Thursday, September 08, 2011

KoA&S, Alter Ego, Nottingham, and a TMG submission

Here's a little update on a couple of things:

Kings of Air and Steam
I got a good playtest session of Kings of Air and Steam in at Gateway last weekend. A 5 player game (I watched) where each player seemed to like the game. It dragged a little longer than I'd like, but not too bad - 5 players, learning rules, and a convention atmosphere took about 2:45. I was able to try some of the new rules Scott and I have been discussing, and I think they are working out very well. Tuning them a little further, here is what I think I will try next time:

* Cube values will range from $5-$9
* Depots will cost $5 for the first person to buy one, and $10 otherwise (this may prove to be too much) rather than $4/$6/$8.
* Passive income a straight $5 (used $3 last time, rather than an increasing amount). I thought maybe multiples of $5 would make it easier physically to play the game.
* No upkeep - with the 2nd+ Depot on each link costing $10, I don't know if it's really necessary to pay upkeep on your cubes.
* $15 starting cash (to help pay for the more expensive Depots)
* 1vp/$1, 10vp/Depot (same as 1vp/$10, 1vp/Depot, but maybe easier to count)

Alter Ego
I finally got a chance to play a couple rounds of Alter Ego, the latest version I posted about. My friend Jason and I played through a couple of turns each so I could see how the game flow felt. I thought it went really well. Now to re-do the villain deck again, and the equipment cards. Jason suggested that he liked the idea of a staged villain deck, maybe with some mini-bosses in it (which could be like the more expensive villains I currently have.

One clarification I thought about was that while players need to be able to attack more than 1 bad guy at a time, I think a bad guy with 2 hostages should only be able to be attacked once per turn. Their whole point is that they take more turns to defeat.

Another thing I noticed was that the Arch Villains being known from the outset - while good in theory - may not apply here. Since Alter Ego has become a cooperative game where you can help your buddies attack the bad guys, it's not so important to build your deck toward a specific endgame goal. So it may be necessary to address that somehow. Ideas for that:

* Maybe each player has a Nemesis which only they must face alone
* The Arch Villains could have interesting abilities, such as "Can only be faced by 2 Heroes at a time" or "Must be faced by a lone hero"
* ... other?

Nottingham
At Spielbany last April I played a cooperative game by Richard James called Nottingham. It was originally made for a Robin Hood themed Game Design Showdown at BGDF.com, and featured a neat theme where the players are on the side of Prince John, while a potential traitor would be on Robin Hood's side.

Tonight I played a new, revised version of the game, and I must say I think it's improved. It has a deck building mechanism which was interesting in that a good penalty for certain things was putting a junk card in your deck - though I'm not sure the deck building was utilized to the fullest. A relatively large part of the cooperation involved passing cards to other players decks, which was interesting. The game was a bit fiddly to play, but mostly that's because the prototype was not fully constructed - the fronts and backs of tiles were not connected, etc. I think with proper production it would be acceptable though. I liked a lot of stuff about the game, the 2 main 'problems' as far as I was concerned were...
1. Balance. The Merry Men's plots were weak (on purpose I think), and we were able to keep everything in check with no problems. The difficulty didn't seem to match our ability to do stuff and we were able to breeze through the game. However, I think this could just be a matter of tweaking things like the number of cards players get to hold, and how many plots (and what their exact effects) are. I did like how the plots usually had an effect who's intensity depended on the number of active plots in play.

Richard, if you're reading this: One thing that I think might be neat is if the plots did not get cleared at the end of each round - only when they're addressed by the players. Then the players would have to deal with them, and if they don't, the effects will snowball out of control. tonight it seemed like we could largely ignore the plots and just keep down the Merry Men and Corruption tracks (and we only ever got a couple Merry men in play). I also think it would be neat if one of the Outlaw cards was Robin Hood himself, always in play, and uncatchable - who's effect is to add like 2 Merry Men to the track.

2. The bigger problem I had was the turn structure. Jason said the point was to have players sort of pre-plan all the turn's actions, then after the plan is made, players take their turns. Jason and I were playing 2 characters each, and that might have made it more complicated - but we spent a lot of time planning out a turn, then still made mistakes by playing it out differently than we'd planned. It seemed like adding AP to the game on purpose. And with 11 cards per player (we quickly advanced the track that says how many cards you draw), there were a lot of combinations of options to consider.

One idea I had was to break that up - don't give players all of their cards right away, so they cannot plan out their whole round in advance. That might help, but I'm not sure.

the turn structure as it is does not seem like it would lend itself very well to a traitor (which is supposed to be an option for when there's more than 1 player).

TMG submission
Finally, I played a short dice drafting game submitted to TMG. It's not professional to talk about submissions, so I won't do that anymore - the game was neat though. It was a little easy to accidentally make an illegal play (both Jason and I did that), but maybe that's fine, players just need to be a little careful they don't do that.

Sidetracked!

I SHOULD be working on EmDo expansions, Alter Ego, Kings of Air and Steam, Exhibit, Dice Works, etc...

Meanwhile though, I have been distracting myself with yet another deck building game idea. I thought of another game using deck building - this one was going to be a more typical style deck builder at first, but when it came down to the details, I could not bring myself to copy Dominion. So instead it's more like the Research mechanism from Eminent Domain broken out on its own.

Skyline
The game is called Skyline, and in it you use deck building to add cards to your deck, collect sets of cards in your hand, and use them to put those cards into play as buildings. The idea mostly came from the visual concept of the cards with silhouettes of a building on them, so when stacks of these cards are splayed side by side, it would look like a downtown skyline.

Here's a rundown of the game in its current form (obviously subject to change, as I have not tried it yet!):

Game turn:
Architect Phase: Play a card for it's effect, or draw 1 card.
Bid Phase: Play cards to purchase a card from the display, or draw 1 card.
Construction Phase: Play a card onto your tableau (pay by discarding cards), or draw 1 card.
Design Phase: Draw 1 card

In each phase you can EITHER play cards, OR draw a card (obviously in the Design Phase you just draw a card). This is instead of refilling your hand at the end of the turn. I don't know if that will work, but it sounded like a neat change to me.

Cards in the display will be from 5 face down stacks - one each for 0-cost, 2-cost, 3-cost, 4-cost, and 5-cost. Each stack has cards in some number of colors (5 or 6 probably). The more expensive the card, the more VP it's worth and the better the effect on it. The cost is the number of cards of that color which must be discarded to purchase the card, or to play the card to the table. Currently I'm thinking that except for the 0-cost pile (building bases, what you need to start a building), the stacks will each be shuffled and the top card revealed and available for purchase. there might need to be more cards available, I'm not sure yet.

That's the idea anyway. I hope to create some cards and give it a try soon. I'm sure you'll hear more about it at some point.

Aaaaaand another one...

Skyline has not been my only distraction. Just today I was inspired while reading the review of Funkenschlag: The First Spark on Opinionated Gamers. I thought of a resource gathering mechanism (which is completely unrelated to Funkenschlag). Tonight I created some hex tiles and sorted some meeples and wooden discs to give it a try.

The basic idea in this one is that you lay out an array of hexes, each with radial lines dividing the hex into 6 'spaces,' and a circle of color in the center. When joined, these lines create spaces for meeple placement, each touching 2 of the circles. After a few rounds of worker placement, players use the resources (colored circles) their meeples are touching to build some "technology" or "building". Also, each circle could have a token on it, maybe a 1-shot resource of a particular type (like the resource cubes in Olympos), or maybe 1-shot abilities (like the tiles in Hansa Teutonica).

That's about as far as I've got on this idea. Who knows if it will get anywhere.

Tuesday, August 30, 2011

Kickstarter Chronicles - Part V: Our influence on other projects

If I had been on the ball, I would have started a series of blog posts about my Kickstarter experience with Eminent Domain. I would have called it The Kickstarter Chronicles, and it would be in several parts. I did not do that, so instead I'm going to pick up in the middle. I'll include a complete outline, and maybe one day I'll go back and fill in the missing chapters:

Part 0: What is Kickstarter?
Wherein I learn about an interesting new crowd-funding website, and implore Tasty Minstrel Games to use it.


Part I: Designing our first KS campaign.
Wherein I try to optimize pledge levels to offer desirable rewards in a cost effective way.


Part II: Running the campaign.
Wherein I observe several different ways of promoting a Kickstarter campaign, what worked, and what didn't.


Part III: Production post campaign.
Wherein I discuss the learning process of producing a game on a larger scale than expected, and the growing pains involved.


Part IV: Complaint department.
Wherein I enumerate lessons learned in customer service, and observe what Kickstarter means to the people pledging.


Part V: Our influence on other projects.
Wherein I note specifics of recent Kickstarter projects which appear to be a direct result of the events involving ours.


Part VI: The final word.
Wherein I form an opinion on the Kickstarter campaign after it's finally over - will I consider it a success? Would I do it again? What would I do differently?


Part VII: The future of Kickstarter
Wherein I examine earlier thoughts on the evolution of Kickstarter as a tool to fund board game publication, and form an opinion about whether I think it will be worthwhile, or even possible, for us to use it again.

Part V:  Our influence on other projects

In the previous chapters I discussed (or would have discussed) a few different things about EmDo's KS campaign. We were not the first to successfully fund a game on Kickstarter, there were several games before us... most notably Alien Frontiers by Clever Mojo Games. Their campaign was a rousing success, bringing in almost $15k - 3 times their target amount. Of course, their target amount was low - probably a lot less than it actually cost to print the first run, which I believe was only 1000 copies of the game. The first run was such a success that the first run sold out immediately, and some people even had trouble obtaining pre-ordered copies.

I definitely wanted to learn from that experience, take what I thought worked well for Clever Mojo and avoid what caused problems. So my project was clearly influenced by others before me. As it turned out, through some confluence of quality, strength of character, coincidence, good marketing, or just dumb luck, Eminent Domain not only me but surpassed our lofty goal of $20k - bringing in an unprecedented $48k for a board game! After that performance, it only makes sense that other projects would look to ours, try to choose what we did right and avoid what we did wrong in order to enjoy their own success.

Well, that was then, and this is now. There has been an explosion of KS game projects, some well run and some not - some successful and some not. Until recently I could only see influences from our campaign itself in other, newer campaigns. Only now, 9 months later, have I started to see more lasting effects of things that have transpired (see Chapter IV), and the influence that has had on other projects. Here are a few things I've noticed about some of the new Kickstarter projects, where I see they may have been influenced by our experience, and in some cases my opinion on them.

Looking at some of the more successful recent projects: Flash Point: Fire Rescue, Glory to Rome Black Box Edition,  and Carnival, each of which has surpassed their goal by a lot. One thing I see that may have been influenced by Eminent Domain is this: Tiers for multiple copies of the game. We included:
* A tier for a single copy of the game, for those who simply wanted to pre-order themselves a copy,
* A tier for 2 copies, for people who wanted to go in with a friend (this would save us money on shipping)
* A tier for 3 copies that was a better deal all around (cheaper per copy, Limited Edition) than the 2 copies, to encourage people to go in with *2* friends
* A tier for 6 copies - specifically intended to facilitate overseas orders

While the specifics vary, all of the current heavy hitters seem to have adopted a similar structure. Also, in-game real estate for a high dollar amount, like the planets and tech cards in Eminent Domain, went well for us, and I see it popping up in some of the current campaigns as well (such as Clever Mojo's new Sunrise City project).

Something that's decidedly different however is the number of different trinkets, exclusive items, and bonuses. I think giving everybody a little something more (i.e. adding something additional to the game) at certain thresholds after meeting your goal is a great way to encourage people to get their friends to pledge! However, for logistical reasons I think offering handfuls of different options will prove to be very difficult and potentially problematic. As for exclusive items, well - I've written about this elsewhere - I don't think they're a good idea at all... there's a setup cost involved, and once you've paid that, if it's not game content, then I think it usually makes more sense to add the item to the game altogether rather than making it exclusive. Give the value-add to all of your customers, not just a select few. And if it IS game content? Well, the thought of an ever growing group of people who will be forever unable to access all of the game content is just terrible!

I've noticed the following disclaimer at the bottom of a couple KS projects lately:

From DiceHateMe's Carnival project:

Without our Kickstarter Backers, DHMG would not be able to bring quality games to market. To show our respect and appreciation, DHMG promises that backer copies of Carnival will be shipped out before copies are available for purchase at retailers or conventions. DHMG also pledges that any reward marked as promotional in our Kickstarter campaigns will never be offered for sale in stores by DHMG, either alone or as part of any product. 

And from Clever Mojo's new Sunrise City project:
We recognize and appreciate the important role that our Kickstarter Backers and Springboard Retailers are playing in the launch of Sunrise City and the success of Clever Mojo Games. Therefore, we make the following promises to you:
  • The promo cards and tiles noted as EXCLUSIVE will remain exclusive. We promise not to sell them individually or as a set, and not to include them as a part of any game expansion or re-printing. Once the Kickstarter Backers and Springboard Retailers have received their exclusive items they will NEVER be re-printed.
  • Sunrise City will be shipped to Kickstarter Backers at least two weeks before the items are available for purchase at ANY convention or store. Actual delivery dates will vary depending on your local postal service.
  • Stores who participate in Game Salute Preview Nights for Sunrise City will receive a preview copy for their Game Library in advance of the scheduled release date.

Both of these games look like fine products. I have read the rules to Carnival, and it sounds like a solid, lightweight filler. I don't know much about Sunrise City, but based on the video it looks like a fun city building game (I have fond memories of Sim City)... I have nothing against either of these projects. I bring this up merely to point out that, although potentially a coincidence, these "Our Pledge" sections appear to me to be in direct response to what has happened recently surrounding Eminent Domain (again, see Chapter IV).

So it seems that we've had an influence on the current crop of KS projects, but not necessarily in a positive way - more in a sort of "cover your ass" or a "what not to do" way. The two biggest complaints that cropped up about EmDo were that the "exclusive content" ended up in all of the first run boxes, and that the games were available for purchase at Gen Con when the KS supporters had not received theirs yet. I absolutely cannot fault either Dice Hate Me or Clever Mojo for taking that route - for including exclusive items and for promising that the supporters will get their copies first - that's clearly what people expect and/or want for their pledge (see Chapter IV again). They're not pre-ordering a game, and they're not helping a small company get off the ground... they're shopping for trinkets and exclusive items.

On the down side, this propagates a dynamic that I think is bad for the industry - exclusive game content - and it also degrades the efficiency of Kickstarter in the first place - trinkets. Things like pins and ball caps cost money to make and money to ship. Enticing someone to add $10 to their bid in order to also get a hat that costs you $9 a unit to make, well that's not getting you very far. when I was researching rewards for my KS campaign, I also found that a lot of people did not seem interested in a hat, or a t-shirt, or even a poster print of game art - and here I thought those were all great ideas!

So it remains to be seen whether a small company or self publisher will be able to succeed on Kickstarter the way *I* think they should be able to - offering people the opportunity to pre-order a game and help it get off the ground, or if it will be a novelty emporium for gamers to shop around for trinkets and exclusives. Is there room for both of those types of projects on Kickstarter?

Monday, August 29, 2011

EmDo Expansion - new tech and planet card ideas

I wanted to do some brainstorming about new tech and planet card ideas, and if I do that brainstorming here, then it'll be here for me to reference later!

I had some neat tech card ideas that I was testing with the Exotic expansion:

Level 1:
Double Time: Play 2 more Action Cards

Level 2:
Improved [X]: Like level 1, but with "Play an additional Action" added.

Thorough Survey: Search the Planet draw and discard piles for any 1 Planet card. Shuffle those piles to create a new Planet deck and place the chosen card on top.
Synthesize: Search your draw and discard piles for any 1 card and put it in your hand. Shuffle those piles to create a new draw deck.
Cryptography: Draw 3 cards, then return up to 2 cards from your hand to the stacks.
Coalition Victory: If you have 2 each Advanced, Fertile, and metallic planets in play (face up), you win the game.
Premium Product: Collect 1 additional Influence for each Unobtanium you trade. (Comes with an Unobtanium slot)
Cult of the New: Exotic icons in your Empire are worth 1 Influence. (Comes with an Exotic icon)
Deep Space Probes: When doing a Survey role, you may look at 2 fewer Planet cards. If you do, keep 1 additional Planet.

Some of those, Coalition Victory, Premium Product, and Cult of the New, will absolutely have to wait for the exotic expansion, because they rely heavily on having an additional planet type in the game. The rest however are not unique to the Exotic expansion, and could be used in the 1st expansion instead. I especially think Synthesize and Thorough Survey should be in the same set, because they feel complementary to me.

So it stands to reason that Thorough Survey, Synthesize, and Cryptography should occur in the first expansion, as well as the permanent tech Deep Space Probes.

The Level 2 Improved techs kind of go along with Double Time in that they add a theme of playing additional cards to the game. Thus far only Productivity (a level 3 tech) has done that. So unless I want to come up with a handful of more unique techs, it seems wise to include that set of cards as well. Currently Double Time and the L2 Improved techs all have an Exotic icon on them, to tie them together with the Exotic expansion. If I'm moving them to the 1st (non-Exotic), perhaps I should remove those - but I was thinking it might be neat to include them, so that when the Exotic expansion comes along it will integrate better. Until then the Exotic icons of course just won't do anything.

That's all old stuff though - let's get to the brainstorming already! This will obviously be less detailed and less well thought out, by merit of it being... well, a brainstorm:

Different types of technologies I could use
* Techs with effects that trigger when the card is used to follow (or boost?) a role, such as:
- - Collect 1 Fighter when using this card to Follow a role
- - Collect 1 Resource when using this card to Follow a role
- - +1 Colony when using this card to Follow a role
- - Draw 1 card (2 cards?) when using this card to Follow a role
- - Remove 1 card (2 cards?) in hand from the game when using this card to Follow a role
- - Trade 1 Resource when using this card to Follow a role

* Techs that have Resources as symbols
- - These could be discarded in lieu of a Resource in your Empire

* A tech with all 6 role symbols on it.
- - What, if any, Action should this card have? Maybe no Action, but the text "After using this card to boost or follow a role, you may put it back into your hand." (so like a +1 of each icon, but -1 Hand size situation). maybe call it "Versatility"

* Techs that cost Resources (resource icons in the 'required planet" or the 'research cost' locations)

* Permanent tech that says "1x/turn you may place a FIGHTER on [this card]. Remove 3 FIGHTERS from [this]: Collect 1 DESTROYER. Remove 5 FIGHTERS from [this]: Collect 1 DREADNAUGHT."
- - Or perhaps better, each time you Lead/Follow a Warfare role - thus making Destroyers and Dreadnaughts obtainable through heavy use of Warfare.

I'll note that costing a resource is basically another way to indicate a planet requirement, since the resource types are based on planet types. It's actually a bit more 'expensive' because it requires not only that you flip the planet, but that the planet has a resource slot, and that you use an action to fill it. I did have an idea for a Permanent tech called Biosphere which gives you resource slots. I think it would be interesting if the cost for that was A Food and a Water, and the slots it provides are Iron and Silicon.

So here's what I'm looking at at the moment for expansion tech cards:

Advanced/Fertile/Metallic Level 1:
Double Time with 1 Native icon (and 1 Exo icon?)
Influence: 0
Double Time with the other Native icon (and 1 Exo icon?)
Influence: 0

Advanced/Fertile/Metallic Level 2:
Improved [x] with 1 Native icon and 1 Exo icon
Influence: 2
Improved [x] with 1 Native icon and 1 Exo icon
Influence: 2

Unaffiliated tech:
Improved Colonize
Cost: Food + Iron
Icons: Colonize + Food
Effect: Same as Improved Colonize, with "Play an additional Action"
Influence: 0

Improved Produce
Cost: Water + Food
Icons: Produce + Water
Effect: Same as Improved Produce, with "Play an additional Action"
Influence: 0

Improved Warfare
Cost: Iron + Water
Icons: Warfare + Iron
Effect: Same as Improved Warfare, with "Play an additional Action"
Influence: 0

Improved Survey
Cost: Iron + Silicon
Icons: Survey + Iron
Effect: Same as Improved Survey, with "Play an additional Action"
Influence: 0

Improved Research
Cost: Silicon + Food
Icons: Research + Silicon
Effect: Same as Improved Research, with "Play an additional Action"
Influence: 0

Improved Trade
Cost: Silicon + Water
Icons: Trade + Silicon
Effect: Same as Improved Trade, with "Play an additional Action"
Influence: 0

Synthesize
Cost: Iron + Silicon + Water
Icons: ?
Effect: Search your draw and discard piles for any 1 card and put it in your hand. Shuffle those piles to create a new draw deck.
Influence: 2

Thorough Survey
Cost: Iron + Silicon + Food
Icons: ?
Effect: Search the Planet draw and discard piles for any 1 Planet card. Shuffle those piles to create a new Planet deck and place the chosen card on top.
Influence: 2

Cryptography
Cost: 1 Destroyer?
Icons: ?
Effect: Draw 3 cards, then return up to 2 cards from your hand to the stacks.
Influence: 2

Biosphere [Permanent]
Cost: Water + Food
Icons: NONE
Effect: [Iron] and {Silicon] resource slots
Influence: 2

Deep Space Probes [Permanent]
Cost: 3 Research? 5 research?
Icons: NONE
Effect: When doing a Survey role, you may look at 2 fewer Planet cards. If you do, keep 1 additional Planet.
Influence: 2

...

Next time I'll brainstorm ways to get and use Destroyers and Dreadnaughts. So far I've got a couple ideas, but nothing concrete.

Friday, August 26, 2011

Alter Ego - back to that again...

The other day I re-read my last post about revamping Alter Ego and making it into a Cooperative Deck Building game. That was back in April, right after my visit to Spielbany. Sadly, I have not done anything with the idea since then!

Today I finally got around to working on updating my prototype. I added 2 more types of Hero cards/icons, like I discussed with Richard at Spielbany. In updating the Henchmen cards I think I've run into a potential problem. I've noticed that with my current rules, players will be bringing 1 henchmen into play each turn. However, in the very beginning of the game they will not be able to defeat 1 Henchman per turn (not the way I'm thinking of having the henchmen) - and if they could, the game would be pretty dull anyway. That means later in the game, players have to be able to defeat more than 1 Henchman at a time in order to catch up a bit.

It's possible that players won't need to defeat every single henchman - and in fact maybe it would be best if they could not. That might actually help encourage them to beat the ones with the Arch Villain symbols in order to 'awaken' the Arch Villains and defeat them.

In any case, I think I need to think about the design of the henchmen cards. Should they start out very easy to kill, then progress on, so that by the time players can defeat more than 1 of them at a time, they must choose between that and defeating just 1 bigger henchman, which would confer some benefit? Or should I re-define the way that henchmen come into the game?

For now I have created a set of 5 really wimpy henchmen ("Pest"), and a set of 10 almost as wimpy henchmen ("Nuisance"). These will come into play, take just 1 Civ token hostage, and offer no benefit for defeating them (except that they will release the hostage, of course).

I think this could make for a reasonable early game - on your first turn you'll turn up a Pest, and you'll choose a hero card (probably the one needed to defeat that Pest). On your second and third turns, you'll add a Nuisance, and you'll choose a Hero card based on that. Then you'll start drawing harder-to-beat henchmen, and there should be some number of them built up in play...

This is the part I'm a little concerned about - if the Henchmen come out faster than the players can defeat them, then how can the players win? Perhaps that is the tension required to actually make this game any good - maybe it's just something I'll have to try out empirically.

The last thing I have to do before I can try it is to assign how many and what types of Hostages will be taken by the Henchmen. The "hostages" aren't necessarily supposed to represent actual hostages - like kidnapped people - though in some cases that's applicable. It's supposed to represent a group being hassled by the criminals. How many groups/types of Civ tokens should there be? I want to say "3," because I always seem to want to say "3." also, I'm currently planning on there being 3 Arch Villains, so having 3 types of Civ tokens might fit with that - each Arch Villain, once in play, could attack a different Civ type.

Hopefully I'll finish the henchmen cards and print out the new prototype before I get sidetracked or lose interest again...

Monday, August 22, 2011

Game mechanic for a hunt

Sitting at lunch today I had a random thought, about Seal Team 5 and their capture/killing of a terrorist. I heard someone say that Disney had bought the rights to "Seal Team 5" - as if to make a movie about it (maybe they're waiting for that not to be in extremely poor taste?)

Anyway, that thought led to game mechanics for searching for a hidden target. Imagine that each player represents a different intelligence agency, and they're all out to find (capture?) a hidden target, maybe a terrorist or maybe just a particular item or piece of information (the Holy Grail, like the Da Vinci Code?)

Suppose that there are first of all several Macro-locatins where the target could be located. Maybe these are countries for example. Players would go about getting information, trying to figure out which macro-location they should dispatch their Ops team to. When they think they have this information, they may dispatch their team, but so as not to tip off other players they would not reveal which location the team has been sent to. They would however have to lock that choice in.

While everybody else is still trying to figure out which location to send their team to, you can go about your business trying to learn more specific information - like where within that macro-location the target is hiding, or how to go about getting it. Meanwhile, since you have dispatched your team, you can (must?) spend some of your limited actions 'advancing' them... say you have an "Ops Team Progress track" for example, and you advance a marker on that track to indicate that your team is making physical progress.

Eventually there would be some trigger which would cause the correct Macro-location to be known to all players. Maybe at this time a specific board for that location is brought into play. Any player who has dispatched their team must reveal where they dispatched them to. If they were incorrect, then all the "progress" they made is wasted - they won't find the target. However, assuming they were right, then they have already effectively taken X moves on the new map (where X is the number of advances on the Ops Team progress track have been made). Thus, they have ahead start in the race to find the target.

I don't know how interesting this would turn out to be, or how fun, or exactly how the game would work - but it sounded like a neat way to implement a race for hidden information. I think this could jive well with the type of thing that Indiana Jones' Lost Adventures was doing with the game system knowing information that the players do not.

Sunday, August 21, 2011

The state of things... games in development and TMG submissions

I haven't been posting as often as I'd like in this blog. For one thing I would like to keep my readers interested with what's going on in my gaming life, and for another I like to chronicle my thoughts for my own use later!

So here's what's going on with some of the games I've been working on lately for TMG...

I posted about a week ago about my latest thoughts on the 1st expansion for Eminent Domain, and about 3 weeks before that about The Untouchables (a simple coop game I was experimenting with). I haven't done any more with either of those since their respective posts.

Kings of Air and Steam
I have been worried about some aspects of Kings of Air and Steam that have not come together quite like I'd like, and I'd had some unfortunate playtests at Protospiel and Gen Con. I've been discussing some things with the designer, and we've finally addressed the boards (something I'd been leaving for later) as well as some other items that weren't working out too well. I think we've made some huge steps in the right direction, and I'm feeling much better now about the state of this particular game.

Josh Cappel will be doing the art for this one, and I'm looking forward to it looking every bit as good as Belfort.

Scott designed some new boards, hexes rather than rectangles, which I liked very much. They are more modular, and more attractive, and they don't have as many dead corners. I think the hex boards are definitely an improvement, but it's possible the playing area was too large in general - this is based on some of the negative feedback we'd gotten. You see, the interaction in this game comes mostly from the threat or worry that another player might be going for the same thing as you. If the board is so big that much of the time the other players are not near enough to you to matter, then the interaction seems to go away. Scott just made new boards (updating things like the number of cities and factories) and has made each with fewer hexes. We'll see if this makes the overall game feel more crowded and hopefully more fun.

The new boards also have a nice, more confined number of factories and cities of each color, which I think will create a good number of cubes over the course of the game, and a good amount of demand for those cubes.

One thing I was not happy with at all was the Depot buying mechanism. I've tried several iterations, each of which had their good points and their bad points. Something that I came up with in an effort to justify depot pricing and also fix another problem in the game (some players have more than enough actions and end up passing) was this - make depots worth money at the end of the game! Therefore, while buying a depot eats up your working capital, it represents a profit in points in addition to something you need in order to deliver goods. Also, when confronted with an action when you have nothing better to do, now you could purchase a depot thereby scoring points. The escalating cost of depots ($4/$6/$8 for the 1st/2nd/3rd depot on a line). Another way to look at this, which is technically the same thing, but I think is somehow a little nicer, is to say that instead of your score being the total money that you have, score 1 point per depot, plus 1 point per $10 at the end of the game. I played with this rule yesterday and it seemed to go well. Thematically your score is based on the 'strength' or size of your network, as measured by your depots in place. Of course, money counts too.
Thinking about is a little more right now I'm wondering if it shouldn't be 2vp/depot + 1vp/$10...

At Gen Con I was listing my concerns to Andy Van Zandt, and he suggested that perhaps passing could entail collecting a couple of dollars - maybe $1/depot you've already built. In addition to this being something a player could do when they have no reasonable action to take, this turned out to be good because it allowed players who are a little bit short of cash to get enough money to make an upgrade or buy a depot without them having to make a delivery. I decided it might be simpler to decouple that from the number of depots made (especially if depots are worth points, you already have incentive to build them) and instead make it that you get $1/round... so in round 1 you collect only $1 when you pass, while in Round 5 you collect $5. I like the way that scales, and it's easily communicated on the Market board.

The new production rule didn't seem to go over well in the 1/2 game played at Gen Con, but has seemed great when played lately. The current rule is that each factory produces 1 cube, and in addition, each market tile generates 1 cube per factory of that color. I think the number of factories changed between Gen Con and recent playtests, so that explain the difference in how it has worked out.

Bank Job - a TMG submission from Phillip Dubarry
I love the sound of Kingdom of Soloman (coming soon from Minion Games), so I was interested in checking out this submission by Phillip Dubarry. I like the theme - it's like a Heist movie, where you assemble a crew and go rob a bank and stuff. Michael was excited about it and enjoyed it. I like the idea of the game, but I am finding I'm not fond of Simultaneous Action Selection, especially when resolved in some arbitrary turn order. I had wrestled with that for Kings of Air and Steam (where it's less of a big deal) and solved it by sorting the character powers and allowing those with weaker powers to have better priority when in a timing conflict.

In Ruins
I played Andy's post-apocalyptic card drafting game In ruins at Spielbany, at Protospiel, at my friend's game night, and again at Gen Con. I enjoy it, and I like the theme of the game, as well as the innovative drafting mechanism. It may be a title that TMG eventually picks up. One thing I worry about is how well it'd go over (sell) - novel card drafting isn't as hot a mechanism right now like Dice Drafting is (was? Is it still big?) or like Deck Building or "dice building" (Quarriors) is. Or is it? Is the popularity of 7 Wonders (and potentially 51st State) enough to imply that players are interested in games driven by a card draft? One other potential turn off is that the core mechanism, the reason the whole thing works, MIGHT just piss off players (any new, awesome card that comes up may be blocked by a player, therefore more often than not it may seem like you're drafting the dregs of what's out there). The last thing I think might be a problem (commercially) is that it's not a 'quick, simple game' like 7 Wonders. Which is not a knock on the game - the rules aren't actually very complicated at all, but the cards are, and the game has depth and is subtle. I worry that people may prefer a simpler game like 7W which is easier to grasp - which is a concern really on the general state of gamers (one I'm sure I've discussed before) more than it's a concern about any specific game. I mentioned to Andy that I might like to see another, different, simpler game using this draft mechanism which may be more likely to become a "hit" in the way something like 7 Wonders or Dominion has. I mean, one could probably take a copy of 7 Wonders and replace the booster draft mechanism with Andy's draft mechanism and see how that goes!

My Little Vineyard
I haven't thought much about or done much with this since Protospiel. The designer hasn't either - Scott told me he'd been dealing with personal stuff rather than game design. I still generally like the wine theme and the dice drafting mechanism, but I'm beginning to wonder if the general game buying public is over both of them. If not, then I think it would make a nice addition to the TMG line, so long as all the kinks get worked out!

Quarriors
I apologize for the negativity that is about to flow here...
I finally played Quarriors. Frankly, I cannot think of a bigger waste of time or effort. The game is simpler/less interesting than Dominion, and yet it's more fiddly/complicated to explain/play. It's like playing Dominion with a severely diluted deck - like whenever you buy a Village, you gain 3 Villages, 2 Copper, and a Silver. The fact that the only choice you really make - which die to add to your deck - only MAYBE means you get the effect of that die I find entirely regrettable, I feel like that defeats the entire purpose of the game.

The worst part about all this is that despite Quarriors being so little of an actual game, it will sell thousands of copies because it's the first game of it's kind - the next twist on deck building - and because it's got lots of dice and comes in a nice tin with nice art.

I do however like the idea of a deck building game where the cards in your deck have variability to them (like dice). But how do you make such a game that isn't disappointing like Quarriors? I think some of the same reasoning I put into Eminent Domain to set it apart from typical deck building games may apply here as well. However, I also think that any die added to your 'deck' really has to do it's job no matter what face is rolled on it. Maybe the effectiveness or intensity of that effect could be variable depending on the face rolled, or maybe a secondary/alternate effect could be based on the face rolled but the general/standard effect should be based on the die itself, and the fact that you have chosen to add it to your deck.

A BGDF member has been working on a 'dice building' game for quite some time, and I think it's closer to what I'd expected to see out of Quarriors. I haven't seen the latest version, but I think it would be cool to check it out. If it's everything I want it to be, then I think it could make a good addition to the TMG line.

Quick Gen Con recap, and EmDo Hullabaloo

I recently went to Gen Con for the first time, and in addition (perhaps related) there has been a lot of Hullabaloo about Eminent Domain on BGG. By way of disclaimer I'll restate up front that this is my personal blog, and opinions stated here are my own, and should not be attributed to Tasty Minstrel Games (with whom I'm often associated).

Gen Con
Michael, Erin and I went to Gen Con a few weeks ago. I have never been, I've always thought of it as more of a commercial event. I don't like he idea of going to (and paying for) a gaming convention and then having to pay extra to play in events, or simply to get into the Open Gaming room! However, this year I didn't attend the con in the capacity I normally attend game cons - We attended as Tasty Minstrel Games. We had a booth, and brought 6 different games to sell, including Eminent Domain, Belfort, Martian Dice, Train of Thought, Jab: Realtime Boxing, and Homesteaders 2nd Edition. Our booth was rather busy all 4 days of the con, and we did many, many demos. Looking up and down our booth at all 6 of our offerings I noted that, while no game is for everybody... within their target demographic, each of our games is really very good. They are the highest quality game, and the art and production (now that we've moved to Panda) are also the highest quality. I felt proud to stand behind each and every one of them! Even Martian Dice, which is the type of game that generally doesn't interest me at all, is really very good for what it is - I heard people saying it was better than Zombie Dice (a similar quick filler).

One of the best feelings was when someone who had bought EmDo or Belfort the day before would stop by and tell us how much fun it was or how much they liked it when they played it that evening! Another high point for me was when 2 different people stopped by our booth with a copy of Terra Prime asking me to sign it, and telling me how much they like the game! We also had a number of EmDo Kickstarter supporters stop by and reassure us, ask us to hang in there, and while they were anxious to get their copy of the game they were not upset about "all the hullabaloo."

Eminent Domain, and all the hullabaloo
Having copies of EmDo at Gen Con was good - we were able to show it, and sell a few copies in order to get the game out there some more. But it had a down side as well. There have been threads and posts all over BGG and on Kickstarter, but in case anyone is unclear on what happened, here's the story. This (the game designer's blog) is not the correct forum for further complaints on the subject, so I won't even approve any comments of that type. Please see the threads on BGG or contact Michael at TMG directly if you need to.

There were 3 mistakes made, and they combined to make for a very rough experience and a customer service nightmare:
Mistake number 1 - Traded limited exclusivity for Utopian planets
Originally Michael made a very big deal about the exclusivity of Prestige planets in the Kickstarter rewards. He wanted them to be entirely exclusive, but I veto'ed that because I did not want a good, useful portion of the game to end up being unavailable to everyone except the few people using Kickstarter. So he ended up saying "exclusive until the 1st expansion comes out" - and then played up the exclusivity part of that sentence quite a bit.

Somewhere along the line, Michael also decided to make the Utopian planets available - he planned to sell them as a mini-expansion through the BGG store. He hadn't actually asked me about it, and when I protested he said it was already done. Except then something fell through, and they weren't going to be a BGG exclusive after all.

I realized that it would be silly to have the Prestige planets given to kickstarters then also include them in an expansion (as was the original plan), because then people would have 2 copies of those planets... At about that time I also realized that it made more sense to combine the 3 Prestige Planets and the 6 Utopian planets into a 9-card mini-expansion and then NOT include them in the actual expansion (which by that time I had begun to work on).

Michael wanted to include these in copies pre-ordered from the Preview night promotion he had put together, and he thought that people would not mind that they were no longer exclusive (1) because this new pack was technically a mini-expansion, and (2) they would be getting more stuff than advertised. He was trading out the limited exclusivity (limited until the mini-expansion, which ended up being coincident with the first print run) for more cards. His thought process was "why would anybody complain about that? They're getting more cards!"

That's the second time Mike has underestimated people's propensity to complain. He said the same thing last year before BGG.con when he decided to give away copies of Terra Prime and Homesteaders - he thought that people would not complain about miscut or misaligned pieces since they got the game for free. Needless to say he turned out to be wrong.

Mistake number 2 - Bonus planets added to all boxes
Now that preview night pre-orders were going to get these Bonus planets, there was some number of Kickstarter boxes getting them (labeled as kickstarter copies), some pre-orders getting them (unlabeled), and some copies not getting the planets (also not labeled). In order to avoid mistakes and make it easier to deal with, at some point along the line Michael told the guys at Panda to just put the bonus packs into all the 5,000 first run boxes.

This was a mistake for 2 reasons. First and foremost, it directly contradicted the big deal he made about the (limited) exclusivity on the kickstarter page. As I mentioned, in his mind he'd already resolved this by giving the kickstarters the 6 additional cards. The other reason this was a mistake was more of a common sense one - unless every single first-run box has been pre-sold, there will eventually be a point where a store will have 2 copies on the shelf, one with bonus planets and one without!

I would have preferred (and I bet Mike would too, in retrospect) if he's instead told them "don't put the bonus planets into ANY of the boxes" - and then when shipping a particular box to a particular person, a bonus pack could have been sent along with it.

Something I have only just thought of right now - since we have a 2nd printing following the first one, we could have potentially decided to hold back the non-KS, non-preordered boxes from the first run (with the bonus planets in them), fulfilled normal orders with the 2nd run, and then sold the rest of the first run with bonus planets included as a separate item (EmDo WITH Bonus Planets expansion) for an additional $10. In fact, I don't think it's too late to do that. I will have to discuss it with Mike.

You see, this is the problem with "exclusive" or "limited" items - once you print them it makes so much more sense just to always include them!

Mistake number 3 - Copies sold at Gen Con
Originally the print run was supposed to arrive in April. When that didn't happen due to delays, it was still supposed to arrive in June or July. When further delays occurred such that the shipment would not arrive in time for Gen Con, Mike decided to air ship a small number of games to the con. I do not actually think this was a mistake at all. As a small publisher, TMG cannot afford to go to a big show like Gen Con and NOT have their new product. However, even though it wasn't promised in any way, some Kickstarter supporters were upset that they were not the first to receive their copies of the game. Like any pre-order, I can see the thinking there - they paid for the game 9 months ago, and especially those that would be at the con could watch another person walk in off the street and purchase a copy. However, I don't think that makes it a mistake to have done this. The delays were regrettable, but there's nothing TMG could do about them. Some of the more vocal complainers in this respect seem to imply that the game was made available to the general public - to everyone except the kickstarters. They don't seem to know (or care) about the facts of the situation and the numbers involved - just the principle that someone else got the game before they did. For the record, the number of people that got their game before kickstarters was about 10% of the number of kickstarters. We sold less than 200 copies at the con. That's not the general public, that's a handful. So, I understand the complaint, but for those who suggested that TMG (or especially ME personally, like it was my choice to make) is smarmy or disingenuous for selling copies at Gen Con before the kickstarters got their copies... I disagree with you. That's not smarmy, that doesn't lack class.

Solution
The combination of those three mistakes caused quite a stir in the forums on BGG, and it was rather disheartening to read wave after wave of criticism. The long and short of it is that some of the kickstarter supporters felt like TMG had changed what they were getting (they had - 6 Utopian planets were added) and some even canceled their order because they felt like they'd been lied to. Well, despite what you might read on BGG, Michael and I DO NOT want the kickstarter supporters to feel like we don't care about them or that we do not appreciate their support! As a result Michael decided to provide a new item, completely exclusive to kickstarter supporters, which will be added to their package when it's sent out.

I cannot wait for the people who asked for a refund to complain that they now cannot get this item, as it's exclusive to kickstarters.

Monday, August 15, 2011

TMG Game reviews are online!

TMG's summer releases are still on their way from China, but we did have some copies with us at Gen Con, and they all seemed really well received! Lately I've seen a few reviews popping up online:

Belfort:
Drakkenstrike's Belfort Components Breakdown Video Review in HD
BGG Review: A Cranky Old Man Review: Belfort (9 out of 10)
BGG Review: Did you know that Gnomes are inherently pentagonal? - a mini-review of Belfort

Eminent Domain:
I Slay The Dragon
BGG Review: Is it really RftG + GtR + Dominion?
BGG Review: First Impressions (this one's neat because the OP chimes in after further play)
BGG Review: More First Impressions

Martian Dice:
Board Game Reviews By Josh
BGG Review: Know when to hold em', know when to fold em', know when to walk away, know when to take your cows and run!
BGG review: Martian Dice: Buy, Try, or Sigh

Homesteaders:
BGG Review: Homesteaders: Not only a great game, but it has Cowples!!!
Go Forth And Game: Under The Microscope - Homesteaders

Thanks to those who have posted these reviews! Everybody should check them out :)

Sunday, August 14, 2011

EmDo Expansion - second thoughts

I've posted about my thoughts for the Exotic Expansion I'm working on for Eminent Domain. I really like parts of what I have so far, but I'm not 100% happy with it yet. In addition, the expansion does not address the 2 biggest things that players seem to really want to see addressed...

1. People want the different resource types to mean more.
2. People want the different fighter tokens to mean more.

So lately I've been thinking about holding off on the new "Exotic" planet type, and instead adding some of the things I've had in mind to address those 2 main questions people have been asking. The expansion will still feature additional Role cards to support 5 players, and additional technology cards as well.

Resource types

Currently, the resource type is based on the planet type, so there is no difference between Iron and Silicon except that Iron comes from Metallic planets and Silicon comes from Advanced planets. There's a little bit of subtlety to that - it means that inherently Iron is a little harder to come by, since fewer Metallic planets have resource slots than Advanced planets do. That distinction does not really matter in game terms though.

There exist 3 tech cards in the base game that refer to resource types:

Genetic Engineering: +1vp for each TYPE of resource you produce this turn
Diverse Markets: +1vp for each TYPE of resource you trade this turn
Specialization: Choose a resource type. +1vp for each resource of that type you trade this turn.

I have some plans for another future expansion to use Agendas, some of which would refer to particular resource types - such as an Agenda making Water worth 2vp apiece instead of 1.

Lately I've been thinking about more things I could do with resources. The obvious thing is to make cards that cost resources...

* Planets which require expenditure of resources to flip over
* Tech cards which require expenditure of resources to purchase (or to play)
* Cards/Actions that allow you to trade resources in for something other than Influence (VP)

Fighter tokens

Many people see the 3 sizes of fighter tokens and immediately want to assign denominations to them - which is fine. However when they see that the rulebook does not do that, they immediately ask why not. Well, there IS a reason for that. Ever since it was known that we would have 3 different fighter token shapes I thought it would be cool to one day make the medium ships "Destroyers" and the large ships "Dreadnaughts," each with their own meaning.

I'm currently thinking of adding some of these types of cards to the first expansion, in lieu of the Exotic planets with the new icons I was playing around with.

Saturday, July 23, 2011

Untouchables - Card Actions

Here are the 13 card effects I had in the first draft prototype of The Untouchables. Based on my last post, I will need to change some of them, and I think I will need to create some more, so if you can think of a card effect you'd like to see in this type of game, please leave a comment!

1. Advance Investigation Track (this was originally supposed to be a little better than simply playing the card face down to bump the track, because it gave everybody information about which Suspect was in play)
2. Discard an additional card face down, Advance the Investigation Track twice.
3. Send a Cop to ANY location (rather then the location indicated on the card)
4. Discard an additional card face down, Send 2 Cops to ANY 2 locations
5. Reveal a card from your hand (again, this was supposed to help communicate information to your partners about which Accomplice needs to be surrounded.)
6. Look at 5 of the face down discards (allowing you to learn which suspects are in play)
7. Move any 2 Cops on the board.
8. Draw 1 card, then put 2 cards from your hand on the bottom of the deck (allowing you to remove potential suspects from the game, so to speak)
9. Put 1 card from your hand on the bottom of the deck
10. Remove a Cop from the board to advance the Investigation Track (send a beat cop after the Boss)
11. Remove 2 Cops from the board to advance the Investigation Track twice
12. No effect (ran out of ideas)
13. Ne effect

I think I've decided that I still want some cards to be face down, but I don't like how much of a memory element was involved, so the only Face Down cards will be those played face down in order to advance the Investigation Track. Also, to fix hand size issues as well as to give players something to actually do, instead of discarding additional cards to get the stronger action effects, players will have to flip a card from the deck, accelerating the game end, and adding an unforeseen suspect to the board (that may have to be dealt with). I liked the speed of the game when players were drawing 2 cards a turn in the 2nd playtest the other night, so I think it'll work well if player draw just 1 card, and flip another for a stronger card effect.

Here's my list in progress for the next iteration...

1. Advance the Investigation Track twice, then flip a card and add that suspect to the board.
2. Send a Cop to ANY location
3. Send 2 Cops to any 2 locations, then flip a card and add that suspect to the board.
4. Move any 2 Cops on the board
5. Remove a Cop from the board to advance the Investigation Track
6. Remove 2 Cops from the board to advance the Investigation Track twice, then flip a card and add that suspect to the board.
7. Turn all cards from the face down discard pile face up (instead of making progress, you gain information. Should this be a set number rather than "all"? Should it require a card flip? Should I make 1 more limited that doesn't require a card flip, and 1 that reveals all of the face down cards and does require a card flip?)
8. Place any Played card (face up discard pile) on the bottom of the deck, removing a suspect from play.
9. {Place any 2 Played cards (face up discard pile) on the bottom of the deck, removing those suspects from play, then flip a card and add that suspect to the board.
10. Move the top card of the deck into the face down discard pile (without looking at it), advance the Investigation Track 3 times. (not sure about this one - I kinda like it because it really helps you win, but also introduces an unknown element - a suspect you don't know about)
11. Move the top card of the deck into the face down discard pile (without looking at it), Move up to 3 Cops on the board.
12. ?
13. ?

I still need more ideas!

In general the way I see the game flow going is like this (and I think it's pretty thematic):

Early game players will send cops to interrogate suspects (play cards face up to put Cops on the board). Once they start to have duplicates (cards for where there are already suspects on the board) they'll start to use the stronger actions, adding unforeseen suspects which will have to be dealt with. Over time the board will materialize and players will be able to figure out which suspects need to be surrounded and which will not matter, then they can start moving the Cops around or sending them after the Boss (to advance the Investigation Track). Also, once they can do so 'safely' I expect players will play face down cards to advance the Investigation Track, because at some point that has to happen or you'll lose.

I think the card in players' hands SHOULD count as suspects as well, and the hand limit should be pretty low (for that reason, and to keep the total number of options on your turn to a reasonable level) - say 3 cards.

Leave a comment with any thoughts you have!

The Untouchables

Last Monday I got a chance to test drive the first draft of my cooperative experiment. The game is called The Untouchables, and it's about... well, here's the flavor text I jotted down:

A Mafia Boss is on the loose, and a crack team of FBI agents has been assembled to catch him! You’ll chase down leads and catch the crook, it’s only a matter of time. But if you don’t catch all of his accomplices, they’ll just take over control of the operation. In order to shut down crime in this city once and for all you’ll need to find out how many accomplices this criminal has, where they’re hiding, and send cops to surround them by the time you catch the Boss!
Each marked space on the board represents a location with a suspect. Send cops to interrogate the suspects, surround the accomplices you think are at large in the city, and catch the Godfather before he slips through your fingers!


Here's what I had in the way of rules for the first draft:

GAME TURNS
Your turn consists of first drawing 1 card, then playing a card. Cards can be played in any one of the following ways:
1. Follow Lead: Discard a card face down to advance the Investigation track 1 space.
2. Interrogate Suspect: Play a card to place a Cop token on the indicated location.
3. Take Action: Play a card and resolve the Action effect printed on it.

GAME END
The game ends when one of 2 things happens:
1. The deck of cards is exhausted - when a player draws the last card, they finish their turn and the game is over.
2. The Mob Boss is caught - when the Investigation track reaches the final space (marked with a star), the Mob Boss has been caught and the game is over.

When one of these events occurs, players reveal all cards in their hands and the face down discard pile. All locations on those cards are considered to have Suspects (this can be marked with the transparent red discs). Not all of these Suspects must be captured in order to win! Any Accomplice space (unmarked) on the board which is COMPLETELY SURROUNDED by Suspects represents an Accomplice at large. If all Accomplices at large have been COMPLETELY SURROUNDED by Cops, AND the Mob Boss has been captured, then the players win!



After the first play it became clear that those rules have a few glaring problems. For one, several of the improved actions require you to discard an additional card, and if you only draw 1 card a turn, you soon get to the point where you're hand is empty and you are simply drawing a card and then playing it.

In the 2nd game we tried "draw 2, play 1" which somewhat helped this problem, because most of the time you want to use one of the 'discard a card" actions. The speed of the game seemed reasonable too. Another problem that I noticed was that the idea behind discarding face down and counting the cards in players' hands as suspects at the end of the game was to make it hard for players to know for sure which Accomplices must be surrounded. The problem with that is that you KNOW which cads you discard, so you KNOW whether or not you'll win, or where cops need to be sent. It turned out that communicating that info somehow wasn't a big deal, you would simply send cops to the space you know need them. One feature that was actually kind of cool in the first play was that at the end we didn't know whether we'd won or not until we checked. I like the idea of that, and if possible I'd like to maintain that feature. But if you know which cards you discard, that doesn't really occur. Also, since you get to choose your discards, you simply discard duplicates of spaces that you already know have Suspects, which is kind of anticlimactic.

Thinking about it afterward, I think a better 'cost' for the actions is to flip a card from the deck and add a suspect to that location. That way you always play just 1 card , and can draw just 1 card as well. And I hope that the injection of Suspects at surprise locations will give players something to actually do on their turn.

My goal is to emphasize the decision between helping the team win (catch the Mob Boss), and making sure you don't lose (fail to surround the Accomplices). Further, I'd like players to have to somehow figure out how many and which of the 4 Accomplices are in play in any given game. I like the idea that the longer the game goes on, the more Accomplices are likely to be "at large" - but I'm not sure I like the possibility of player rushing the Boss track and potentially winning because no Accomplice happens to be in play. I almost don't mind it as a strategy, but I think it would be a pretty disappointing way to play - win or lose.

So I think I'll update the actions and consider that all (or most) of them will require adding a Suspect to the board, and try the game again with the following updated rules"\:

GAME TURNS
Your turn consists of first playing 1 card, then drawing 1 card. Cards can be played in any one of the following ways:
1. Follow Lead: Discard a card face down to advance the Investigation track 1 space.
2. Interrogate Suspect: Place a Cop token on the indicated location.
3. Take Action: Play a card and resolve the Action effect printed on it. Then Flip a card from the deck and place a Suspect at the location indicated on that card.

GAME END
The game ends when one of 2 things happens:
1. The deck of cards is exhausted - when a player draws the last card, they finish their turn and the game is over.
2. The Mob Boss is caught - when the Investigation track reaches the final space (marked with a star), the Mob Boss has been caught and the game is over.

When one of these events occurs, the game is over. Reveal all face down discards and place Suspects at each of those locations. Not all of these Suspects must be captured in order to win! Any Accomplice space (unmarked) on the board which is COMPLETELY SURROUNDED by Suspects represents an Accomplice at large. If all Accomplices a large have been COMPLETELY SURROUNDED by Cops, AND the Mob Boss has been captured, then the players win!

Monday, July 18, 2011

Exhibit, and Gamesmiths tonight

A note on Exhibit - I think it's pretty stable, I haven't changed anything significant in a while. A few things I may not have mentioned that I've been using are...

* Powers from tiles do not come into effect until you display an exhibit, and then only the power on top of the stack counts for anything. This makes you choose one power over another (tool vs weapon vs extra vp from art).

* You earn a new die from the 2nd, 3rd, and 4th exhibits you display, for a maximum of 6 dice. For the first exhibit you get only the power from the tile. I like the rate at which dice enter the game, and I also like the difference between many small sets vs fewer larger sets this way.

* I'm zeroing in on a staging order and tile specifics for the Purple auction. I think I may try to go back to 2 4-tile stages (keeping the last tile the VP one) for easier setup and more variety game-to-game.

* Consolation prize = extra bid token seems to be working out nicely.

A few new things I might like to try:

* Reduce the value of the Art tile to 2vp (from 3vp) - 1 vp doesn't seem like enough, but it's possible that 3vp is too much. It feels disappointing to make a set of all Art vs splitting it up into several smaller sets. That becomes less of an issue if the bonus is smaller.

* If there are tiles in the discard pile, award a tile to 2nd highest bid (without going over) as well. If that turns out to be good, then I could even shorted the game a tad by starting with 2 tiles up in the first (or each!) auction. Should the Purple auction work like this too?

I will probably NOT get a game of this in a Gamesmiths tonight. It's David/Eskue's turn with their game Shadow Ops. After that I hope to get a test of my new cooperative experiment, The Untouchables. I'm skeptical that it's any good, but I'm very curious to see how it feels and if it even works at all.

Sunday, July 17, 2011

Protospiel 2011

In 8 years of game design I've always wanted to go to Protospiel - a convention for people to play each other's prototypes and comment on them. Three whole days of design talk. It sounds perfect, but the timing was bad - always about a week after my annual 11 day trip to Seattle (something I was unwilling to skip). This year however, with Tasty Minstrel things going strong, I figured it was a bigger deal to finally make my way to Protospiel, so I cut my Seattle trip short and finally got a chance to attend.

And it was great! I met a lot of good people, played a lot of games, gave a lot of comments, and even managed to get everything I brought to the table at some point (some of it more than once!) - I received good comments on each game as well.

Here's a rundown of what I played or saw at the con:

Thursday 7/7/11
Andy Van Zandt's goblins-bombing-buildings game
The basic idea was that players control goblins that are intent on blowing up buildings with bombs. They run around clamoring over each other trying to light a bomb adjacent to a building, then retreat far enough to survive the blast, but they want to be closest to the blast in order to claim credit for setting the bomb (even if they didn't). Mechanically, there's a nifty card drawing mechanism that essentially allows players to draw the good cards played by their opponents. I like the general idea of the game, but currently the mechanisms don't really come through the way I'd like to see them. For example, you currently get credit for setting the bomb whether you blow up or not, which means it doesn't matter if you survive, and in fact you are probably better off NOT surviving to ensure you get the points. In my mind it makes more sense for all the goblins in the area to be fleeing the blast, and if you look back and see someone behind you, you cannot refute their claim that they set the bomb... if the actual bomber dies in the explosion, then they also cannot refute any claim... so I think you should want to be closest to the blast without dieing. I think that works better mechanically as well.

Also, the action point system is currently a little cumbersome for the type of game it is, with 15 action points to spend and things costing anywhere from 1 to 8... I think the system should be a lot simpler than that for this type of game. I do like what the card drawing mechanism was going for (playing a card makes it available for later players) - and I gave Andy an idea for another way that could go.


Friday 7/8/11
I played a submission to Minion games called Wizard's Ring. It was kind of like a simplistic version of Small World. I was not impressed.

I got a game of Exhibit in - that's the Bluff Auction game I've posted about. It went over well - one suggestion was to change the Art bonus to be 1vp per tile in the set. The reason behind this was that it seemed disappointing to get a set of Art, because at 3vp bonus per tile you might prefer to break that set up and score just 1 tile at a time, the set would have to have 7 tiles in it to outscore several 1-tile sets. I tried that in a later game, but I think it just double rewards a big set! I think maybe a better reward is just 2vp instead of 3, so you only need 4 tiles to break even, and it is worth getting a 5 or 6 tile Art set. That way in the early game you have to choose between a 1 tile Art set that scores like a 2 tile set (for dice) and a 1 tile weapon/tool set for an ability. That sounds good to me.

Thursday night I was explaining to some people what I didn't like about trick taking games, and my ideas for a trick taking game I might enjoy. Francois said he had a game that sounded like exactly the kind of thing I was describing. I got a chance to try King Leech on Friday, and I was kinda disappointed - not in the game itself... it's a fine trick taking game, I just don't like trick taking games, and this was no exception. It did not really address any of the things I dislike. I also thought it was a bit fiddly (lots of exceptions and special cases it seemed).

I got Scott Slomiany's My Little Vineyard to the table 3 times over the weekend, I'll discuss it more later. I also got in a game of Dice Works with Nicholas Vitek and Kevin Nunn... Seems to be working fine. I still want to try the Martian Dice version, as soon as I get my hands on some Martian Dice :)

Exhibit hit the table, and I got some good comments on that one which might address one of the few things I am still unhappy with for that game - there's something not quite right about the feeling you get when you are outbid by 1. On one hand, that's kind of the mechanism - and if you make a bid, you have to know that you could be outbid and you should be OK with that. But it still feels crappy, and you can't really be all that accurate in knowing the true value of each auction (especially with the purples being wild). If you have a weapon, then an overbid by 1 makes the other guy's bid automatically worthless, which in some ways I feel is OK, but in other ways I don't like it either. The suggestion that addresses this is to award 2nd place a tile as well, if there's one in the discard pile for that auction.

We also discussed the possibility of putting a "recommended" number of players on the box, in addition to the full range of players. For example, Exhibit works for 2-5 players, but is probably best with 3-4 players. Some thought this was a good idea, so that first time players don't load up a game with the maximum number of players (as people are wont to do) if that's not the best number... others thought that it was a bad idea, because people would say "why even call it a 5 player game" or whatever. It was an interesting discussion, and in the end I think my opinion is to leave things like "best for X players" to BGG.

Next we played Andy's post-apocalyptic card drafting game called In Ruins, which I played at Spielbany in April. I think the game is pretty solid, but I'd like it to be a 1-hour game, not 90 minutes (and not 2.5 hours for advanced game, though maybe 90 mins for advanced game would be OK). I'd like to play this again and see how I like it on repeat plays.

Dice Works hit the table again real quick before a game of My Little Vineyard, where it came up that sacrificing a book as if it were a die of that number could be a good way to insulate against rolling extra dice to ensure a desirable result and then not getting a desirable result after all. I ended up trying this change in a later game and liking it, but I think the books, as good as they are (especially with this change) definitely need to cost a pair of dice (making them harder to get).

A suggestion I got for this game (via email, after the con) was that the main issue with the game at present is that while it's a neat idea to agonize over whether to roll extra dice to ensure your action is available, in reality the actual cost of doing so is too high compared to the benefit of die-starving your opponents, so once the pool drains, players tend to just roll 1 die and then use it. Andy's suggestion was to add a potential for failure - for example, instead of "any 1 die," something could cost "any 1 die with value 3+." This would mean there's a risk of rolling a 1 or 2 when rolling just 1 die, meaning you get nothing.

Another suggestion from that same email was to force a player to 'call their shot' - to choose which action they want to go for BEFORE rolling their dice into the pool. This way they couldn't fall back on a simpler-cost backup plan. I'm not sure if I like this idea or not, but it might help fix the 'problem,' it might help encourage people to want to roll more dice than the minimum.

Another idea that has crossed my mind is this: why does each player have their own 10 dice to roll? Why isn't there just 1 big pool, and on your turn you roll dice from the pool? Each round could start with 4 or 5 dice rolled into the pool, and each player could then be simply forced to roll a minimum of 2 dice or something (rather than the current 4 dice on the first turn of a round, 1 die thereafter). There is something interesting about budgeting your own dice, but I'm not sure it's really all that different from not doing so.

Saturday 7/9/11
I played a card game by TMG fan Alan Gearding. It was really not my type of game, and it was evidently based on some silly role playing world or something. I didn't feel like I had a lot of choices - the main mechanism was something like Rummy... you draw a card every turn until you think you have a 'good enough' hand, then you attempt to "go out" - other players can (in fact, must) "sabotage" you by playing a card to potentially damage your hand's strength... you have to play a sabotage card even if you'd prefer not to, which didn't sit well with me.

There was a game being played that looked like just my type of game, and I discussed some aspects with the designer without having played... later I was able to play the game (called Industrialist), having benefited from the prior day's playtest and discussion. The discussion mainly focused on the turn order mechanism, which at first was borrowing from Brass' where the player who spends the least money goes first, etc. I love that mechanism in Brass, but in this game, which is a worker placement game where the money you spend does not really correlate to the actions you take or your performance in the game, I don't think it was appropriate. When I played the game that was replaced with a simpler method to determine turn order, but one which was still lacking because it essentially still depended on money spent to buy Businesses/Factories, which all cost about the same anyway. There was a worker placement space which allows you to take over 1st player, but that was only for buying businesses, and then turn order was reset - so taking that worker space almost never actually meant you get to go first. After our test, he updated the turn order again to remove any link to money spent, which I think is the right move.

Industrialist featured a mechanism in which players could place their workers on Factories to get goods (1 worker per Factory), or Businesses to sell them - but more than 1 worker could go on a business, and the number of times you can sell that Business' combination of resources in a turn is equal tot he total number of workers on the Business. So by going there together, 2 players could each do 2 sales. At first glance I thought that would be totally new and different, but after playing I wasn't all that impressed. It's a solid mechanism, and it works well enough, but it didn't grab my attention during play like I thought it would. It did it's job, so maybe I'm being too harsh on that mechanism here.

Maybe I just didn't like that it introduced negotiation into the game - people saying "don't go there this turn, wait until next turn and I'll go there too, and we'll sell more stuff" - and I just don't enjoy that kind of negotiation in games.

Fianlly we talked about the VP balance (vp/cube), which looked like it was a little out of whack on some cards, and we talked about changing up the factories / businesses a bit. I think the game was pretty solid, and I'd actually like to play it again sometime - but I think there are a few more adjustments that need to be made overall before I'd call it "done."

Ken (who I met at Spielbany) and his friend Quintin had a very cute kid's game called Dragon in D(u)ress. I thought it seemed like fun, but don't know if kids would like it or not, seeing as I'm not one, nor do I really ever talk to them about this sort of thing! We
talked about card balance, my opinion is that they should be fair, and that it doesn't matter if people notice that. When they are unfair, people feel screwed when they see someone else get something better than they get. With a more fair distribution of cards I thought the game was really cool, for a kid's game.

I then taught Eminent Domain (learning game) to Ken, Quintin, and 2 others. Someone asked why we were playing that game at protospiel, and I replied that #1, Ken and Quintin specifically asked for a demo, and #2, I wanted to test the Exotic expansion I'm working on, but I had to teach the game first!

After a dinner break, Ken, Quintin and I DID play 2 games with the expansion as well, and I got some comments out of them, such as maybe the translators work both ways (making the cards with Exotic translators more versatile). And Quintn would have liked more ways to use the Resources, like sacrificing them to do something. Maybe in a future expansion... I don't think that would fit into this one.

I played a game called Dice Workshop, by a BGDF member. Not a bad dice combo game, but I didn't feel like there was any real "hook." To me it felt similar to "To Court The King," another game I don't feel the itch to play. I might like it better if it had a stronger theme... the mechanics seemed solid enough. The card balance was way off, because of what I assume was faulty assumptions in the math done to balance them. he next day the designer came back with a re-balanced deck with better assumptions and I thought it was much improved balance-wise.

Another game of My Little Vineyard, this time trying some different rules:
* any 2 dice to produce wine (instead of any 1)
* sacrifice a book like a die of that value

After playing I thought I'd like to go back to producing with any 1 die, but make books cost a pair. I liked the Sacrificing a book thing, as discussed before, but I can't think of a good thematic reason for it. Gil noted that not being able to ship only 1 barrel from your cellar with a pair is annoying - that should be "up to 2" or something. Another idea for shipping barrels is to number the categories, and you pay any 1 die to ship a barrel of that category from your cellar (discount: 1-6, table: 2-6, cultured: 3-6, gold medal: 4-6, Premier: 5-6).

Note: I played with this rule last night, and the entire final round both my opponent and I simply spent 1 die at a time to ship all of the wine in our cellars. It was boring. I don't know if that was this mechanism's fault or not.

A suggestion came up that Barrels should ferment at different rates - maybe ferment 2/3/4 units at a time depending on barrel (Kentucky/Alliere/Limousine). The reason for this is to balance the power of the different barrels - currently for the same cost you get either 1 Limousine barrel or Alliere barrels, and a Limo barrel is NOT worth 2x an Alliere barrel! I like this idea, and think I will start working that in. I'd still like to try basing the market on the grapevine type (Merlot, Moscato...) rather than the wine category (Discount, Table...). I think that would be much more interesting.

I still also think fertilizer should be cheaper, maybe 3/2/2/1/1 tiles for any 2/any 2/pair/pair/triplet? Note: I tried this last night, it seemed OK, but I'm not sure there should be anything that costs "any 2 dice" - as I think that exacerbates "the problem"
The Fertilizer values could basically be 1/2/3/4/5, plus a little bit extra on the higher level wine (so like in Chardonnay, Fruit Compost is 1 point, maybe in Pinot it is worth 2... Mushrooms are 4/5/8 vp in Chardonnay/Moscata/Riesling. Etc)

And finally, I still think the VP per barrel should come from the category, not the actual value
that defines which category it is. Thus, adding Volcanic Ash does not simply add 2 points, rather it helps you get your barrel 2 steps closer to the next category for a VP bump. I also think that Fermenting should be a major way to get that bump.

Sunday 7/10/11
Francois described to me his game called Code of the West. The game was (coincidentally) thematically similar to another prototype I'd seen before called Spaghetti Western, but I think this game might be better. It was a worker placement game with simultaneous worker placement, and a sort of combat system for when there's a conflict. At each location you can choose to Protect it or Rob it - be a good guy or a bad guy (Spaghetti Western had the same type of thing).

The cards had poker symbols on them (like 4 of hearts, or Queen of Clubs) - I suggested he use that instead of the more complicated combat system he had... when there's a conflict, all players involved play their cards (which was already the case), and then the single highest poker hand is the winner of the conflict. This system actually fit right in and worked well with several other mechanisms already in the game, and it really sounded fun and interesting to me. It worked pretty much like this:

Each card has 1 or maybe 2 poker cards on it. Your personal character card has a Joker (wild). Cowboys have an A, K, Q, J, or 10 on them. During combat you play a hand of cards - 1 cowboy (could be your character), and at most: 1 gun, 1 hat, 1 horse(?), 1 boots, 1 buckle... a shotgun has maybe 2 cards on it (low pair or suited cards) compared to pistol which has 1 low card or rifle which has 1 middling card. Make best 5 card poker hand and compare, best hand wins. Each location has a Protect and a Rob action, and each is guarded by an NPC guard. Guard's hand is represented by the 5 cowboys in the display (another space allows you to draw from them which would replace some/all of them), so you know how strong the guard is when you choose to Rob or Protect. Fights only occur if there are players/NPCs on both sides, otherwise...
... Protectors get Protect action which maybe lets you draw cards into your hand for immediate use.
... Robbers get Rob action which is probably a little bit better - but requiring you to gain cards into your discard pile to use later (as opposed to immediately)
... Upon losing a fight, the Cowboy used goes to jail, other played cards are discarded to a personal discard pile.
... Upon winning a fight, you get the appropriate action, AND, as Protector, you score points based on opponents WANTED value (which is based on their score)
... Other than that, you score points by getting money onto stage or train and protecting it, or maybe robbing the stage or train I guess. Also there are animal cards which you can score with, so there's a sort of Rancher strategy (Horse that you can use to fight might count as an animal for Ranch strat - pairs of like animals in your deck at game end could be worth vp, but they choke up your deck during the game (no poker cards on them, except horses, which are lower vp value than cows and sheep)
... Various cards like equipment for combat and animals appear at General Store for purchase/stealing

I'm not sure simultaneous worker placement is the way to go. Maybe just worker placement rounds.

Francois had another game, one I played a few years ago at Gamestorm in Portland, called Catch of the Day. I's a sort of structured storytelling game where players program their movement in secret, then iteratively reveal which location they'rey visited at each hour of the day, attempting to claim scoring tokens for various types of things (fish, birds, bugs, beasts) - or thwarting other players' attempts to collect by either having been there first, or spying on them at the same time they claimed to collect the prize. "At 11am I was at the bridge,and I caught a fish the size of my arm!" "No way, I was by the old oak tree at 11, and I saw you at the bridge! You weren't fishing, you were taking a nap!" Stuff like that. When you interrupt the story like that, you take over control of the turn, and you go on from location to location (in order) until you are interrupted or until you get to a part of the story you've already told.

The game seemed to me to have more interruption than I remembered from last time. I think it would flow better with less interruption, like the "me too" type of interruption gets you a score, but not takes over the story... I think that would lead to more continuity of story.

What if being the on-turn guy was better than "following" such that you might not "me too" because you want to play that tile later for the "leader" benefit on your own turn..? Maybe you would do that anyway to spy on someone (if the score were poor for example). I'm not sure.

Gil Hova had a game a while back called Wag the Wolf, but he didn't like the way it was turning out, so he took the very clever, brutal auction mechanism from that game and is using it in another game called Prime Time. Having worked on a game about TV networks (my friend Mohan's 8/7 Central), I know how hard it is to make that theme work without being too tedious. I am happy to report that Gil has done a good job abstracting the theme so that it's not tedious. On the down side, it also doesn't feel as much like running a TV network, but it seemed to me like an appropriate level of abstraction. I thought the game was pretty good, but we all thought it needed some work. The auction was too brutal, the winner reaped reward on top of reward while the losers had to pay for the privilege of getting nothing. We thought the reward for winner of auction needed to be toned down, and that bailing from the auction should EARN you money, not COST you money. We also thought Stars sghould be a little more avaiulable, since you need them for getting better shows - though I wouldn't want them to be TOO prevalent. I would like to see a couple of them for sale as turn action, maybe stars not obtained by auction are available as an action? Though, that sort of negates the Underbid mechanism, so maybe not. Or maybe all bids and underbids get a director, and winner gets a free star as well? I may be reconsidering this comment (or, auction prices might be too high). I really liked the upgradable tracks for Income, Stars, and Viewer conversion (ability to change money into VP). We all thought the Star track could be a bit stronger.

I played a game that was made for one of the BGDF Game Design Showdowns called Nightshade VS Milkweed by Chip Beauvais. It was exactly the type of game I'd expect to see in a GAMES! magazine, and hopefully Chip will find a way to submit it to them.

I also played Chip's Protospiel contest entry, Mission Control - it didn't win the contest, but it made the final round of 4 games, and I hear it was a very close finish between Mission Control and the winner. Mission Control had a little bit of deck building, and what was referred to as 'map building' - turn by turn you create a little map of cards, and you move your pawn from card to card. For an almost-winner of a contest, I fond it kind of disappointing. You build a map, but you don't really traverse it, and you start over each time you get to the end of the path.

I played a sort of connection game called Lemuria by Dave Ross. I thought it was a pretty cool game, though it lacked a real hook to make me want to play it again. However in talking about it afterward I think I liked it more and more. We discussed some little things to make the game better: allow trading (since you can approximate it anyway), remove the yellow cards (their direct interaction is a little out of place in that type of game, and they ONLY hurt an opponent, never help you), maybe add vp to cards, so trading could be more of a strategic path.

I was happy to have gotten as many games to the table as I had over the weekend, but I still had one more I wanted to playtest - upcoming TMG release Kings of Air and Steam
. Luckily I was able to get that to the table Sunday night. A lot of good comments were generated from that playtest, even if in the end I'm not sure if the comments about multicolored factories will make the cut. I have always known that the boards need to be examined, and some of the comments gave me an idea about what to look for.

Since that test I have discussed some things with the designer and updated the prototype to go back to 6 rounds, and I think we've corrected something I wasn't entirely happy with - Depots. For the next test I'm going to try depots costing $4, $6, or $8 depending on whether it's the 1st, 2nd, or 3rd+ depot on a link, and at the end of the game Depots will be worth 10 points. The fee to use the depot will also go down to $1/cube to make the balance work, but I think the value of cubes on the market board will start at $4 (not $6) and go up from there.

In order to fix some other things and normalize supply and demand, we're going to try upping the demand of cities on the board to 5-dots, while new Demand tiles will average 3 dots each - and there will be 4 of them per color no matter how many players are in the game, meaning the prices for each color will only range up to $12.

I think that with Depots being worth points, those couple of passed actions at the end of the game will turn into useful things to do, and I liked how the 6 round game felt.

LATE Sunday night I played another of Andy's games called Broker. It was intended to be a trading game that works with only 2 players - because most trading games break down with 2. In Broker there are trade cards with 2 sets of resources pictured. You can initiate a trade by taking 1 card and putting up one of the sets of resources on it. An opponent can 'trade' you the other set of resources for that set, and if they don't then on a future turn you can choose to release that trade offer and score points. I thought it was a really cool game, though a bit thinky, and it suffers from the same sort of dynamic as Kill Doctor Lucky does - when someone threatens to win, the player before them is sort of expected to stop them, so everyone can be on the verge of winning, with their right hand neighbor stopping them until someone cannot stop the win. Also, consider a 3 player game where 1 player threatens to win, the next player also threatens to win, and the 3rd player cannot stop them both - a complete kingmaker condition.

Monday 7/11/11
On the way to the airport on Monday, Andy and I stopped for lunch and discussed some aspects of cooperative games. In the process I think we stumbled onto a coop game design that I formalized on the plane and have since made a prototype. I don't really think this game will be "the best coop game ever," it's more like an experiment in the genre. Hopefully I'll get a chance to test it out soon!