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The latest (and penultimate?) big game in the game crate was one Rachel and I had both separately been somewhat interested in, Photosynthesis.

It is so gorgeous, it's positively dripping with luscious flavour. There is a hexagonal board, a sun that travels between the six vertices, and players plant seeds and trees in the hexes.

Trees collect sun points. Players spend sun points to buy new seeds and trees.

There are three sizes of tree. You spend more to grow a big tree, but trees directly behind other trees are shaded and collect no sun, and bigger trees shadow more hexes behind them, but are not themselves shaded by smaller trees.

The largest-size trees can be harvested to produce victory points, you get more if the tree is closer to the middle of the board (but those can more easily end up shaded on all sides and not producing as much sun).

Ideally you spend a round and a half planting more trees to get more sun, and then a round and a half slowly growing big trees and harvesting them. But I'm not sure of the specifics, where it's best to plant, when it's best to try for more small trees and when it's best to play for big trees, etc.

Aside on rules clarity

It's amazing how hard it is to produce unambiguous rules. Again and again I find a clarification I or someone else makes seems to actually muddle an existing understanding, for instance the "they spelled it out in this case, does that mean it doesn't apply in other situations?" effect.

In this case, the intended rule is that you can have multiple actions in a turn, but "growing a tree", "harvesting a tree", "planting a seed from a tree", or "planting a seed in a hex" can only be done once in each hex.

But the way this was explained put big emphasis on planting a seed activating the tree it was planted from, and not being able to grow a tree twice, and not being able to activate the same tree twice, but didn't explicitly say what the designers found obvious, that planting a seed 'activated' the hex it was planted into AS WELL, not instead, as the tree it was planted from.

That's certainly how I expected it to work, but the fact that the rules stated in bolt print that it activated the tree it was planted by, made me think it didn't activate the hex it was planted into, but apparently that wasn't the implication, just that they wanted people to remember the other half of the rule.

FWIW, the "activating a hex" terminology is what I got from reading a discussion on board game geek, the original rules described it a bit differently.

I think it's partly, however well you understand something, it's really hard to explain so someone else 'gets it'. And partly, likely, translation issues. And partly, squelching one misinterpretation can produce more unless you review the changes as a whole.

I remember recently reading an impassioned essay by a Spiel des Jahres judge saying there was quite a lot of games they loved, but they were firm in only accepting games where the rules were written to a certain standard, because they wanted games that anyone could enjoy, not only people who were adept as inferring what the rules should be.

Aside to aside

I possibly should trust myself more at inferring what the rules probably *meant*, even when it looks clear what they *say*.
jack: (Default)
Recently wizards of the coast have been running the Great Designer Search 3, a competition to choose someone to potentially work in magic the gathering research and development. It's interesting because it says a lot about how they design such a complex game.

But occasionally frustrating when the competition is a bit arbitrary. I may have ranted about the preliminary multiple choice test before: it was done pretty well, but designing multiple choice tests well is hard, and a few "guess what the judges were trying to ask" questions slipped through the net.

After the multiple choice and essay rounds, the top 8 went through a series of design challenges, which are fairly interesting. They were quite intense, each lasted a few days with a week or so inbetween, and the candidates needed to design 8-15 cards meeting some set criteria. IIRC the challenges were design a number of cards for a previously underappreciated creature type, design N cards from the list of circus themed cards, design a mechanic that could be a major mechanic in a new set, design a series of cards using these pieces of art and meeting these descriptions, and design a booster-pack's worth of cards that could be added to an existing set.

The challenges end up testing multiple things at once, needing both "wow judges with fun ideas" and "understand what existing magic cards are relevant to this, and what abilities can be used and which shouldn't be".

From what I read on twitter, the "who did best, who got knocked out" judging was done based very much on candidates overall submissions. But there's also a card-by-card review published on wizard's website, which unfortunately does suffer a bit from "obvious problems jump out to the judges, overall quality of the card only stands out if it's especially good"

And partly because writing clear requirements is hard, and partly because the candidates were under a lot of pressure, there was also a steady trickle of failing to meet requirements by mistake. E.g. the tribal challenge required the Ooze (or whatever) cards to all care about other cards being oozes, whereas it was very easy to design an ooze that synergised with the abilities on the rest of the cards, or created extra oozes, etc, without explicitly caring about it.

At one point, I wrote a comment to one of the candidates when they were posting retrospectives on the Goblin Artisans blog, which had truth I wish I'd been better at seeing all my life.

I was talking about following the letter of the rules vs the spirit, and said, sometimes bending the rules is appropriate and sometimes it isn't, usually depending whether it shows the judges what they're looking for. But they don't usually TELL you explicitly what they're looking for (because they don't know consciously, or because they need to set objective requirements, etc), you need to intuit that and then design for that.

But a LOT of life is like that. Often doing what someone SAYS is only a proxy for doing what they WANT. There are exceptions, where they explicitly want you to NOT think about some things and just obey -- again, judging which things are which is difficult but what you need to try.

So sometimes, people are looking for ingenious solutions and bending the rules to get them is great. And sometimes they're looking for something in the spirit of the rules, and bending the rules produces something useless. And often they don't know themselves. But you can often guess.
jack: (Default)
Five Tribes

I'm not sure how to describe this. You have a set of large tiles which are dealt out to form the game board. Each tile has some humeeples on. The humeeples represent different abilities. On your go, you pick up all the humeeples from one tile, and drop one on an adjacent tile, one on a following tile, etc. The last meeple, you must drop on a tile containing one or more humeeples of the same colour. Then you collect all of those, and get some effect based on the colour (e.g. one just gives you a point for each, one lets you collect cards, some are saved for later, etc).

Also, every tile has an ability which you get to use (gaining cards, putting a palmeeple tree or a pameeplace on it to increase its score, etc)

Also, if you empty a tile, you place a cameeple there, and get points for that tile at the end of the game.

So there many many different ways of getting points (I've left out a lot of the specifics). When you explain it, it sounds complicated. But when you play it, it falls into place.

There are also djinn, which can be gained from some square, which some points but a particular special power. It's useful if you can get a special power that accords with a strategy you want to take anyway; it gives shape to a particular game. Otherwise, it's usually not quite worth taking djinn because you need several things to work to get one. But they are BEAUTIFUL, each djinn has a unique drawing, a unique name, and really sells the flavour.

It has the feeling of a game where every game is quite different, which is really interesting.

Unfortunately, the rest of the flavour is mixed: a lot of quite good, but some is a bit unmotivated or questionable.

Founding Fathers

A game about writing the american constitution. It looks complicated but plays very well. And it somehow really captures the flavour of the founding fathers, bustling around, making pompous or populist speeches, and assembling this complicated compromise document.

Unable, Unwilling

I didn't play this but Liv and Osos did and told me about it and it sounded great.

Designed by some board game enthusiasts and some quakers, it's a hilarious affectionate parody of a quaker committee meeting. Based on the motto, "able, willing"

Each card is a job which has to be assigned to somebody, and the aim is to be assigned as few jobs as possible. You can play excuses to redirect jobs to other players.

The feel of the game was captured by an exchange something like:

A: "Someone needs to fill a seat on the peace committee. I think B's experience would make them an excellent fit for the role."
B: (reading deadpan from an excuse card) "I'm sorry, I'm in favour of war."
jack: (Default)
https://boardgamegeek.com/boardgame/70919/takenoko

Ghoti showed me the Bamboo/Panda game! It was really nice. Each turn you have two actions, plus a random bonus. These can be, "Place new large hex tile", "move panda", "move gardener", "take irrigation", or "take goal card".

The board is completely symmetric between players, there are no pieces which are specific to one player, the only difference is which goal cards they drew. The hex tiles are paddies of three colours, which when irrigated, grow a stalk of bamboo of that colour. When the gardener moves, he/she grows more bamboo on that hex if it's irrigated, plus adjacent hexes of the same colour if they're irrigated. The panda eats one segment of bamboo (you get that).

Goals are either "these segments of bamboo" (which you trade in), or "this combination of bamboo stalks anywhere on the board" or "this arrangement of hexes (must be irrigated)". The last two, you can score on your turn whenever they're satisfied, it doesn't matter if you laid them or your opponent laid them or someone scored them earlier, just if they exist.

The towers of bamboo are really cute, little plastic segments which stack four high. The panda is very cute, though when the game was described to me, I imagined it a lot bigger :)

And after the first few turns, it started to go quickly, each turn, there's only a couple of things you can do so there's not that much to decide, but the aggregate effect of your decisions matters a lot.

Risk Legacy

May. 2nd, 2012 02:54 pm
jack: (Default)
http://boardgamegeek.com/boardgame/105134/risk-legacy

I recently discovered there had been a new version of risk published, which is explicitly designed to be build up over time for people who play multiple games. That is, when you meet some condition (some happen when we start a game, some when I win a game, some when the group as a whole meets some limit) you open a little packet with a bunch of stickers in, and get to apply them to the board.

These can make your current position better, but remain in place for the following game. Sometimes you can rename a major city to whatever you want, and then have preferential rights for starting in that city. You can both add stickers which increase/reduce the value of a territory just because you prefer the game like that, or to bolster a position you are likely to start the next game in.

Obviously lots of people have suggested vaguely similar things, but I was still extremely pleasantly surprised by (a) the company had the chutzpah to expect people to irrevocably alter the game board (literally tearing up unused stickers), possibly even buying ANOTHER set to experience different choice, and people went ahead and tried it.

And (b) it seems to actually work. When I heard it, I would have wagered money that it would be gimicky and unbalanced, that as stickers accumulated it would get overcomplicated and some territories would get unbeatably good. But apparently, according to reviews on board game geek, it's actually really fun (for people who WANT to play 15 games of risk in the first place :))

Obviously there was a lot of playtesting to make this work, more than I'd usually expect for a board game even to just make sure that the most likely choices didn't lead to degenerate behaviour. But I'm heartened that they tried something innovative and it worked!

(I don't know if I ever want to play risk or not.)

PS. For the record, what you see above is what I get when I post a "short post, just a link" :)