Deck Learning Rails - revisited
About 3 years ago I started working on a game that used the deck learning ideas from Eminent Domain, but in a different game. I based that design on one of my favorite games, Railroad Tycoon (AKA Railways of the World).
I built a prototype and took it to BGGcon with me back in 2014, and I got a chance to try it out there. To be honest, I didn't like how it felt. However, I do think the structure is fine -- using deck learning to drive a game about building and operating rail networks, and possibly replacing player interaction via role selection with interaction on the board. It might be the case that role selection is the best fit for deck learning, because it has the inherent possibility of wanting cards in your deck to take advantage of the things your opponent is doing, but I'd like to think the engine could work alright without role selection, so long as the interaction is there somewhere. I keep waffling back and forth on this.
Recently I've been revisiting this game idea, because I feel like it should work. I took a step back (easy to do after 3 years), and looked at the parts I didn't care for the last time around, and brought some fresh ideas into the mix. Here's what I would like to try:
Brand new Research (R&D) scheme
In Eminent Domain, one of the complaints some players have is that there are so many technology cards, it's hard to get into the game. For other players (like myself) this is more of a feature than a bug, but the point is well taken, especially in today's "cult-of-the-new," 1,000+ new games a year climate.An idea I had which may address that concern is to remove the tech cards from the game altogether, and replace them. I'll see if I can describe this well:
Imagine a rondel, or ring of spaces with various techs printed on them. Each player would have a pawn on that ring. When you do a Research action, you'd move your pawn 1 space clockwise on the tech ring, changing what special ability you have access to. Maybe some of them have an immediate effect as well, but mostly they'd be like permanent techs from EmDo (in play), but temporary because they'd only apply while your pawn was on them.
When you do a research ROLE (boosted), you'd move your pawn farther around the tech ring (1 space per icon played). When you get to the starting space again, you'd get to add a 2nd pawn to the ring, so you could start having 2 abilities at once.
So if you don't concentrate on Research, you could slowly advance your pawn to the tech you want using research actions, or following research roles. And if you DO concentrate on it, then you can lap the tech ring once or twice, and end up with multiple abilities
New City/Board format
I also thought about modifying the city/board system like this:This version of the game is train themed, so instead of planets like in EmDo, we have cities on cards. I could see a few different ways to do this:
- Personal tableau, which is a horizontal line of city cards. When you get a new one, you have to add it to one end or the other. Like RftG windfall worlds, cities come populated with a cube (the card probably tells you what color the city produces, and what color the city demands). Delivery actions allow you to move cubes from one city to the next, eventually getting to the right color city that demands that cube (and scoring it). delivery ROLES of course let you move multiple steps at once.
- Personal tableau, which is an implied grid of city cards. The supply that you draft cards from has cards at N/S/E/W, and if you take the N one, it has to go N of one of your existing cards. Otherwise similar to above.
- Shared tableau, each player has a train piece on a shared grid of city cards. You get rewarded for adding cities to the tableau, and you can deliver cubes to other cities in the tableau by moving your train piece (delivery action). Of course a delivery ROLE (boosted) would let you move farther. you can take cubes with you as you move, and if you deliver them to a city that wants them, then you score. I guess this could also work without train pieces on the board, just moving cubes from wherever to wherever -- I thought a train piece might add a geographical component (you could tell if a cube was "safe" if nobody else's train was near it).
What about stocks..?
Like maybe you get a share when you add a city to the board, which means you may get VP for it, or sell it for $, and you add a cube to the board that someone can deliver.
To sum up:
Strategic Paths
- Build a lot: like connecting major lines in RRT, score for some specific configurations of city cards in play -- maybe like the cards from Takenoko
- Build+Deliver: take advantage of the free cubes when building a city by placing them near their demand (and/or near your train) and delivering them with Deliver actions or follows
- Produce+Deliver: build a little to get a network going, then stop (or let others build, in the shared tableau scheme) and concentrate on producing and delivering. Look for long routes (for more points, and to avoid snipers?) and maybe chains (pick up a black good from a yellow city, deliver to a black city where there's a yellow good to return)
- R&D: primarily to support one of the above strategies, but heavy R&D could mean multiple active techs, and potentially points somehow. Maybe you get points for how far along the tech ring your pawn is at the end (so lapping the board and keeping going means giving up points in exchange for more power? Maybe you collect VP tokens if you do that). Maybe the tech ring would have L1 tech first, then L2, then L3, in random order each game (within appropriate tiers)?
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