Showing posts with label mashup. Show all posts
Showing posts with label mashup. Show all posts

Tuesday, April 20, 2021

Thoughts on Mashups (also, Candyland + No Thanks = ???)

I like mashups.

What's a mashup?

A mashup is when you take 2 distinct things and, maybe literally, smash them together to make a new thing that's sort of a mix of the original two.

I solicited Twitter real quick to get some other people's off-the-cuff definitions, and they generally agree with what I said above:

@twentysides contributed the following:

Two or more things that are faithful representations of their type combined in a way that still works. So something that is kind of this and vaguely that, I wouldn't call a mashup. Something that is clearly this and very much that, now that's a mashup.

An the ever eloquent @belltowergames describe it thusly:

Two things that are unlike but are of the same kind are brought together to create a work that shares essential qualities of both.

I like all of these definitions, and I think they more than get the idea across. 

I'm trying to think of an obvious genre mashup TV show or movie, but nothing's coming immediately to mind -- maybe that's because I'm writing this in fits and starts as I scan documents for my real job, or maybe it's because I'm feeling a little light headed from my 2nd COVID vaccine dose, or maybe there really aren't that many of them (that can't be!) 

I guess I could point to Daybreak, [warning, I cannot vouch for the safety of that website -- it was recommended to me by someone, but I've never actually used it!], a 1-season TV series I saw maybe 12 years ago that's like Groundhog Day mashed up with a cop show, about a detective who keeps re-living the same day until he solves his own frame-up.

I suppose I could also point to something like Thor: Ragnarok, which mashes up a comedy with a big budget superhero flick. But I don't know if that counts -- is "superhero" really a genre all its own? Also, it's not a great example because I didn't love that movie, but I'm saying in this post that I do enjoy mashups...

The IDEA of mashups

So I guess what I'm REALLY saying is that I like the IDEA of mashups. I find them a good source of inspiration, and I think they can have the potential to take existing stuff I like, and create a new experience that I'm predisposed to like, but that's different enough to be interesting.

As you must know if you're reading this, I like games. I like playing games, I like thinking about games, I like thinking about game design, and of course I like designing games. So how do mashups come into it? Well, even more than a passive story like books/TV/movies,  mashups can inspire new game experiences that are significantly different than any of the games being mashed together. 

A good example of this might be Friedemann Friese' Copycat, which he (somewhat famously) billed as a ripoff of Agricola, Through the Ages, and Dominion. The thing is, Copycat was NOT a ripoff at all! It was inspired by those other three games (deckbuilding inspired by Dominion, worker placement/action spaces inspired by Agricola, and the card row inspired by Through the ages), but the end result feels NOTHING like any of those inspirations. Friese didn't copy those other games, he mashed them up, and then he did the design and development work to make a solid game out of Copycat... whether you think the result is any good or not is up to your preference, but it's certainly distinct from its inspirations. 

Another example could be the decks in the card game Smash Up. That game's whole thing is that you take 2 piles of cards, each with its own feel and flavor, and mix them together to get a deck that plays differently than other combinations. That game used mashups as a main mechanism, and it works rather well!

A starting point that inspires design

You see, a mashup is just a starting point that can inspire a design. You can't just shuffle 2 rulebooks together and press print! 

Like with Copycat, there's a lot of work to be done once you have decided you want to mix together equal parts Agricola and Dominion, and splash in some Through the Ages for flavor. Just like any other source of inspiration, that may be the starting point, but it won't be the finish line by a long shot.

I've entertained some thoughts on a mashup before, a combination of King of Frontier and the award winning Isle of Skye. Whenever I think about Skye Frontier it makes me want to revive the design, because I felt it really did work, and I had made good progress on it already. Just writing this post makes me want to drop everything I'm doing and work on a Tabletop Simulator mod for it! Maybe soon, but for now I've got my attention set on another mashup idea, the recent one about Candyland!

Let's do the Mash! (let's do the Monster Mash)

As a sort of proof-of-concept, I found a Candyland TTS mod, added a handful of checkers, and got my playtesters to try out a few rounds with me of a Candyland/No Thanks mashup. We literally just played Candyland, but instead of drawing a card to advance, we played No Thanks with that card: flipped it up, then either took it and advanced, or put a chip on it. When taking a card and advancing, you also get all the chips on it, just like No Thanks. Oh, and in this mashup, of course, progress down the track is bad!

We didn't play out the whole game, and indeed, with this mechanism, I think a Candyland board is way too long. But as proof of concept, it definitely did work! In No Thanks, a card could come up that's adjacent to one you already have, making that card excellent for you (free chips!) while still bad for everyone else. Every card in the Candyland version has a bit of this potential, as a red card might mean just 1 space of movement for me, but 4 for her, and 8 for you! There was no real analog for that dynamic in No Thanks where you have the 23 and 25, and the 24 comes up (something that's extraordinarily good for you), but with the shortcuts (assuming you MUST take the shortcut if you land on it), there were cards that were extraordinarily bad for you, which added a little consideration to taking a card that advances you a lot, but at least gets you past a dangerous shortcut. I liked the feel of that, and with a redesigned board maybe that dynamic could be exaggerated so it comes up more often. For example, perhaps the shortcut spaces could span 2 or 3 spaces, so as you approach, more cards could potentially land you on one.

One goofy thing about Candyland is the specific treat spaces, which can catapult you all the way across the board, straight to the end (woo hoo!), or even all the way back near the beginning (oh no!). In this mashup, I think I'd just make those "advance to the next special treat" (rather than a specific one) so it's more of a game. Again, those could be not-that-bad (if you're just a few spaces from a special treat), or awful for you (if you just passed one), which is just the dynamic I think this game needs to thrive.

So there you have it, a light, accessible game, along the lines of No Thanks. Is it heavier or lighter than No Thanks if you replace the numbers with a Candyland track? I think it has legs, and I plan to give some of the design details a little more thought.

[last minute thought, just wanted to jot it down... in this mashup, you can clearly see which space you'd advance to, which is a good thing in general. There could however be some subset of cards that have a plus sign or something, meaning that if you claim the card, you also must draw another card and advance per that one as well -- something to make cards a little bit more scary] 

Theme informs design

I've been known to say that even mechanics-first designs are really theme-first, or they become theme-first pretty quickly, as once you have the main mechanism in mind, the theme informs the rest of the design.

As for a theme for this mashup, one idea (sticking with the Candyland aesthetic) is kids binging on Halloween candy, last one to get a tummy ache wins. I like the nod to the inspiring game there, and the theme makes some sense, though I'm not sure it really necessitates movement on a board, but maybe that's not the end of the world.

Another, slightly more grown-up idea is paintball/laser tag/snowball fight, where you spend "luck" tokens to not be the target of an attack, and when you take a card, maybe it has an evasive maneuver on the back (I like the production hook there, take an "incoming snowball" card, and flip it over to show that you dove behind an embankment -- even if it's not mechanically relevant)... eventually your luck runs out and you get hit, last player standing wins. 

Or even more grown up than that, maybe a Battle Royale theme, like Fortnite, where the track board is your health bar. As you take hits, your health goes down (advances toward 0), and when you run out of health, you're knocked out, or dead, depending on the specifics of the theme!

All of these themes seem like they'd work. I kind of dislike the health bar idea just because it makes the shared track board irrelevant - it would be neat if the game board were non-trivial (though I guess in all those ideas the board is kind of trivial). 

I'm open to other theme suggestions, leave 'em in the comments below. And let me know what games you'd like to see mashed together!

Tuesday, March 30, 2021

Candyland, but a game!

(apologies in advance for the weird white background formatting - that happens when I paste stuff, and it's a huge pain in the butt to fix, so I'm not going to bother) 

There seems to have been a rash of threads on social media a couple weeks ago about whether or not Candyland is even a game, let alone a shining example of design. Perhaps they were in response to noted developer John Brieger's tweetstorm about how "Candyland is a masterpiece of game design that designers should be studying and dissect as one of the best examples EVER of game design craft for specific audiences." In any case, John decries the notion, put forth by many "game snobs," that Candyland is not even a game.

Of course, whether you consider Candyland to be a game or not depends entirely on your definition of "game." As one reply from GeekNights host Rym Decoster pointed out:

It fits the definition of 'orthogame' in that it has mutually agreed rules and a method of ranking players. It also fits my favorite definition of game: "An interactive amusement". It's not an ideogame. Nor is it a "series of interesting/meaningful decisions"

As for my thoughts on whether Candyland is a game... I'd say it is and it isn't. It's not a "game" like I like to think of games, because it doesn't have any choices to make. But in a more general sense, I think it's considered a game by a lot of folks. Is that just marketing? It comes in a game box, it is sold in the games section at Target, and people have been calling it a game for decades So yeah, it's all down to definitions

I generally enjoy Keith Burgun's 4 interactive forms, but I'm not sure that's much help in categorizing Candyland:

  • It's not a toy, because it does have a goal (be the first to cross the finish line) 
  • Is it a puzzle, because it's goal is meant to be found (you're meant to get to the finish line)?
  • Is it a contest, because crossing the finish line first is a measurement?
  • But it's not a game, because there's no decision making to be had

Based on that, I guess Candyland is a "contest," though the thing that's being measured is questionable -- your ability to draw the right cards? To unknowingly sit in the pre-determined winning seat? Feels a little fishy to me. But with no decisions to be made, I don't think Candyland qualifies as a game.

BUT THAT'S OK.

Being a game or not being a game is not what lends value to Candyland. Breiger outlined the value of Candyland pretty thoroughly in his thread.

Perhaps what's really in view here is the difference between game design and product design. Designer/Developer TC Petty replied to Breiger thusly:

I’d say all your points are “it was a good product.” It has no other game design craft qualities to study as evidenced by no mechanics to discuss nor how they were implemented or evolved. Product design: yes. Game design: no.

And while I am on record disagreeing with everything TC says, in this case I think I agree. John's points are all valid, but they're more about the product design of Candyland, and not the game design.

I hadn't really thought about the design of Candyland before, so I found the following assrertion in Breiger's thread interesting: 

A few mechanical considerations that go into designing Candyland board length space distribution shortcut placement color distribution composition of the deck (1's vs 2's vs special)

And it prompted this follow up from me: 

For a game without choices, ARE those considerations important? What does tuning them change? * Duration (important) * Movement range per turn (important to a point) 

Anything else?

 and he said:

Since there aren't decisions, the mechanical choices sort of funnel into 3 outputs that create a lot of the experience: Duration Pacing / Movement Range Surprises and Volatility The 3rd is pretty important to the what makes Candyland exciting for kids (big swings)

 and I said:

Looking at the board images above, it appears the order of the colored spaces are simply a repeating pattern: ABCDA... with occasional special spaces inserted I won't say that's NOT intentional, but am I out on a limb to think it's a default starting point?

The special spaces are more or less evenly spaced as well I'm not familiar with the card mix, but how much does it differ from an even mix of all the possible 2-color combinations?

You suggest these things were carefully chosen and intentional, but I'm not convinced there was a lot of design thought put into them That doesn't make Candyland any less special or good at what it was! But are there really under-the-hood design lessons for modern designers?

I don't think I saw a response to that, but it was interesting to think about anyway. It was also amusing to see some of the other comments being tossed around, like TC's argumentative ones, and the typical tangent from Jeff Warrender (author of You Said This Would Be Fun) in which he proposes turning Candyland into a game by adding a handful of convoluted mechanisms:

Since Candyland is the game of the moment, how about this variant: Candyland bid-to-move. Give everyone 30(?) coins. Each turn, flip a card. Everyone bid (closed fist?), high bid moves to that color. Ties friendly. Out of coins, eliminated(?).

Probably, if everyone is past a special space, when its card comes up it’s discarded. A mean variant would be, bid to avoid it, everyone but low bidder pays, low bidder moves back. Like bad cards in High Society.

A bidding game wants everyone interested in every bid. In a track game like this, "I only bid for big moves" will be common. So small moves have to have value. You also want/need asymmetry.

I think maybe instead of special spaces there are "conveyance cards" which you can win in a bid, and if you later land on a space with that conveyance you get to skip some of the track.

Easiest way to get asymmetry is from different or diverging paths. Maybe there are side quests, maybe those are what give those conveyance cards or some other treasure thing.  

Maybe rank order matters or there are checkpoints (e.g. it's a rally of some sort)


My idea to make Candyland into more of a game


In my mind, an attempt to "make Candyland into a game" should really maintain the general scope of the game. If changing it too much, and changing its scope and category, then why even include the original game at all? However, I think Jeff was orbiting a solid idea in there, which I would like to reach in and extract here:

What if we simply combine Candyland's board with another very simple, straightforward game: No Thanks. In No Thanks (now on BGA!), you flip a card with a number, and then take turns either paying a chip into the pool to avoid the card, or taking the card (and all the chips in the pool). Chips are good because they allow you to say "no thanks" to bad cards, and they're worth a point at game end. Cards are bad, because their value subtracts from your score. There's a twist however: if you can get a run of multiple cards in a row, then only the lowest value counts. So if I hold the 33 already, then the 32 is -32 points for everyone else, but actually +1 for me!

Imagine this mechanism, but instead of just collecting numbered cards that are bad, you advance down the Candyland board when you take a card with a color on it, and the goal is to be the last player across the finish line. This way, any given card could be better or worse for any given player, and then also there's the number of tokens you have to consider, making it a million times more thinky than Candyland as, but still a super accessible, simple game.

What theme would lend itself to wanting to be 'last past the post'? One follower suggested a political race, where "advancing down the track" is like scandals coming to light, and "reaching the finish line" is like having to drop out of the race due to an abundance of, I don't know, shame?

Let me know what you think. I actually suspect this idea could have some legs, and if I work on it any further, I may well get into some of those design questions such as distribution of colors in the deck, order of colored spaces on the board, number and spacing of shortcuts, etc. Maybe there's intentionality that could go into that after all - though I still find it hard to believe there was much intentionality behind it in Candyland!

Monday, February 12, 2018

Skye Frontier v2.0 -- playtest, thoughts, tweaks, and rules

I've posted before about my Isle of Skye / King of Frontier mashup (code name: Skye Frontier). It's one of those designs I made a prototype for, played several times, liked a lot, and showed some promise, but has sat on the back burner for a long time. Looking at my previous posts, it looks like I haven't touched the game in 2 years (almost to the day).

But that doesn't mean I haven't thought about it! Once in a while (usually on airplanes) I peruse my design notebook, and I come across my notes for Skye Frontier, and I think "you know, I should really revive that one." So last Friday as I dashed out the door to AZ Game Fair (#AZgamefair18), I decided to bring it along, just in case.

I had a good time at AZ Game Fair, played a handful of games, tested 2 prototypes, sat on a game design panel, and got to do a little escape room. I might write up a bigger con report for AZ Game Fair, but this post is specifically about Skye Frontier, so let me skip right to that playtest.

Sunday morning, John and Kara Morgan were up for a game, and actually asked if I'd brought anything to test, so I thought "what the heck," and pulled out Skye Frontier. While setting up the game, it occurred to me that I didn't have my 8.5x11" player boards (that don't fit in the Isle of Skye box) with me -- I'm not actually sure where they are at the moment. Bummer.

But I didn't let that deter me! I decided to just try the game without player boards. The purpose of the player boards was really to actually help players complete their regions (and because King of Frontier had one, and I was starting from that), but I didn't see a problem playing without them. And after this test, I'm not sure I need them at all -- I think I'll leave them out! Mark this down as another one of those accidental development discoveries :)

The major things I remember needing work were the luck-of-the-draw inherent in the Explore action, especially with respect to scroll tiles, and maybe some specifics of the build action. So this test I tried one of the ideas that came up before... I separated out the scroll tiles and made a separate supply of those, sorted into piles of 4/4/3/3, and you could claim one as a prize for completing a region of size 3+/4+/5+/6+. These small piles were laid out, so you'd be able to choose any of the tiles that happened to be in one of the piles you qualified for. So if you completed a size 3 region, you'd get one of the first 4 scroll tiles (while they last), and if you completed a size 6 region or bigger, you could claim any remaining scroll tile you want. That worked pretty well, but there was still a question of whether those tiles needed to cost extra for having scrolls on them (and potentially being worth big points).

I had been scoring the scrolls just like Isle of Skye: full value of the scroll, doubled if its region was complete. An easy nerf would be to ONLY score scrolls if the region is complete, otherwise it's simply a tile that might help your geography. I think that's probably a good nerf no matter what, so I'll be trying that going forward.

After playing though, I have a different idea I'd like to try...

The other tweak I'd made was the resolution of the Explore action, I liked the idea of the original rule: either grabbing the tile you want from the display, or drawing 2, keeping one, and adding the other to the display. I like the thought that you get a better choice, but you're adding options for opponents as well. However, it definitely could have some luck of the draw involved. And the original privilege of getting to go again (getting 2 tiles in a turn) I think is what led people to choose that role too much. A combination of that, automatic building, and auto-production when completing regions meant that you really only needed this one role to do all the game action, and that's just silly.

So this time I tried this... You start with a display of 4 (maybe N+1) tiles. When someone explores, everyone gets to take one of those tiles in turn order. Your privilege for choosing Explore is that you got to draw 2 tiles from the bag, and could take one of those instead if you wanted to. The idea being that everyone gets a tile, and you get first pick, and more options to choose from.

Next time I want to try expanding on that a little bit... I'd like to layout 4 (or N+1) tiles, as well as 3 or 4 scroll tiles from a separate scroll tile stack. Then the Explore action would be that in turn order, players each take 1 non-scroll tile from the display, and your privilege is that you can take one of the scroll tiles (or the face down top tile from the deck if you prefer) instead.

This way, you get scroll tiles by calling Explore, and they only score if you complete their region, so you have to do some work to get points out of them, I'll make them cost something to build (any 1 cube, or maybe 1 of each cube?) as well. That way when you call Explore, you get first pick, about 2x the options for tiles, and access to the ones that could score points.

One thing I did like about the original rules was the speed and elegance of building right when you take the tiles. I might like to try that again -- when you explore, if you have the cubes, you build the tile right into play. If not (or if you don't want to build it yet), you put into storage. Then you use the Build action to put it into play later.

Speaking of the Build action, after a bit of hemming and hawing, I think I would like to try "everybody may pay to build 1 tile," and your privilege would be that IN ADDITION, you may build 1 tile for free. So if you get tiles you can't build, you can either choose build to build them for free, or you can produce resources so that you can pay for them when someone else builds.

Another tweak or two... At first I didn't start players with any resources. Then I tried starting them with 1 of each cube. I see a note saying "never mind, don't do that," but I don't remember what was good or bad about it. In an effort to jump start the game a little bit, I think I'll try starting with resources again.

In fact, I might also start the game with a reverse turn order draft of N (or N+1) tiles, which you get to put into play attached to your castle, and then a resource on every space in your little domain. This way maybe players won't start with EXACTLY the same resources (though maybe pretty similar).

So here's the latest rules draft as of feb 11, 2018:

Skye Frontier: An Isle of Skye/King of Frontier mashup

v2.0 By Seth Jaffee 2/12/18

Setup:

1. Lay out 4 scoring tiles at random.
2. Shuffle the 14 scroll tiles and lay out 4 face up next to the face down stack (3?).
3. Mix the rest of the landscape tiles in the bag and draw out 4 face up beneath the scroll tiles (N+1?).
4. Create a supply of 15 coins per player in the game (so 30/45/60). Set aside more coins for after game end triggers. When this supply is exhausted, the game end will trigger. Each coin will be worth 1 point at the end of the game.
5. Create supply piles of blue, green, and grey cubes.
6. Randomly select a start player and give them the turn marker. They will begin the game as start player.
7. Give each player a castle tile. Reveal N+1 tiles from the bag, and in reverse turn order, each player takes one and puts it into play attached to their castle (landscapes must match, roads need not). Return the unchosen tile to the bag.
8. Each player may produce 1 time in each of their areas before the game begins.


You are ready to begin!

Each round, the start player will choose a role from the list below and each player in turn will resolve that role. For choosing the role, you'll get a privilege. Then the turn marker will pass to the left, and the new start player will choose a role.

Roles:

Explore
Choose one of the 4 face up landscape tiles (NOT the scroll tiles). You may build it if you can pay the cost (see below). Otherwise, set it aside in your storage area, you may build it at a later time.

Privilege: As the start player, you may choose one of the face up scroll tiles instead if you wish, or take the top tile from the face down scroll stack. 


Build 
Take a tile from your storage and place it onto your board, paying cube costs (see below).

Completing a region:
When building results in completion of a region (capped off on all sides with matching landscape throughout), immediately take N-2 coins from the supply, where N = the number of tiles in that region. For example, completing a size 3 region is worth 1 coin, while completing a size 6 region is worth 4 coins.

Note: You are allowed to place tiles such that the landscapes do not match. When a tile is placed such that landscape edges do not match, neither of the non-matching regions will ever be considered "complete".

Note also: You are allowed to place tiles such that roads do not connect. Roads are not landscapes, they do not delineate regions, and they do not count as matching or non-matching for purposes of building.

Costs of placing a tile on your board:
Pay 1 green cube for each Sheep, Yak, or Farm on the tile,
Pay 1 black cube for each Tower or Barrel on the tile,
Pay 1 blue cube for each Boat or Lighthouse on the tile,
Pay 1 cube of any color for each non-matching landscape edge,
Pay 1 cube of any color for each scroll on the tile.

For the purposes of building, you may pay 2 (3?) coins in lieu of any cube.

Privilege: In addition, as the start player you may build a tile, paying only for non-matching landscape edges -- ignore other costs.


Produce
Choose a landscape region and add 1 cube from the supply onto each tile in that region. Fields get green cubes, Mountains get black cubes, and Water gets blue cubes. Tiles may hold more than 1 cube (limit 3 cubes max per tile?).

Privilege: As the start player, you may produce in a 2nd region.


Trade
Choose a landscape region to trade from.

For Fields and Mountain regions: For each tile in that region that connects back to your castle via roads, you may discard 1 cube from that tile to collect 1 coin from the supply.

For Water regions:  For each boat in that region, you may discard a cube from anywhere in that region to collect 1 coin from the supply.

These coins will be worth 1 point each at the end of the game.

Privilege: As the start player, you may trade in a 2nd region.

Game End:

The game is over at the end of a turn in which the supply of coins is exhausted, or when the tile bag is empty. At that time, each player should calculate their score to see who wins. Points come from:
* coins collected via trade or completing regions are worth 1 point each,
* scrolls on your player board that are in completed regions are worth points based on their scoring condition,
* Consult the end game scoring tiles for bonuses conferred by each.

Monday, February 15, 2016

Skye Frontier: An Isle of Skye / King of Frontier mashup -- updated rules

 For those following along, here's an updated rule set:

Skye Frontier: An Isle of Skye/King of Frontier mashup

Setup:

* Give each player a player board with a 4x5 grid of spaces (the exterior of the grid has pre-printed landscape types).
* Give each player a Castle tile, which they will pace on any space on their board (landscapes must match, roads need not).
* Shuffle the tiles in the bag, then draw 4 into a face up display on the table.
* Place 15 coins per player into a supply pile and return the rest to the box.
* Place a supply of green, black, and blue cubes nearby.
* Randomly choose a starting player and give the Starting Player tile to that player.
* Draw 4 Scoring Conditions and display them for end game scoring.


You are ready to begin!

Each round, the start player will choose a role from the list below and each player in turn will resolve that role. For choosing the role, you'll get a privilege. Then the Start Player marker will pass to the left, and the new start player will choose a role.

Roles:

Explore
Either:
(a) Draw 2 tiles from the bag, place one into your storage, and place the other face up into the supply.
Or...
(b) Take 1 tile from the face up supply and place it into your storage.

Privilege: Repeat this action after all other players have gone.
Ideas to try: Allow the option to Build the tile just taken instead of taking a 2nd tile. Or always allow building the tile immediately upon taking it -- this was the original rule, but Explore seemed to be the most popular action by far. 

Produce
Choose a landscape region and add 1 cube from the supply onto each tile in that region. Fields get green cubes, Mountains get black cubes, and Water gets blue cubes.

Privilege: Produce in a 2nd region.

Note: When completing a region, immediately produce resources in that region.

Trade
Choose a landscape region.

For Fields and Mountain regions: Take 1 coin from the supply for each tile in that region that has cubes, and connects back to your castle via roads. Then discard 1 cube from each of those tiles.

For Water regions:  For each boat in that region, you may discard a cube from that region. Take 1 coin from the supply for each cube discarded that way

These coins will be worth 1 point each at the end of the game.

Privilege: Trade in a 2nd region.

Build 
Take a tile from your storage and place it onto your board, paying cube costs (see below).

When building results in completion of a region, immediately produce resources in that region (see Produce, above).

Note: When a tile is placed such that landscape edges do not match, neither of the non-matching regions will ever be considered "complete".

Privilege: Pay only for non-matching landscape edges -- ignore other costs.
Ideas to try: Allow a 2nd build as privilege (at full cost).


Costs of placing a tile on your board:
Pay 1 green cube for each Sheep, Yak, or Farm on the tile,
Pay 1 black cube for each Tower or Barrel on the tile,
Pay 1 blue cube for each Boat or Lighthouse on the tile,
Pay 1 cube of any color for each non-matching landscape edge,
Pay 1 cube of EACH color for each scroll on the tile.

Game End:

The game is over at the end of a turn in which any player fills their board with tiles, when the supply of coins is exhausted, or when the tile bag is empty. At that time, each player should calculate their score to see who wins. Points come from:
* 1 point per coin collected via trade
* points based on scrolls on your player board
* points based on the end game scoring conditions

Tuesday, November 24, 2015

Skye Frontier - a mashup (also, a word about fake variability)

A year or so ago I was introduced to The King of Frontier, which is a sort of mashup of Carcassonne and Puerto Rico - a role selection game where the roles allow you to draw and place tiles on your player board, produce goods on those tiles, trade those goods for points, and build some higher valued tiles.

Carcassonne's not my favorite game, but I have no objection to tile laying, and I absolutely love role selection in general and Puerto Rico in particular. So King of Frontier sounded like an excellent game that was right up my alley.

Unfortunately, upon playing the game, it left me wanting. I was not impressed with the balance, and I generally thought it fell flat. I wondered if I couldn't do better with a role selection tile laying game, but I didn't think about that for very long - instead I just sort of lost interest.

Recently I've become enamored with a new game called Isle of Skye. When I heard the title (spoken), I assumed it was some kind of airship game, probably with a steampunk sort of theme. But as it turns out, Skye is the largest and most northerly major island in the Inner Hebrides of Scotland. Isle of Sky is a tile placement game where you build your little board by connecting square tiles like Carcassonne, which you obtain by a nifty sort of "I-split-you-choose" mechanism wherein you price your tiles, then opponents have a chance to buy them from you - but if they don't, then you buy them for the price you set. Medici works something like that as well.

Side discussion about Isle of Skye and "fake variability"

I've played Isle of Skye a handful of times now, and I enjoy it a lot. the tiles you get have landscape features which you need to connect appropriately, and they have various icons which interact with scoring conditions in various ways.

That's one of the attractive mechanisms - there are many tiles that depict scoring conditions, and you only use 4 of them each game:
In round 1 you score condition A,
In round 2 you score condition B,
In round 3 you score condition A & C,
In round 4 you score condition B & D,
In round 5 you score condition A, C, & D
In round 6 you score condition B, C, & D

So timing of scoring is interesting, and available scoring conditions changing game to game is interesting, it really gives a feel of variability and replayability... Or does it?

MOST of the tiles (there are one or two exceptions) score points based on different icons on your board, or your geographic situation (closed landscape regions for example). This serves to alter the values of the various tiles that you draw at random, which informs your decisions for how to price your tiles, and how much you should pay for tiles.

The thing is, it doesn't matter WHICH scoring conditions are up... you just reference them in order to make your valuation decisions. They could really be the same tiles every time and the game wouldn't really change - you draw the tiles at random after all! This idea of fake variability is interesting. It almost doesn't matter that the variability is fake, players will think it's real because it LOOKS like variability. I'm certain if the game came with static scoring conditions, people would complain that it feels too samey.

Now, if you saw the scoring conditions for the game, built a personal draw pool of tiles based on that, and always drew from that pool... then it might matter which scoring tiles were in and in what order they appeared, because you could include (or omit) certain tiles that will or won't score too well. for example, some of the tiles have end game scoring such as "1 point per Farm" which are independent of the variable scoring conditions, and you could include many farms and all of those score tiles when the scoring conditions don't include them, hoping players will allow you to buy them on the cheap as they chase the scoring conditions. THAT would be variability!

But I digress... let's get back to my original post, which is less about Isle of Skye, and more about fixing The King of Frontier.

Back on track

Where was I? Oh yes - I'd played King of Frontier and it fell flat, I wanted to take a stab at a better version but lost interest, and recently played Isle of Skye. Right...

The other day on a plane ride I was looking through my design notebook (as I am wont to do), I came across the notes about King of Frontier and I had an epiphany. Maybe I could fix the problems I had with King of Frontier by basically just playing with the tiles from Isle of Skye! I knew I had a copy of Isle of Skye waiting for me at home, so I wrote up some rules and looked forward to trying it:

Skye Frontier: An Isle of Skye/King of Frontier mashup

Setup:

* Give each player a player board with a 4x5 grid of spaces (the exterior of the grid has pre-printed landscape types).
* Give each player a Castle tile, which they will pace on any space on their board (landscapes must match, roads need not).
* Shuffle the tiles in the bag, then draw 4 into a face up display on the table.
* Place a certain number of coins (not sure how how many yet) per player into a supply pile and return the rest to the box.
* Place a supply of green, black, and blue cubes nearby.
* Randomly choose a starting player and give the Starting Player tile to that player.
* Draw 2 (?) Scoring Conditions and display them for end game scoring.
* EDIT: Make that *4* Scoring Conditions (after playing once, it was clear that more scoring conditions would be better)

You are ready to begin!

Each round, the start player will choose a role from the list below and each player in turn will resolve that role. For choosing the role, you'll get a privilege. Then the Start Player marker will pass to the left, and the new start player will choose a role... technically you don't need the Start Player marker, but since it's in the box, I used it anyway.

Roles:

Explore
Either:
(a) Draw 2 tiles from the bag, place one on your board or into your storage, and place the other face up into the supply. Placing tiles on your board costs cubes (see below). Or...
(b) Take 1 tile from the face up supply and place it on your board or into your storage.

Privilege: Repeat this action after all other players have gone.

Produce
Choose a landscape region and add 1 cube from the supply onto each tile in that region. If that region is complete, add 2 cubes instead. Fields get green cubes, Mountains get black cubes, and Water gets blue cubes.
EDIT: Now that I've played, I might try this instead: rather than double producing on a completed region, simply auto-produce once in a region when it becomes complete.

Privilege: Produce in a 2nd region.

Trade
Choose a landscape region. Take 1 coin from the supply for each tile in that region that has cubes, and connects back to your castle via roads. Then discard 1 cube from each tile scored that way. These coins will be worth 1 point each at the end of the game.

Privilege: Trade in a 2nd region.

Build 
Take a tile from your storage and place it onto your board, paying cube costs (see below).

Privilege: Build a 2nd tile.
EDIT: Instead of building a 2nd tile, I tried "get a discount of 1 cube" which seemed to work well.

Costs of placing a tile on your board:
Pay 1 green cube for each Sheep, Yak, or Farm on the tile,
Pay 1 black cube for each Tower or Barrel on the tile,
Pay 1 blue cube for each Boat or Lighthouse on the tile,
Pay 1 cube of any color for each non-matching landscape edge.

Game End:

The game is over at the end of a turn in which any player fills their board with tiles, when the supply of coins is exhausted, or when the tile bag is empty. At that time, each player should calculate their score to see who wins. Points come from:
* 1 point per coin collected via trade
* points based on scrolls on your player board
* points based on the end game scoring conditions