I thought I ought to give it a try. I was finally able to do so last weekend, as Wystan and Liz brought a copy back with them from their trip to Europe.

Keltis sounded OK, like multiplayer Lost Cities but with a little more going on than the card game. Generally speaking I like the idea of building a bigger game out of a smaller game which is basically just a mechanism by itself. I had my issues with the execution of Zooloretto, but in general I liked the idea of building a zoo using the Coloretto mechanic. I had had a similar inkling based on something Jim Cote had said, about making a bigger game out of the mechanism that is eXXtra, and I also was working on a game built on the basic mechanism of Liar's Dice with Boyan before he moved to Atlanta. So I think the idea of building a multiplayer game out of the Lost Cities card game is cool, and was anxious to see how it turned out. I like Lost Cities, but in general don't play a lot of 2 player games.

On Sunday I played 4 games of Keltis, and I must say, I'm disappointed. I will note that the rules we played by turned out to be incorrect (I found out by talking to Sebastian, who works with Knizia on a lot of stuff), but even with the correct rules I think the game is simply based too much on having to draw amenable cards.

In case you're not familiar with the game, there are 5 paths, each corresponding to one of the 5 different suits of cards in the deck. players have a hand of 8 cards, and on your turn you either play or discard one, then draw a new one. When you play a card, it goes into a 'stack' for that suit in front of you - there can be only 1 stack for each suit in front of you. When starting a stack, any card can be used, and there are 2 of each card labeled 0-10 in each suit. When adding the second card to a stack, the card added can be either higher or lower (or equal) in value to the previous card, but all subsequent cards must continue this ascending/descending trend. In other words, for each suit, once you start a stack, you must play cards in either ascending or descending order. When you add a card to a stack, you move one of your markers 1 space along the path on the board that corresponds to that suit. Along the paths there are tiles which offer small bonuses in points, extra advances, or stones. Each step along the path is worth some number of points as well - the first few steps are actually negative points, while later steps are worth more points.

Instead of playing a card and adding it to a stack in front of you, you can discard it - there is a separate discard pile for each suit. Then you draw a card, either one from the deck, or the top discard from any of the discard piles. The game ends when either the draw pile runs out, or when 5 markers advance past a certain distance on the paths.

Like Lost Cities, the idea is that you don't want to begin down a path without enough cards to get past the negative spaces, and preferably you want to advance to the further, higher scoring spaces. If you start down all 5 paths, you may not get very far in any of them, and your score will suffer. If you only start down 2 paths, you might run out of cards for them and be equally screwed. In theory the game sounds fine, but in practice it simply didn't work out.

In Lost Cities the discard mechanism is interesting, because as a 2 player game, there is a zero sum. If you don't use a card, it's possible your opponent can, therefore you want to discard only when it's "safe" (the opponent can no longer legally play the card, or it appears they wouldn't want to play it anyway) to do so. In Keltis, because (a) there are more players, and (b) you can play cards in either ascending or descending order, it is never safe to discard. Almost never anyway. Also, in Lost Cities it's good to discard because you can't afford to start new expeditions willy nilly - there's a severe penalty for not reaching a 20 point threshold. Sometimes you start a 'junk' expedition instead of discarding, when you are reasonably sure you'll hit the threshold before the game ends, but there's a risk involved there. In Keltis, the penalty for starting down a path and not getting very far is not very severe. It only takes 3 or 4 cards (and it doesn't even matter what they are) to get out of the negative point spaces, which means that instead of discarding 4 cards you could play them, and maybe come out a little ahead. Considering that any card you discard is very likely useful for at least 1 opponent, there's really very little incentive to discard instead of simply playing a card (even if it's to a 'junk' stack).

So the multiplayer game, and the distribution of points on the board (low barrier to entry on each path), effectively break the interesting mechanism of Lost Cities. The 2-player game uses that mechanism to get some back and forth play between the players - discarding and building up hands with which to go on expeditions. Holding cards you know an opponent needs, collecting a color until you feel it's safe to begin an expedition. In the multiplayer Keltis, without any discarding going on (as discussed above) there's no building up of a color in hand, you simply have to play the cards you're dealt, and the cards you draw - and there's no telling what those might be. In addition, there are rewards for getting out on the paths in the form of bonus points and stones. Admittedly this is where an incorrect rule might have made the game even worse for us - we were playing such that only the first person to get to a tile was able to use it, and then it came off the board. Incidentally, we also played witht he tiles face down, which Wystan and Liz enjoyed because it added a sort of Press Your Luck aspect to it... but in any case, there was urgency to get down the tracks first, exacerbating the "better to play cards than discard" issue. We did play one game with face up tiles (at my request), and I enjoyed that part of it better (though Wystan and Liz preferred face down). But there's still the main issue that you're simply either dealt cards in the same suit, or you're not.

So in the end, the game seems to be pretty much all luck. If you draw cards that are in the same suit, then congrats, you win. If you don't, then there's nothing you can do about it. the best thing I can say about the game is that it only takes about 15 minutes, so no matter what happens, it'll be over fast. I was unaware going in that Keltis, winner of the Spiel des Jars (Family Game of the Year), was intended to be a 'quick filler' game. Perhaps I expected more from an SdJ winner, or perhaps I expected something at least as interesting as Lost Cities. But I was let down by Keltis in these respects.

As a side note, I find it a little worrisome that the Spiel des Jars winning games are leaning more and more toward light, quick, filler type games. If the Family Game of the Year is like watching television (Sit at the table, draw some cards, and see what happens next), what does that say about families and gamers?

As an exercise, here's what I'd do to try and improve the Keltis game experience:
- Bigger penalty for beginning a track and not getting very far.
- Single discard pile, not 1 pile for each suit.
- I actually liked our incorrect rule that the tiles (for scoring and extra movement) are only for the first player to get there.
- Maybe a face up draw pool to draw cards from. Alternatively, maybe when playing a card you draw from the deck, and when discarding you draw from a face up draw pool or something like that.
- Maybe certain spaces let you draw and discard.
- Maybe force players to play a card AND discard a card (or discard 2) and then draw 2 (one must be from the deck).

Just some thoughts off the top of my head to give players some sort of say in what happens in the game.

Monday, August 25, 2008

Homesteaders status: "Recommended"

I'd mentioned that Homesteaders was under review by Rio Grande Games. I recently received word that Jay's freelance developers (Dale Yu and Valerie Putman) had finished testing the game and returned it to him. An email from them said...

"Jay asked us to look at several titles this summer that he was considering for publication and we did get to play (and recommend) Homesteaders. We enjoyed the game and would be happy to share our feedback with you."

I'm trying really hard not to get too excited about this, because it's still up to Jay to decide if Homesteaders is worth producing... it may prove too expensive, or he might decide it's too similar to other games he's published already, or who knows what. However this recommendation from his developers is certainly a step in the right direction, and I'm having trouble not feeling at least a little giddy!

Stay tuned, I hope to have good feedback from Dale and Val to digest, and I'm sure I'll post about it here.

Prolix - by Gil Hova

I received a package this morning from Gil Hova. It can only be a copy of his word game Prolix! I really enjoyed this game when I played it, and I'm anxious to play again and see what changes he's made... and then probably try to talk him out of them ;)

So who wants to play a quick word game this week?

Friday, August 15, 2008

Noblemen - 2nd (and 3rd) playtest

After chatting with the designer about the comments I made, I gave Noblemen another try with some rules changes. Here's what I did differently, and how I think it went...

Aquire Land action: One thing Dwight had said he didn't like, and something I too didn't like, was that once 1 player played an Acquire Land action, each other player had to do so as well, or get no land. Therefore there was no "opportunity cost" associated with that action, you would have all the same options as before taking it - the other players would not have taken any actions. Furthermore, it's obviously better to be first than later in the turn order to Acquire Land, so the obvious first play every game is to take that action. It's not necessarily bad to have an obvious first play - a "Settler-Quarry" as I like to call it - but in this case it didn't feel right. Most of the game was all about different races and the opportunity cost of taking an action (meaning you will miss out on other good actions).

To fix this, one thought was to make it one of the "all play" actions - when anyone chooses the action, everyone gets to take land in turn. This means that the player to take the action gets the benefit of choosing first, but all the other players get to take land as well without having to spend their action on it. Dwight had mentioned that spending an action was supposed to be a big cost, so a player might be less inclined to take this action automatically. However, another thing we had talked about was getting rid of all of the "all play" actions. Dwight didn't like the similarity to Puerto Rico, and I agreed with him that it would probably be better to structure the game so that it's not like a Role Selection game where everyone participates in each action, further emphasizing the opportunity costs.

I had made a couple of suggestions as to alternate ways to handle the distribution of land. The main thing I thought would be cool is if when you get land, you only get land of 1 type. This would start you down a strategic path, and differentiate you from other players (because they'd take a different type of land). One method was to set up exactly 2 of each land type on the board, and when taking the Acquire Land action, you take all tiles of 1 type, then "juice" all the stacks by adding a tile to each. So I might take a stack of 2 Woods, then the next player might take a stack of 3 Farms, leaving stacks of 4 Clearings, 4 Ponds, 2 Woods, or 1 Farm for the next player that takes the action. Another option was to draw say 15 random tiles from the bag, and sort them by type, and when taking the action you get all tiles of one type OR 3 at random from the bag. I had assumed there would basically be between 1 and 4 tiles in any given stack. We used this rule to try it out, and unfortunately the distribution was way off - stacks came out with distributions like 6-5-2-1, which isn't so good. I didn't like that method.

In a later playtest I tried the "juicing" method, and that worked really, really well.

I liked the way the original Place Land action let you only place 3 tiles, and it takes 4 to make a 2x2 "feature". In our first game I thought money was unnecessarily tight, and I had the idea that maybe when playing land you should get a reward right away. So we tried awarding $1 for each Farm played, and 1 tile draw for each Woods played. This worked well, and in later games worked very well with the "juicing" Acquire action rule. Of course you still get $2, draw 2 tiles, or take the Crown when completing a Plantation, Forest, or Garden.

The Donate Land action was originally an "all play" action, and I didn't like the way it worked at all. A player not at all concentrating on Land could keep pace with a player who was heavily invested in a Land strategy, and that seemed really bad. In line with removing the All Play actions, I tried this action being simply "donate land and get 1vp per land donated" - but I thought it needed to be limited, so I specified "donate land of one type and get 1vp for each." I also removed the limit of 2x/round. This was ok, but it really meant you wouldn't want to Donate until the end of the game, you'd just build up all the land you could, and at the end use a Donate action (or 2) to turn them all into points. I think there needs to be some kind of pressure to do the action, and maybe a reason you might do it in the first scoring rounds. In later tests I added back in the 2x/round rule, and put a limit on the number of land you could donate - we removed the "of one type" restriction, but limited the number you could donate to the level of your prestige. That sounded interesting to me because if you spend time and effort increasing your Prestige, then you'll probably not have as much land to donate, and if you build up a lot of land, you probably will have lower Prestige - limiting your donation potential...

The Bribe action was similarly modified - we played that you could take a Bribe action whenever you wanted and exchange $1 for 1vp. That rate seemed fine to me, but I made the mistake of forgetting to put a limit on how much you could donate. Therefore it was a very good deal to tax a lot whenever possible and at the very end donate for 30 points or something. In later games we tried it with the same limit as Donating land - no more than your current Prestige, and that was much better. Also, I think it was better with the limited number of total Bribe actions available (2 per round, like Donate) which we reverted to in our last playtest.

As for buildings, the Church remained unchanged... cost escalated with each one built, and building the last one ended the round. I had forgotten that when drawing a Scandal card you're supposed to be able to look at the top few and choose one, but in retrospect that seemed unnecessary, and we liked it fine with simply drawing 1 card. Castles cost the same as well, but we attached a Men-At-Arms action to them. Instead of being able to choose a M@A action on your turn, you simply get one whenever you build a Castle. I liked that change very much. I didn't try any changes with the Follies at all. The comment that Follies are a really bad deal was exacerbated by the change I tried with the Bribe action (see above). I did notice that in the end game, when Castles are only worth 3-5 because there's only 1 scoring phase left, the Follies are a better deal - but not by much. You don't have to surround them, and they're worth 8/7/6/5 for $10 in 1 action, Castles are worth 3-5 per action, and must be surrounded. In the latest game we tried Follies being worth 12 points, and that seemed like a much better idea. The decreasing value was cute, but in the end I don't think it's all that necessary. I like the prerequisites for buying them as they are.

The Tax action has remained unchanged throughout the games we've played, however I did try it without the 2x/round (total) limit. I realized that removing all those limits was bad and in the last game I put them back in. It is worth noting thought that we tried a variant to the original rules: as you play land you get money. This is like an additional Tax action, and I liked how it worked. It got a little more money into the game.

For the first couple of games we played the Masquerade Ball as it was originally written in the rules. In the last test however we tried something different which I like a whole lot better. Instead of the Ball being an action, why not have it be triggered... once in the middle of the round, and again at the end of the round. I had discussed this with Dwight in the chatroom, and he seemed to like the idea. To me it makes a lot more sense thematically, as well as mechanically.

In the second to last game we used a set number of rounds, 7, with a Ball after round 4 and after round 7. It felt really cool having a hard limit to the number of actions you get! It means you can't just play land all day long, or else you'll run out of time to do real stuff. It's this aspect that makes me question the free stuff for playing land idea - but that feels so nice. I'm not sure which would be better.

In the last game I took that a step farther. I thought it would be neat to have a somewhat indeterminate round end - so you know you'll get about 8-10 turns for example, but you never know for sure. I also liked how the players had a little bit of say in when the round ends. What I did was to say that there are a certain number of rounds (I guessed 10, with a Ball in the middle and at the end), and at the end of your turn, if you have the Crown marker, then you get your 1vp and then you advance the round marker. I put that at the end of the turn instead of the beginning because that way when the Crown changes hands it effectively pushes the round marker forward. If at the beginning, then taking the Crown would prolong the round, and I thought it would be cooler the other way. *I* liked it, but my friend felt cheated when he thought he had another round and then the Crown changed hands and he missed out on his last turn. He preferred a definite number of turns which you could plan for. I'm still leaning for the indeterminate rounds.

The only other thing I tried out in the last game after Tyler's suggestion was that the Noble Titles which you win at the Masquerade Ball could have been more interesting. I added an ability to each, a simple one - a $1 discount on all buildings for the Viscount, $2 discount for the Earl, $3 discount for the Marques, and a $3 discount plus 1VP when building for the Duke. The purpose is to make the Titles more interesting, and especially to give you more incentive to go for them in the mid-round Ball, since they won't be scoring right then. I liked this a lot. The abilities could stand to be more interesting, but this seemed fine - possibly too good. Maybe better discounts would be $0/$1/$2/$2+1vp for Viscount/Earl/Marques/Duke. Either that or maybe buildings should cost more, which might be good with the freebie cash when playing Farms anyway.

Oh, a final note - since I like the Crown used as a Turn Marker (when to advance the turn), I suggest you not be able to discard it for Prestige at the Ball. Someone has to have the Crown at all times. Instead I think it should be worth 1 Prestige.

So that's it - I will be sending the prototype back to Xaq tomorrow, so I don't know if I'll ever play the game again - but I hope to hear if he plays it with any of these suggestions and how it goes. I had fun playing the game!

Thursday, August 14, 2008

Noblemen - comments after 1st playtest

These are the comments I sent Xaq after playing Noblemen for the first time:

To me the game felt like multiple games of chicken, which I think may be the point. I liked that. It's definitely a game where you have to play once just to see what's good to do. At the beginning we had no idea if we wanted to, say, remove a scoring counter or not, so we didn't. As a result, the first round was kinda long, and then people bought all the churches. By the end we had a better idea of what we were doing, so we started taking scoring chips off.

Eric had a very big problem with the initial jacking of goods when you place a Man-At-Arms on an empty 2x2 thing. He said he liked the mechanic (stealing per action) just fine, but he hated that you could get jacked as soon as you complete your 2x2 arrangement. He said he "had no incentive whatsoever to place a 4th tile to complete a 2x2", because the bonus he gets will immediately get jacked. Let me say that I completely disagree with him that that's any kind of indication of brokenness. As I told him during the game... "then don't complete a 2x2." That said, I might agree with his assertion that the game might be able to do without the Men-At-Arms altogether. I think they're fine, personally - but one thing I'd watch for is this: Eric might have a point - if finishing a 2x2 and then having an opponent put a M@A on it means I just get 1 more thing (money/land tile/prestige) than not doing it, then what's the point? I'm just giving away the bonus. In fact, I could put that 4th tile somewhere else, and get the same benefit without giving up a bonus to another player. Compare this to something like the M@A player and the owner of the 2x2 sharing the bonus or both getting it... I don't know. Then again, maybe you just need to M@A your own things so that you get your bonuses... or finish more than 1 2x2 at a time so they can't ALL be M@A'd or something.

I was concerned about how quickly a round could end. Especially in a 3p game, if all three players buy a church, the round is over. Not that it would necessarily help much to end the round, but buying a church will score points, and there are a limited number of them, and that yields a Scandal card... so it might happen anyway - even if everyone scores 0 for that round (if, say, it's the first round). In our game, Eric was ahead after the 2nd scoring, so he tried to rush the game end in the 3rd round - removing a counter each turn. We of course did not follow suite, so it took a while to end the game - which I guess is good, but then he did get the 3vp bonus for using the End Round action. He won by a lot anyway.

There were some plays that seemed automatic - the Acquire Land action - it even says in the rules that you should totally do this as soon as anyone else does so that you get your share of the land. By extension, if you care which tiles you get you should do it first. But either way, as soon as 1 player does it, that is the other players' next move, so it felt like one of the actions where everyone participates, like Donate Land. Maybe it should be like that? Or maybe that action could be stricken from the action list, and at the beginning of each round each player could get an "Income" phase which includes an Acquire Land action. Also, it's awkward that the Acquire Land action can be taken more than 3 times, and just gets super weak, while other actions simply cannot be taken.

Speaking of Income, it sure would have been nice to get just a little income every round... but I guess that's what Taxation is for!

I think the Bribe action is too expensive - I don't know if the $3->1vp conversion was based on a mathematical relationship, but we all thought it was so weak that we didn't even consider it. Just a quick comparison... for $4 or $5 (or worst case: $6) you can get a Church, which is easily worth 2 or 3 VP per round - or like 5 vp total. For 5vp in a Bribe action, you'd need to spend $15, which is a fortune. A castle by itself is 3vp for $5 (not $9)... Seems like maybe the Bribe action should be $1->1vp, max 5 times like with the land donation.

Land Donation was interesting, and I tried to concentrate on that - I made a Forest (2 in the end, but didn't get around to a folly) and expected to draw a bunch of land tiles and then donate to the church... but here's the thing. By the time I had completed my Forest, there were only 2 more Acquire actions for me to take (one in round 2 and one in round 3). Further, when donating land, I get 5vp, another player gets 5vp, and the third player gets 2vp... In round 2 this worked well for me, as Eric had played a lot of land, and therefore didn't donate any in the first action, and then I chose Donate again, gaining further on him... but in the 3rd round, when I finally had lots of tiles (2 forests), Eric actually chose Donate, having more land than he needed, and I got screwed. I chose it the 2nd time, but he had another 5, and I couldn't gain on him at all. So while I actively pursued this land strategy, Eric (who didn't even take an Acquire Land action in round 3) stayed even with me on land tile donations. Something seemed wrong with that.

In round 2 Eric had managed to get an 8vp title, while I had a 5vp one, and Michael only had a 2vp title. In round 3 I managed to get up to the 12 point title, sticking Eric with a 5 in the end. That's a 10 point swing on him, which was cool, but he was still able to outscore me by something like 16 points.

It must have been because of his Castles and Churches. He and I both upgraded to Palaces in the first round, he bought a Castle in round 2 but didn't surround it. He did get multiple Churches into play, and in round 3 was able to surround his castle and score a lot off the castle, Palace, and Churches. I believe he mainly used his scandal cards to beef up his prestige in the Ball and maintain a decent title. He also bought a Folly and I didn't so that was a big deal.

So to sum up... I liked the games of chicken, but it might end too abruptly (at least sometimes), the values appear to be off on certain things, and some stuff (like the Men at Arms) might be unnecessary. I'll watch for more of that stuff once we play again.

Noblemen

I got a copy of a prototype from my friend Dwight Sullivan (Xaqery on BGDF). The game is called Noblemen, and is about building up your family name in midevil England. From his rulebook, here's a description of the game:

You are the head of an old and noble family. In this game you will grow your family’s estate, earn the Queen’s favor, bear witness to scandalous behavior, gain influence with the church, and push around your political weight, all in an effort to ensure your family’s rightful place in history. You will play the head of one of five families: Tudor, Howard, Seymour, Dudley, and Grey. The winner is the player with best family name at the end of the game. During the game players will build their estates one piece at a time. You will play four types of land tiles and then place buildings or follies on them in an effort to out-maneuver the other players using the only two real powers of the day politics and wealth. In this game there are three areas to concentrate on;lands, wealth, and prestige. Each component will help on your path to victory. Playing woods will help gain more land. Playing farms will help gain more money. Playing ponds will gain you more prestige.

The player board is laid out with various tokens and markers on it - some number of buildings (Churches, Castles, Palaces, and Follies); 2 tokens each for Bribe, Masquerade Ball, and Donate Land actions; 3 Round markers; some land tiles and 4 Scoring counters. Near the board should be a supply of money, buildings, a Crown marker, and a bag of land tiles.

Each player gets $10, 2 Men at Arms (M@A) tokens, 2 M@A markers, 2 Tax tokens, 2 of each land type plus 4 lands at random from the bag, 1 Scandal card, 1 Castle (to be placed on a Clearing in play), a player shield, a Baron title, and markers for score and prestige.

The game is played in 3 rounds, and each round consists of players taking turns doing 1 action at a time around the table until either the last Church is built, or until someone takes the "Scoring Round" action. That action cannot be taken until all 4 Scoring markers have been removed from the board, and at the end of each of your turns you have the option to remove one if you wish. The actions you can take are...

ACTIONS
Place Land: Place up to 3 land tiles into play. All land must be orthogonally adjacent to other land tiles. Completing a 2x2 square of like land tiles creates a Feature (Wood->Forest, Farm->Plantation, Pond->Garden), and you immediately get a reward for that (Forest-> Draw 2 land tiles, Plantation->$2, Garden-> Take Crown marker)

Acquire Land: Take any 2 land tiles from the board, plus bonus tiles at random from the bag equal to 1 per Wood tile you have in play, and 2 per Forest you have in play. A Forest is a 2x2 arrangement of Wood tiles. Instead of all that, if there aren't tiles left on the board, you just get exactly 1 tile at random, no bonus tiles.

Donate Land: There are 2 Donate Land tokens on the board, so this action can be taken at most twice per round. Donate up to 5 lands for 1vp apiece by placing them in the indicated place on the board. Only 3 of any given type can be donated per action (there are 4 types of land). Then the next player in turn order can do the same, and so on. Once there are 3 of each land type, or everyone's had 1 turn to donate, the action is over and all the donated land is returned to the bag.

Tax: You have 2 Tax tokens, so this action can be taken at most twice per round. Collect $1 per Farm and a bonus $2 per Plantation.

Men at Arms: You have 2 M@A tokens, so this action can be taken at most twice per round. Place a men at Arms token on an open Feature on any player's board, or you can displace an opponent's M@A token on any board except their own. When placing on an open feature, take the bonus (2 land tiles/$2/Crown) from that player, if they have it. In the future, when that player takes a tax action, your M@A token on their Plantation will steal their $2 bonus(you'll get it instead of them). Same for Tiles during the Acquire land action (if your M@A is on their forest), and Prestige during the Masquerade Ball (if your M@A is on their Garden).

Bribe: There are 2 Bribe tokens on the board, so this action can be taken at most twice per round.Spend money to buy VPs at $3 apiece. There are 12 VPs available, and starting with the player who chose this action, they can be purchased for $3 apiece. Players get 1 chance each (in turn order) to buy VPs in this way until all 12 are gone.

Masquerade Ball: There are 2 Masquerade Ball tokens on the board, so this action can be taken at most twice per round. Each player in turn order determines their Prestige and marks it on the Prestige track (on the board). You get 1 Prestige per Pond tile, 2 bonus prestige per Garden (may be stolen by a M@A), and 2 Prestige per Palace. On your turn you can discard Scandal cards for 1 Prestige each (1 gives 3 Prestige as its ability), and the player with the Crown token my discard it for an additional 2 Prestige. If 2 players have the same amount of Prestige, the later player to go must bump down to the next available slot on the track. In order from most Prestige to least, players may upgrade their Title. Players start out with the title Baron, but can upgrade to Viscount (2vp), Earl (5vp), Marquess (8vp), and Duke (12vp). There are a limited number of each title, and you can take the title away from the player who has it (downgrading them to your title) if you go before them in choosing. You can only upgrade 1 level at a time, and you have to have at least as much Prestige as the vp value of the title you're taking or you don't get it.

Buy Building: You can buy a Castle, Palace, Folly, or Church for $5, $7, $10, and $X respectively. The Churches get more and more expensive as they are bought up. A Church comes with a Scandal card. When you build Palace, you take the Crown marker. Follies have prerequisites to buy them (you must have 2 like Features, or 1 of each). These buildings will be worth points during Scoring rounds, except for the Follies, which are worth 8/7/6/5 points when you build them - there's only 1 of each type available, and so being the first to build one means you get more vps than the next guy.

If the last Church is purchased, the round ends and there is a Scoring Round. Note: Palaces are actually upgrades of Castles already on your board, and Castles cannot be placed adjacent to other Castles. Also Churches cannot be placed adjacent to other Churches.

End Round: If all 4 Scoring tokens have been removed then you can take this action to end the round, triggering a Scoring Round. You also get a bonus 1/2/3 vp for ending round 1/2/3. After round 3, the game is over.

Scoring
During a Scoring round each Castle scores 3 points plus 1 point per adjacent Church, each Palace scores 5 points plus 2 points per adjacent Church, and your Title scores the number of points printed on it (2/5/8/12). Note: Castles and Palaces must be completely surrounded by land to score at all.

On your turn you first get 1vp if you hold the Crown marker. Then you take one of the above actions, and if you want you can play 1 Scandal card. The Scandal cards do something like let you take another action, or a specific action, or are worth 2 points at the end of the game, or various other things. Then you can remove a scoring token from the board if you wish.




The game plays like multiple games of chicken. While it doesn't present itself like a worker placement game, I think it really behaves like one - most of the actions are limited, and doing one thing has the opportunity cost of potentially being shut out of another.

There are 3 major strategic paths - Land, Cash, and Prestige. The land tiles support each of these with Woods/Forests, Farms/Plantations, and Ponds/Gardens. You also have Clearings which you need to build buildings on. There are actions in the game that allow players to translate each of those paths into VPs - Donate Land turns excess land into VPs, Bribe and Building actions turn money into VPs, and the Masquerade ball turns Prestige into VPs via a sort of majority mechanic. as a player you concentrate on 2 or all 3 of these aspect to some extent in order to score well.

In theory, as you play lands onto your board, you will develop either a lot of strength in one of those aspects, or else a little strength in each. This pushes people into various strategies as they go. In theory you could keep playing land so that you're strong in all strategies, but that should cost a lot of Acquire Land and Play Land actions which could have been used for something else (this would matter more if turns were limited I think).

The game is pretty solid in theory, but many things I noticed were not balanced well. Obvious examples are the $10 Follies which are worth at most 8 points, while a $5 Castle by itself can be worth as many as 9 points. Also the bribe action converts $3 to 1 VP, while a Castle converts $5 into at LEAST 3vp. Of course you do have to play land and surround the Castle to score it, but note that it could score as many as 9 points plus more for Churches. I'll make a new post about my first play of the game, comments from that, and changes I'd consider... then a 3rd post about the next playtest session I had where we tried various things, and what I learned.

Unsolicited

I just got an email on BGG from a guy in Antwerp, Belgium, asking after the status of Terra Prime. It gives me a warm feeling to know that there are people interested in p playing my creations - people I've never met or even heard of, who are following information on the game and actually awaiting the chance to play!

That's why I do this.

Here's what he had to say:

Seth,

I have been following your progressions on Terra Prime
on close foot on BGG since it seems exactly my type of game.
Your last message was about a submission to a publisher.
Did anything come from that?

Take care,

David


Thanks for the interest, David! The status hasn't changed since my last post. Terra Prime is intended to be published by Loose Cannon Studios, a video game company who wants to do other stuff as side projects, such as this board game and a graphic novel by some of their employees.

I haven't heard anything lately, so I assume they're busy getting their first video game finished up. I'm not sure what kind of timeline they have for their side projects, but I'm hopeful that things will start to happen "soon." It's possible they've already started the process, I'm not sure.

I'll be sure to post as soon as I have any information about the game or when it will be published. Until then, thanks for the interest!

Tuesday, August 12, 2008

The Dating Game?

In the shower tonight I had an idea for a game based on dating... I won't get into where this came from, but I was thinking that the search for a significant other could potentially make for an interesting strategy game.

I was thinking there could be people in the "dating pool" - and those people would have Requirements, Likes, Dislikes, and 1 Dealbreaker. Some of this information would be hidden, and as you go on 'dates' more and more of it would be revealed to you. You will have some attributes in several categories, and the more of their likes you have (and the fewer of their dislikes) the better. If you reveal a Requirement that is not met, then you can't go on another date with that person until or unless you somehow change your attributes. If you don't match the Dealbreaker, then you get "dumped" immediately. You won't know the Dealbreaker going in, but the category will be given at the outset, and each date revealing information will also yield clues to deduce the Dealbreaker condition. You could either set up your attributes to meet that Dealbreaker, or you could stop dating that person knowing it wouldn't end well anyway.

The idea would be to find "The One." I think you would probably add up a score for each person you're dating, maybe +2 per Like and -1 per Dislike. Of course you have to meet the Requirements or you can't date that person anymore. If you get to a certain threshold then you are considered "Going Out" with that person ("Going Steady," "Boyfriend/Girlfriend," or whatever). However, as more info is revealed you might lose points, or you might not meet the Dealbreaker requirement (thereby getting dumped immediately), so you might want to continue to date other people. Of course if you are "Steady" with someone and still dating other people, that would come with the risk of your Boy/Girlfriend finding out and that should be bad.

I thought there could also be some other aspects, like Scheduling, where you have to juggle timing with the different dates (people are only free on certain days, and you can't be in 2 places at the same time), and a random Event deck which mucks about with your schedule or attributes somehow, like you get a different job. This event deck could throw you curve balls like making you change up your schedule, or making your Bf/Gf surprise you on a certain day of the week (when you better not be on a date with someone else!)

I'm not sure, but I guess the win condition would be finding "The One" (which maybe means falling in love, or getting married, or whatever). Getting to the bottom of a card (a certain number of dates with that person) and satisfying the Dealbreaker.

I wanted to jot this down before I forgot, because it sounds like the idea has potential. It is a sort of deduction/set collection game with a theme that everyone should be familiar with. I'm not sure how the interaction would go, except that there's a limited number of people in the dating pool, and everyone's trying to date the same people - thus you want to schedule well, and you want to find a stronger match than that person has with anyone else.

Sunday, August 10, 2008

Agricola

My friend Xaqery sent me his prototype Noblemen (a topic for a post of its own) to try out, and I was anxious to do so before my copy of Agricola arrived - because I figured once it got here that's all we'd play for a while. I did manage to get 1 play of Noblemen in, but then the fateful day arrived, and I've spent all weekend playing Agricola.

When I first read about Agricola I thought it sounded like a good, quality eurogame that I would like. Even before I'd seen the hype I identified it to a friend that was going to Essen. She ended up buying a German copy at the show, more or less on my say-so, and once she made paste-ups and played it, she was hooked. She spent all BGG.con teaching the game and she played it a ton with her friends in L.A. - but since I'm not in L.A. I didn't get in on that - I just played once at BGG.con and that was it.

In my BGG.con game, I did really well - I ended up well ahead of everyone else's score except for one guy who won by a landslide over me (maybe 10 points) - who seemed to have extraordinarily good cards with extraordinary synergy. This was my main concern about a game such as this where you get some cards for the game... it seems like it's possible that one players cards could be "better" (quality, synergy, efficiency, however "better" manifests) than another players, giving that player an unfair advantage. I suspect it's rare that ALL of one player's cards will be amazing/sucky, and maybe on the average players will have hands of relatively equal power/usefulness. Of course, on the average you'll roll 7 on 2d6.

In any case, I preordered the game back in November, since my Grandma was buying it for Hanukkah I figured it didn't matter that it cost $75 or that I wouldn't get it until April.

Time passed and I didn't get any chances to play again. Then at a convention here or there I did have opportunity to play Agricola, but for one reason or another I passed it up. My interest in playing Agricola waned, and when I realized what a silly thought it was that pre-ordering was really necessary I was a little disappointed in myself for making that choice. After all, I could have had *2* games for that price, and I could have had them in time for Sedjcon. 4 months of delays from the projected April date didn't build my interest in the game, if anything I have gotten even less interested in playing. I have recently acquired several other games (Brass, Stone Age) that I am really enjoying, and I don't know if I really want to set them aside indefinitely to play Agricola all the time. Fortunately I did play a lot of each of those when I first got them, so they did get some use.

So fast forward to Monday of this week... I got an email informing me that my copy of Agricola had left Illinois and was on it's way for a Thursday delivery. Eric and Snowden also received their copies on Thursday, just in time for game night at Hat's - when I walked in they each had their copy set up, and a total of 9 players were preparing to play. I went to Frisbee practice, but played a game afterward with Eric and Ben. Friday I played 2 more games, and Saturday again 2 more. I'll be playing again tomorrow (Sunday) as well.

The first thing I thought while playing the other night was that yeah, it is certainly possible for my cards to be worse than an opponent's. Ben had a fistful of cards that were just bomb after bomb dropping on the table. My cards paled in comparison. Zev says he's won without even worrying about cards just by playing well off the board, but that's got to be bullshit... the cards augment your board actions, so not having them means your actions are weaker than someone who does, and having weak cards isn't as good as having strong cards. The question is whether it's really the case that all of his cards were really stronger than mine, or if I just didn't see how to use mine well.

In later games the draws seemed more fair. In both games today I had a really good draw, but misplayed very badly in the early game - losing each game by 6 points to the winner. My bonehead mistakes may well have been enough to make up 6 points in one of the games, not sure about the other.

That said, I did get that feeling like I could really enjoy the game - once I get over the hump of figuring out how to do what I want. That happened with Brass, and I could tell right away that it would. 6 games in I'm finally figuring out how to do stuff "on purpose" - which for me is embarrassing... I'm used to figuring out games much quicker than that, especially games of this type.

The "economic engine" in Agricola is food. You have to have enough food to feed your family, because unlike Stone Age - Starvation is a penalty in this game, not a strategy. You need to bolster your food production before you can increase your family and thereby ramp up your actions per turn. Therefore cards that create some kind of sustained food income are really good. Of course, card that save or give resources are also good as well, but depending on what resources you need their power may be wasted, or a waste of time. Also good are cards which help you increase the size of your family. Once you figure out how you'll feed them, you want family members as fast as you can get them. So any card that will directly give you family or which will help you build rooms cheaper are very good. It's possible to win without all 5 family members, but you won't win with just the initial 2 yielding only 2 actions each round.

In addition to figuring out what path you'll take to feed your family, there are all kinds of ways to get points. To make matters worse, for any of 8 or so areas that you ignore, you actually LOSE points. So you can specialize in a couple of areas and take penalties n others, or you can try and cancel out all the penalties without really specializing in anything. Each possible VP option is like a different strategy or path to victory.

The various abilities on the cards, and the various combinations of cards you can get, give the feel of customization to the game. Almost a metagame of figuring out which cards you'll use and which you won't, and when to put them down. This variety, as well as the large number of strategic paths, will keep the game fresh for quite some time - which is both good news and bad news. It's good because this expensive game that I waited so long for will see a lot of play as I'm sure it's all people will want to play around here for a while. On the down side, nobody will want to play Brass, or any prototypes, or anything old for a while. Why play those when we could play Agricola?