Wednesday, July 29, 2020

Revisiting old titles -- Reading Railroad and Exhibit playtests

Every once in a while I review The List and take stock of my active, back-burnered, and abandoned game projects. Early this year, in an effort to make progress on some of the stale games, I solicited co-designers - this has borne fruit in a couple of cases:

Kilauea was picked up by Thiago Jabuonski, who follows this blog. He had some great ideas to revive that, one of my oldest designs on the list. He made some prototype files of his new version, and I imported them into Tabletop Simulator, and we're going to meet online this week to discuss it.

I've probably posted before about Mike Brown coming on board for Automatown, and he made some big strides forward. I've played his latest version with my testers on the TTS mod he made for it, and he entered it into a contest recently where it unfortunately didn't fare too well in the first round.

And I've definitely discussed how Rick Holzgrafe has helped immensely to bring Apotheosis from pretty-well-thought-out-idea to basically-finished-design (to the point I've pitched it to a couple of publishers).

In addition to getting co-designers on board for some of my old games, I have decided to revive some of my old favorites on my own as well. At the tail end of last year, I finally revisited the first real design I ever worked on: All For One. It was fantastic to get that one back to the table and fix some niggling problems I've had with it for literally years!

More recently I got another couple of old favorites back to the table: Reading Railroad, and Exhibit: Artifacts of the Ages.

I had a rare playtest opportunity with Michelle a few weeks ago, so I brought out Reading Railroad for the first time since probably 2008 when I submitted it to the KublaContest (it didn't go over well in the contest as I recall). The rulebook in the box didn't sound quite like I remembered it, so we played the way I remembered -- I'm not sure that made any real difference though. The game went OK, but revealed a few things worth changing, or at least looking into:
* I could use some more buildings (like Factories) that do different things. As Factories are "size 4" (they take up 4 City Tile spaces), perhaps I should have a building of each size 1, 2, and 3 as well. I may be over enamored with symmetry :) I'm sure I could figure out 3 more effects to add... for example, "treat one of your City Tiles as wild." 
* Maybe allow buying ANY letter, not just vowels. This would make the word building even more forgiving, but it would still be much more efficient to use the tile you've drawn. This could even be a building effect!
* Instead of 1 letter per turn, players should probably draw at least 2 -- that would speed up the recharge and make the game more consistently fun, I think. You'd still get additional letters for every 4 City Tiles you have collected.
* Michelle suggested having multiple different endgame word sets, which could be worth doing, though I'm not sure if it will actually change the game at all.
* I'm unsure whether it would be better to "take 1 City Tile from each city you add to your network" or "take 1 City Tile each tine you build track" (this was the rulebook discrepancy I mentioned). The implication of the former is that you can get 2 City Tiles in a turn by starting a new network, but you can never get 2 Tiles from the same City, which might be annoyingly frustrating. The implications of the latter are that you CAN get 2 tiles from the same city, but only ever 1 Tile per turn.

I enjoyed playing this one again, and having made a TTS mod for it, I was excited to play it with my playtesters as well. Sadly, a TTS error made it so I couldn't play Reading Railroad with my playtesters after all, so last weekend when I got the chance to playtest, I revived another old game instead: Exhibit!

Exhibit is kind of a finished game, I even signed it with a publisher at one point (7 years ago!), but it never came out due to dumb reasons. At this point I think it's been long enough, it's time to revive this one, and maybe see if I can't get it signed once again!

I played Exhibit with Dave and Aaron on Saturday, first time since 2014. The game still worked, went well, and felt good. I've been hemming and hawing over the Art effect (+1vp vs +2vp), unsure whether one is too little a reward to matter or the other is so much it will destroy the set collection mechanism. During this last game, I thought of an alternative... instead of additional points, maybe art should score as if the set had +1 tile. This would make art worth +2vp on a 1-tile exhibit (on par with what I was already considering), and +3 or 4 on a bigger exhibit. This might overvalue Art in the late game, but I'm not sure that's necessarily bad. I'll give that tweak a try next time I play, but other than that, I think this game could be considered finished.

Saturday, July 11, 2020

Jaffee Realms comments and questions from a player

A reader tried out Jaffee Realms, my custom mod for Jamey Stegmaier's Rolling Realms roll & write game, and left me some comments and questions in the comments of that post. I responded there, but since I doubt people will see that, I thought I'd copy it into a new post:

We played the Jaffee Realms twice. Never played any of these games, so maybe that would have helped? Never 
played any of the Stonemaier games either except Wingspan, but playing the realms game encouraged me to try them out.

I definitely designed those realms with the games in mind, so it would not surprise me if knowing the games would help understand the realms better. Perhaps playing these realms could spark people's interest in checking out the games they're based on, like what happened with you and Stonemaier games :)

Crusaders:
I'm guessing that if I roll a 3/4, I could build, then the next turn, if I rolled 3/4 I could gain a star?

That's correct, the first time you use a 3 or 4 you get to circle a building, then subsequent 3/4s get you a star. In Crusaders, there are 3 enemy types. The brown ones (Saracen) give you a free building when you defeat them, and the other two (Slavs & Prussians) give you points. The Enemy tokens are circular discs in that game, so that's what those colored circles are supposed to represent.

Eminent Domain:
I assume that I can just circle the different planets whenever I roll 1-3. I had had the entire 1st column filled out, and then roll a 5, I could claim two stars...but I'm not sure if I could reuse the planets.

Close... Research (5) is based on having the SAME planet type, so your statement would be exactly correct if you had the first ROW filled out, not the first COLUMN.

If I only had two planets in a column filled, then rolled a 5, I could get a heart and a star...then after the entire column is filled, and rolled a 5, I could claim 2 stars using the same planets.

Correct (again, "row" instead of "column"). It does not "use up" the planets to do research. Same with Trade (4) -- if you have 2 different planets and use a 4, you get 2 coins and 2 pumpkins. Later if you get a 3rd different planet then use another 4 you would get 3 coins and 3 pumpkins.

I feel that there aren't so many rolls in a game, or maybe I'm not using pumpkins or hearts enough enough, but I haven't prioritized trades.

Depending on what other realms are in play, it might be more or less strong to get bunches of resources.

Embark:
This is the most confusing one, because I'm not sure what "score" means? I'm guessing it means to cross out a dice that's in one section of the island.

Correct, "score" in that context means crossing off the boxes on the island. So you fill up the boats by writing numbers in the boxes, then when a boat fills up, it "sails to the island," and you get to choose 1 section of the island, and cross off ("score") the appropriate die icons on that part of the island.

It isn't clear if I need to roll a 1 in order to score, or if after using a dice to fill a box, if I had a 1 dice, I could gain a resource of a boat that just embarked.

The latter -- you "score" automatically when the boat fills up. When you score a boat with a 1 on it, the 1 doesn't ever let you cross off anything on the island... instead it gives you another resource of that boat's type.

The five dice confused me, because I thought it meant to fill a box, but I suppose it means to cross off a box on an island, because it says "score", but I suppose if I ever had a situation where I had left over dice to cross off, I could do that.

Per the text, you normally collect a resource when you write a number on a boat. If you write a 5, you do NOT get a resource as normal, BUT, when the boat fills up, the 5 is kind of wild. This actually corresponds to one of the worker types in Embark. I wanted to label them on this realm, but it was suggested that might be more confusing (and there's not a ton of room anyway).

The six die is super confusing, because I don't see how I could score a box if a boat is unfilled, but I need to copy something from the same boat that I just used to fill

If you score a boat (fill it up) that has a 6 on it, then that 6 can be a copy of any other number on that boat. So that's similar to a 5, but instead of your choice, you have to have another one of that type on the boat. In other words, if a boat has 1, 2, 2, 6 when it scores, then that 6 can only copy a 1 or a 2, not a 3 or a 4. On the other hand, if you have 1, 2, 2, 5 on the boat, that 5 could be a 2, 3, or 4.

Bomb Squad:
It says "matching completed clue card"...none of the clue cards match, they're all different shapes. So I interpreted it to mean matching die and at one point I interpreted it as matching item.

I don't love that wording... it is referring to the number. So if you use a 4 for example, you can either get resources by marking off one of the resources on the lower left card (heart or pumpkin), AND one from the upper right card (heart or heart), OR you can instead cross off either or both of those cards IF both resources are already marked off.

This was not really my version of the Bomb Squad realm. I had a couple of ideas for it, but they sort of broke the fundamental rule of Rolling Realms in that they involved a die roll or something that wouldn't necessarily be the same from one game to the next (like if someone else played based on the same rolls later). This version sort of captures the feel of giving clues and then playing cards once you have some information about them. Bomb Squad is like Hanabi - you don't see your own cards, so players give each other clues as to what they have in hand, then you play cards to move and act with a bomb squad robot.

Thanks!

Wednesday, July 08, 2020

Prototypes out of the woodwork and onto Tabletop Simulator

I've spent a few hours recently modding some of my prototypes on Tabletop Simulator (is that how you say that?). Some of them are older designs that I have decided to dig up and revive a bit. I thought I'd take a moment to talk about the prototypes I can currently play on TTS:

Apotheosis

This is my most recent project, a co-design with my friend Rick Holzgrafe, and I've talked about it a lot already. I even shared a screenshot of the TTS mod for it:


Apotheosis is a worker placement game where each of your workers have a type and a level. Many of the worker spaces care about one, the other, or both of those attributes. Blocking is a big dynamic in worker placement games, and in this one you are allowed to use a space as long as your worker is at least tied for the highest level there when you place it. This means there's not as much blocking at the beginning of the game, but as players level their workers up, blocking (and therefor placement tension) becomes more and more of a thing. I like that dynamic in this game.

Another uncommon (though not unheard of) twist on worker placement in Apotheosis is that it's a race to the finish line. Doing adventures advances you up three victory tracks, and the first to reach the end of any one of them wins the game. Players can spend as much time as they want collecting resources and leveling up their workers, but if they are not focused on reaching the end of a track, they will lose to a player that is.

In the TTS mod, there are little tiles indicating the worker's class, with a die sitting on top showing the worker's level as well as the player color of the worker. In my physical prototype, those tiles have squares cut in them, so the dice nestle into the tiles so there's no risk of them falling off when moving the worker. In production I could see these pieces going a couple of different ways. The two front runners in my mind are:

1. Use dice as workers to track levels as I am now, but with a molded plastic holder (much like Coimbra) to set the dice in:

Attached to the die holder could be either a sculpted mini, or a flat plastic standee onto which a full art sticker could be placed to indicate the worker type. Two potential down sides to this... the standees/minis might obscure players' view of the board, and as has been discussed on this blog and elsewhere - when given dice, players want to roll them. It's not unheard of to have dice in a game that solely track status, but there are players for whom rolling the dice is the most fun part of having dice at all, and giving those players dice that they do not roll sort of takes that fun away from them (or fails to deliver on the promise of fun die rolls).

2. Instead of dice, in production I could see the game using a mini or standee with a Heroclix style dial at its base.

This would resolve the concerns above about using dice, it would make leveling p workers a little easier (no searching the die for the next number up), and it would also open up some design space with the adventures, because the max level wouldn't need to be 6 (currently I'm using 6-sided dice, so the max level is 6, and that works out well for this game, but I could open that up if I wanted to).


Automatown

Automatown is another game for which I took on a co-designer. I had largely stalled out on the game, and Mike Brown has taken it to the next level. He also implemented the game in TTS:


Automatown is another worker placement game. In this one your workers are robots, and you use them to get, swap, and upgrade parts to build more robots (more workers), in an effort to raise a robot arm to take over the city!

The twists on worker placement in this game are that the workers you build can have abilities, and so there's some combo-building or engine building going on, and the worker placement spots cycle through from round to round, so each spot will only be there for a few rounds, and then will disappear.


Dice Works

An older design, from 2011, Dice Works (FKA Eureka!) is a real time dice drafting game ostensibly about building different inventions. Your player board has 4 columns, each representing a different possible invention, and the winner is the first player to make ANY discovery. This is kind of the same win condition I used more recently in Apotheosis (see above). The way that you advance on these "victory tracks" in Dice Works is by drafting sets of dice - in real time. Each round you roll a handfull of dice, and players, at their own pace, grab them one at a time and place them onto their board. When those dice are gone, you check your board for errors (in case in your haste you accidentally placed a die in an illegal space), then advance your marker up the columns if the next space is complete. You win by reaching the top of any of the columns, but there's a reward for advancing evenly on all columns.


This one might be difficult to play on Tabletop Simulator due to the real-time nature, and the physical fiddliness of the virtual environment. Then again, it may be even MORE challenging in that environment! However, I suppose a turn-based version could be played... I suspect it may be less fun than the real-time game though. Now that there's a TTS mod for the game, I may be able to find out!

Exhibit: Artifacts of the Ages

Many years ago (2007!), I discussed the idea of using Liar's Dice as a main mechanism in a larger game with a then-friend of mine. We worked together to try and build a game based on that main mechanism, and in the end we never finished. A few years later (2011), I decided that the main Liar's Dice mechanism (which we were calling a "bluff auction") was going to waste just sitting in that unfinished game, so I started over and made a different game using it. That game is Exhibit: Artifacts of the Ages:


In Exhibit, you are bidding for artifacts at auction before their true value has been assessed, and if you bid more than the assessed value, your funding will not come through, and you bid won't count! So the goal is to bid highest without going over the true value... but you only have partial information about that value, and you'll have to deduce the rest from the behavior of your opponents.

I think this game is great, and it was even signed by a European publisher at one point (circa 2014, I believe), but never got published due to that "friend" claiming I'd stolen his intellectual property and was trying to claim it as my own :/

At the time, that person was a big deal in the game industry, and the publisher didn't want to piss him off even if he didn't have any legal standing (and though he used legal sounding language, I am unsure he would have pursued any legal action if they'd published the game). That is no longer the case now, so maybe one day this game could potentially get published after all.

In any case, now it's on Tabletop Simulator, so maybe I'll rustle up a game of it sometime, so at least *I* can enjoy the fruits of my labor, even if nobody else will get to!

Isle of Trains boardgame

Dan Keltner and I took 3rd place in a game design contest, some 6 or 7 years ago now, with a multi-use card game called Isle of Trains. The prize was publication, and the game did well enough at the time that the publisher had asked for an expansion. Dan and I submitted something, but as of 2020, the expansion has not seen the light of day. In fact, a couple of years ago the publisher asked if we could do something a little bit different, they were interested in a bigger-box version.

So Dan and I set about making a board game version of Isle of Trains. We did some brainstorming, and after a little iteration I think we've made some headway... we're unsure whether to try and keep the game on the lighter, more accessible end (like the card game), or make it a deeper, more complicated game. I made a TTS mod of the "simple/accessible" version, but I think I'm coming around to agreeing that it ought to be different (specifically that the train car effects might ought to be more unique):

Kilauea

Another really old design of mine that is being given new life by way of a co-designer is Kilauea. In Kilauea, you use a Mancala mechanism to spread your tribesmen around the island of Hawaii, and make sacrifices to the volcano goddess Pele in hopes that she'll spare your tribe when the volcano erupts. In the original version (pre-2006), you scored points for all the spaces your tokens occupied, but spreading out made your tribe (a) more vulnerable to attacks from opponents, and (b) more vulnerable to the lava flow. Moving tribesmen onto a Altar allowed you to sacrifice them, and the player with the biggest sacrifice each round got some control over the direction that lava turned when the volcano erupted at the end of the round. The game might have had some potential, but it had been on the shelf for so long that I really haven't considered working on it anymore.

Thiago Jabuonski liked the sound of the game, and offered to jump on board as a co-designer when I put out a call for them at the beginning of this year. He has proposed a big change in how the board works, but the game still features most of the same details it always did. I haven't had a chance to play his version yet, in fact i'm not sure he's even written down the rules, but he sent me some files, and I made a TTS mod so that maybe one day I'll be able to give it a try:



Reading Railroad


Yet another one from the back catalog... I've always been enamored with Reading Railroad, a connection game with word building as a mechanism:


Since deciding to try and revive it recently, I've been describing it as "Ticket to Ride meets Scrabble," but that's not terribly accurate - the word building is simpler and more forgiving, and you don't place the letters on the board like yo do in Scrabble. Rather, you spell words to get coins, then spend those coins to build track connecting cities. When you add a city to your network, you collect one of the Alphabet blocks in that city, which you ill use to score points in the endgame by spelling specific words (i.e. collecting a specific set of Alphabet blocks). The number of Alphabet blocks you can use to score is limited by your largest network, so it matters a bit where you build (or at least hat you connect up your network before game  end), and you can build a Factory, which blocks up spots to store Alphabet blocks (limiting your endgame scoring potential), but allow you to draw more letter tiles to make words with - and longer words pay out much better than shorter ones, and leftover coins are worth points, so if you're good at word games, you could pursue that strategy and end the game with a bunch of points from coins saved up.The point of the game however is that if you're NOT particularly good at word building, you can still get along fine (so long as you can at least spell some short words!).