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My next board game project is still probably writing up the demon-summoning game into a playable form, but I still keep getting enticed by other ideas. Here's one I had last week, which didn't go anywhere, but I thought was an interesting illustration.

I was trying to think of games that are a natural competition, but a playful, not very cut-throat competition, and suddenly visualised little baby goats playing king of the castle on some bales of hay.

Ideas quite often come to me that way, I think of a concept, often imagining how the box would look, how the game would *feel*. It doesn't normally come to completion like that, but it's an inspiration I work from, or sometimes, after playing with a game for a while, it "clicks" again and I think of an idea I like more based on what I'd already been doing, like when the "cast-away game" became a "planet of monsters" game with greatly evolved mechanics.

It doesn't always work like that, I also often have ideas for mechanics, that I try various flavours on, although I can rarely graft a theme on completely, it's so much nicer when the mechanics reflect the theme, even if the basic gameplay is fixed, then in having cards that represent concepts, not just an arbitrary match-up between "thing you might do with this flavour" and "action you might do with this mechanics" and keep constantly asking "wait, who gives you coins and dice, is it the butler or the vintner?"

I also had an idea for a mechanic, something like, you have a two-sided step pyramid of bales with a goat on each level, and you can do jumping stunts to show off and/or try to reach a higher level. I even had an idea for a mechanic, basically, you have two power bars, one for physical energy, one for prestige, doing any stunt uses up energy, but you only lose prestige if you try and fail, so if you do a jump-off with a goat on a higher level by each playing a stunt card from your hand of a certain difficulty, the idea is to try to arrange it so you usually win on prestige and don't have to actually do the stunt, except occasionally, when you do it awesomely and fill up on prestige. And there's a salt lick on the lowest level to recharge energy.

That's far from a complete mechanic, even in one paragraph there's several contradictory ideas, but it had the general sort of feel I wanted, and I trust my intuition that those were the bits that were notable about it, and in order to make it work like a game, I could probably just fill in fairly standard mechanics that work in other games in the gaps.

But what interested me was that what I wanted was for the game to actually feel like baby goats. That means that players should usually be encouraged and rewarded for playing fairly impulsively, sating themselves on good cards/resources and then spending them freely for impressive results -- you might say, the play should feel "fun", which sounds silly since all games are supposed to be fun, but the point is, it should feel fun and carefree all the way through, as opposed to rewarding strategic depth, or well-judged gambles, as many games do.

That resonates with advice from Mark Rosewater about Magic: The Gathering. Landfall, a mechanic which gives bonuses when you play a land, naturally feels fun to play whether or not it's a good mechanic. That doesn't last, if you play enough, you'll eventually learn when a mechanic works well and when it sets you back and emotionally respond to those situations instead of the out-of-the-box experience. But for quite a while, it just feels fun to play with, because you usually wanted to play a land each turn *anyway*, and landfall gives you an extra bonus for doing so, so it feels like you're going with the flow and everything is easy. You might say the same thing about tribal: there's lots else, but the basic concept of playing "as many goblins as you can" is just nice.

So how to capture that in board game mechanics? One thing is, reduce the pressure, have the moments of greatest emotional resonance reflect dramatic changes that are necessary to proceed, but not necessary significant advances towards winning. That means that everyone gets excited when you do a double back flip and gain a level, and players are more drawn to that, and less drawn to playing conservatively and hoarding resources for a longer-term strategy. Although doing the cool things should usually be the sensible strategy: players get unhappy when what's fun is different to what's effective because they have to choose and resent people who choose differently.

Also, walk a middle path of some strategy but not too much, some randomness but not too much, guide people into planning for the next turn or two, planning something that will usually be successful (so they feel good) but that they're not encouraged to obsess over whether a particular thing is the best for the long game or not (because if they can do that, it will draw attention away from the part of the game I want to be most interesting).

Of course, it's hard to make that happen in practice. Lots of board games have a different feel the first game from the fifth game, and lots you never play that many times at all. But that's the sort of thing I'm thinking of.

I do usually aim for SOME strategic complexity. I always wanted Toy Factory to be more strategic, even though most players enjoyed the "basically think one turn ahead" gameplay.

And in the end, I stopped there with the baby goat game -- I didn't have any more ideas that seemed more interesting than what I'd already thought of elsewhere. I did note it down in the file I return to for inspiration, because who knows when those ideas will come in useful later.
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Some Russian litrpg book

This reversed the premise of many litrpg books in that it imagined, what if someone found rpg mechanics applying in real life -- able to see people's stats, able to level up, etc.

It was pretty interesting reading about his random slice of life living in contemporary Russia, putting his life back together after his girlfriend left, befriending the guys who hang around his building, learning to see meaning in life again, getting a job as a sales rep.

I'd hoped to see more interesting levelling up, but although it does reasonably well, there's not that much there before the end of the book.

Disney's Atlantis

This is another of Disney's "we produced lots of really interesting animated movies lots of people just didn't notice" like Treasure Planet and Lilo and Stitch.

Loosely Jules Verne-y, the film is set in 1914. Milo Thatch is a young employee of a museum, frustrated that he mostly keeps the boiler running, when he really wants to search for the city of Atlantis. Eventually he gets his chance, there's a lot of adventure, things go wrong, etc, etc.

There's definitely things that could be improved, but a lot is really impressive. The plot is quite dramatic, without being obvious right from the start. There's quite a diversity of characters -- there's not an equal gender balance, but there's quite a lot of characters, and they manage 30-40% non-male, instead of exactly one love interest. And the characters are all varied and interesting in character and background. And a lot of the film is about what the Atlanteans want, not about them being passive recipients to the exploration expedition's decisions.

I didn't know this beforehand, but apparently lots of the cast were famous and the film pioneered various animation things.

Azul

Liv wanted this game for ages, and I thought I'd like it too even though I wasn't as sure, but it's really good. By a well-known designer, it's really beautiful, easy to play, but hard to win.

Based on Portuguese tiles, in turn inspired by Islamic Iberian art, all the pieces are gorgeous. Each round you have twenty tiles of five colours, distributed between five kilns, and you take it in turns to take all tiles of one colour/design from one kiln, moving the rest into an empty area in the middle of the table. Or, you can take all tiles of one colour/design from the centre.

The tiles you take go on in one of five rows in your staging area, with lengths from one to five. Any excess score negative. At the end of each turn, each complete row is discarded, with one tile being moved to the same row on your 5x5 wall. Each row of your wall can only have one tile of each colour, once that colour is present you can't put any more tiles of that colour into that row in your staging area.

And you get points for forming various lines on your wall.

But there's a lot of strategy in prioritising choosing the tiles that help you place on your wall where you'll get points, but not getting stuck with tiles you can't place.

And it's surprisingly quick to play even when you think.
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More games crate! This time the little game was Dolores, a game with a ridiculously rich flavour and really nice art about being wreckers divvying up the loot from a ship with a traditional method.

Each turn, two players turn up two cards each, and then do a simultaneously-reveal-hand-gestures thing to decide who gets what. You can agree to split it so you each get the loot you turned up (handshake gesture). But someone can easily subvert that by submitting a closed-fist gesture and taking all the loot! Or you can submit a one-thumb-up gesture which means "pick one card", which leaves the other with one or two cards (if they chose peace) or three (if they chose war). If you both choose war, all the loot is lost. If you both choose pick, all the loot is lost AND you each lose all of a single type of loot of your choice (which the scoring system makes either an advantage or a disadvantage depending on circumstance).

It works out that you *usually* want loot, but you sometimes particularly want specific pieces, and occasionally have pieces you don't want.

It doesn't actually make sense with the flavour, but it's the *sort* of complicated negotiation you imagine happening.

It's lovely but strange playing it with Liv because we both don't come very naturally to lying. And with two players you can't just always divvy it up as fairly as possible, because you have to get ahead at some point. There's enough variation in what you want and whether you can agree a split that's best for both of you that it's not exactly an iterated prisoner's dilemma -- most rounds you don't have a strong incentive to talk up one compromise and then change your mind. But you have to decide when it *is* worth agreeing to a proposal and reneging, or refusing to agree anything in advance, or when you expect your opponent to be sneaky and when that changes your throw.

We kept reassuring each other that it was ok and we didn't take it personally.
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Camel Up

Played at Alex's. Quite silly and sometimes fiddly, but I really love the way it works. Camels race round a camel racing track. Each round, each camel moves once (1,2, or 3 spaces) according to a die, but the moves are spaced out as each player can either make a bet or move a camel, and the round only ends when all the camels are moved. Then the per-round bets are resolved. When a camel crossed the finish line, the per-game bets are resolved.

The camels are lovely: they're little camel meeple pieces which stack, and when multiple camels are in the same space on the track, they stack up, the top one considered in front. And when any camel moves, all the ones on top of it move along with it.

The way the bets work works fairly well, there's a token for a bet at various payoffs, and the first player to take one for a particular camel gets the best payoff, etc. So there's no "just bet as much as you want", you have to eke out small incremental advantages, which feels more in the spirit of the game.

Hogwarts Lego game

Belonging to Ms 8 (I think?). It works really well at capturing the feel of both lego and of hogwarts.

There's an arena of 4x4 lego rooms with room for four lego people to stand, which slides freely if an adjacent room has been lifted out. Four classrooms with relevant stuff to collect (potion, familiar, divination crystal, and spellbook), and the rest corridors, either straight, L-shaped, or T-shaped.

Each turn you roll a die and it gives you one of several different move types. Usually you pick up a corridor, and rotate it, or pick up a corridor and slide one to three other rooms around. You can slide classrooms and rooms with people in, but not pick them up. Then you move your meeple from one room to an adjacent room (assuming the doorways match up).

Each player controls a student from one house, and needs to collect the four collectables in their colour, and get back to their common room to win.

I don't know how well the strategy holds up, but it did very well at capturing the feel of lego: you build the arena and different rooms first, and the meeples and collectables have just the right lego bumps to click onto in the rooms and back in the common room. And also hogwarts: it's not scary, but it does feel like the layout is just constantly new to you.

The rules had a few weird omissions near the beginning (Do you need the room to match up with your common room before you first move into them?) But they also had several sections about suggestion rules modifications and additions, and had several extra pieces for them, and encourage you to experiment, which is a very lego approach to a board game.

Pandemic Legacy

C+K have pandemic legacy, Pandemic where you play a series of a dozen or so games, and each one alters the board and rules in a permanent way (good and bad). They've played about half the games and we joined on the most recent one. I'm carefully not talking about what happens, because most people who are interested probably want to play it for themselves. (But if you're curious and don't care about spoilers, feel free to ask me.)

But even knowing the general principle, it was really exciting to play a particular game and see what had happened and what happened this game. Some of the changes were about what I'd expected, but others were really interesting.
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Patchwork

https://boardgamegeek.com/boardgame/163412/patchwork

Present from ghoti (thank you!) It's a really really pretty game. You have a 9x9 quilt board and collect patches in various shapes (like various sized tetris pieces) and try to fit them into your board. Each patch has a cost, and you can only buy one of the next three available, so you have to trade off which ones are worth it right now.

But all of the things have a really nice hand-stitched feel.

And it's explicitly for two-player, when we don't have enough two-player games.

Catan Junior

https://boardgamegeek.com/boardgame/125921/catan-junior

This really captured the feel of Catan while being really quick to pick up. I liked the pirate flavour. I'm not sure how much replayability it would have if all the players were fairly experienced, but I really liked playing it with K and Ms 7.
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See previous post: http://cartesiandaemon.livejournal.com/996269.html

I've settled on a name for now, and polished off the teething troubles that made some of the earlier versions a little hard to get started with. And I'm playing it regularly with Liv and Ghoti which is a pretty good sign. I've playtested it with some of the children, with Liv's brother (thank you!) and with Alex and Douglas (thank you!)

What I like

I've said some of this before, but there's quite a lot I'm really pleased about, most of which was there right from the initial idea.

* Some of the feel of robo-ralley
* It's physically compact, the whole thing fits in a pocket
* It's very quick to explain, most people are able to start playing with a minute or so of verbal explanation, and almost never feel "how should I have known that"
* Each turn is easy to play, it's rarely hard to know what to do
* It's *physically* easy to play. You don't need to hold a hand of cards, each turn is quite short.
* Hits sweet spot of "few decisions, every one is meaningful"

Now, some of those are more obvious than others. I think being physically easy to play is useful for children, and a lesser extent non-gamers. But is mostly irrelevant to people used to holding hands of cards for every game. But I am reaching a point where some of the goals conflict, and I need to decide to go one way, the other, or try to make versions that work for both.

Overall direction

There are some minor things I'm still resolving:

* I have an idea for an improved start row that works for more than two players, but I need to try it. (Multiple toys can be placed in a queue to enter the board behind any of the four rows, but can't enter the board pushing another toy.) It will still be a bit congested the first couple of turns, and I don't want a big risk of someone not being able to do anything.

* I need to test with more people, and get a wider baseline of experience

There are some things I know I can do, but I'm holding off on:

* Variant rules
* More cards, or more complicated cards

With both, there are lots of things that might be fun, and I welcome more suggestions, but I want to winnow out the idea that might improve the larger goals below before branching outward.

But the two biggest questions follow, in their own sections.

Good to great

Right now, it seems like the game is fun, which is a very good place to be, but I think I need to evaluate what works best, and anything which doesn't really contribute, and see if I can amplify that into *really really really fun*.

Often you can't, often you have a game that's already as good as it can get. But it's always worth trying. Partly because a game which is really really really fun to *you* is probably necessary before other people are interested at all.

Strategic complexity

Here is a point of divergence. My main playtesters are enthusiastic about the game as-is, and I basically want to leave it alone without any major changes.

But I feel that I'd enjoy it more if there were a little more what I think of as strategy. Things like:
* a greater incentive to place tiles several moves ahead, instead of usually right in front of a toy
* more potential to set up fun combos with "move twice" squares and "extra toy" squares, where they naturally allow maybe a couple of turns before the opponent breaks them
* more potential to establish winding paths, where there's a reason to follow them more often instead of just automatically overlaying a straight path

I'm not sure about my games evening playtesters. I think they'd enjoy that change if it were possible, but they weren't looking for it and weren't sure if it would be possible. Does that sound about right?

I am interested in trying that in parallel to testing the current version, even if I end up deciding it doesn't work out.

I don't have any firm ideas, but ideas I've considered:

* More magnetic latches, or features that function similar to that, so there's more incentive to plan ahead and to go round things. (Need to avoid just piling on locks on bad squares on the start row, though. Maybe more locks with "choose direction" arrows on?)
* Instead of having a linear race to the end of the board, have the game be to pick up presents placed on random tiles, or to knock opponent into pits. (Thanks Douglas)
* Lock counters, where the players can place to lock a tile in place (probably need some way to remove, but maybe not as easy as placing?) (either move lock every turn, or have a fixed number for the game, or something) (or just randomly happen every so often?)
* restriction on playing tile overwriting tile opponent has just placed
* restriction on playing tile directly in front of toy
* make plastic tiles not cards and have restriction on playing based on number of tiles already there (eg. each turn roll a dice, may only place on stacks that high or lower) (playtest by twisting stack so number of underlying tiles is visible) (I just thought of this last week, but I'm really interested to know how it would work)

Do any of those sound attractive?

Complete RULES (05 Sep 2016) )
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See gameboard here: https://twitter.com/CartesianDaemon/status/763871871943270400

I keep changing the name of the game. But you're manufacturing something (toys? robots?). You get a toy/pig/pallet at the left side of the board, and need to move over the conveyors to the right side of the board where you get a crate/wrapped present/victory counter.

I wanted to capture the slightly hectic "everything in all directions, build an intricate machine" feel of RoboRally, but in a game which could be learned and played quickly and easily, possibly even by a mix of children and adults.

So I focused on making sure (1) the decisions are usually interesting, there should usually be at least two plausible options and no "of course" decisions and (2) it should be hard to play wrong, all possible moves should be legal even if suboptimal, it should be easy to move the pieces without getting it wrong even if you're not winning. I even stuck to one tile a turn, partly because that seemed enough to be interesting, partly so you don't have to try to keep track of a hand you can drop or show people or forget to draw etc. Each turn is self-contained and fairly easy to follow.

Rules

Set-up
- Deal tiles into a 5x4 grid. L = start row. R = score 1. Edges = pits (go back to the start). Alternate toys at start row, 1 each 3-4 players, 2 each 2 players. just off edge of board (on invisible "move forward" arrows)

Turn order:
- Draw tile, place over any tile in any orientation. Not under toy. Not on tile latched by adjacent magnet.
- Move all your toys in any order
- If you move off the end, get a present
- When a pawn reaches the end of falls off the edge or down a pit
--- goes back to the start (unless you have 1/2 toys already on the board, then return it to the supply)
--- Choose which row it starts in (not directly behind a tile with a toy in)
--- (WAS: opponent to your right choose which row it starts in)

Moving
- Move in direction of arrow, 1 tile or the number of tiles shown in the arrow
- Don't move past wall
- Push any number of toys ahead of you in a straight line (if no walls)

Game end
- When you draw the last tile, finish your turn. Then the player with the most presents wins.
- Tiebreaker = furthest-forward toy (then second-furthest, etc)
- (Alternative rule for longer game: when draw pile is exhuasted, collect all tiles with no toy on them and redeal. Play to N redeals or N presents)

FAQ
- Infinite loop: Congrats! When toy returns to previously visited tile in loop, if it's impossible to change any of the tiles in the loop (eg. all have pawns on, or are latched by magnets), may return pawn to start
- Can't progress: (eg. unmoveavble unpassable tiles forming barrier from top to bottom of board). Redeal all those tiles.
- Move diag and walls: Moving from C to B. If A and left side of B are clear, ok. Same for D and bottom side of B. If both have walls, can't move. If both have pit, fall in. If one wall and one pit, roll a die:

AB
CB

- Move diag off corner of board = treat as moving off the end, get present, go back to start.

(These are the rules for Deck #2, a slightly tweaked version. I have Deck #1, the version Liv and Ghoti tested, safe and unchanged and won't fiddle with it, but the rules are written down, not electronic.)
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TransAmerica

https://boardgamegeek.com/boardgame/2842/transamerica

I played this at games evening, it worked really well, it was interesting and fairly fast even up to 6 players.

The board of North America is covered with a triangle grid, with major cities marked at some intersections. Each player is dealt a goal hand of 5 city cards, one from each region (E, W, N, S and central ish). On your turn, you place two pieces of track (which is the same for all players) on unused edges connected to your chosen starting spot. The first player to connect all their cities wins. Everyone else scores negative points for the number of edges they are short (generally 0-6 pts)

Edges crossing rivers and mountains are shown with a double line, instead of playing two pieces, you can play one piece on one of those edges.

It was interesting because it was easy to *understand*, and each turn could be over in seconds if you thought while other people were playing, and yet, it was really hard to know what was *best*.

Colt Express

https://boardgamegeek.com/boardgame/158899/colt-express

Played with ghoti et al.

You have a little cardboard train made out of an engine and four carriages, I was really impressed how solid and 3d it seemed. Scattered on the floor of the carriages is various loot. Each player has a little bandit who can move sideways between carriages, or up onto the roof, or down from the roof. Or pick up loot, or shoot people (which may get points and clutter up other players' decks with non-functional bullet cards), or punch people (which knocks them out of a carriage and makes them drop loot).

The interesting thing is that each of those actions is a card, and like RoboRalley, each player draws from their deck a hand containing some but not all of their possible actions, and each player takes it in turn to choose an action to play, but some actions are hidden, and only after each player has played four times, do you then go through the played actions and actually enact them. The card controls the type of action (move, shoot, pick up, etc), but when it takes effect you choose which way to move, or who to shoot, etc so there's a little flexibility.

I loved the wild west flavour and the RoboRalley-esque mechanic. A few of the mechanics seemed a bit fiddly, but that may just be because it was my first game.

I was disappointed the female character and native american character fell into unfortunate stereotypes. Yes, the whole game is about classic western tropes, but you can find some more varied ones, I hope. But I don't think it's worse than lots of other games and media.
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Several of these I received or gave for Christmas, but I didn't really talk about.

Castles of Burgundy.

Rachel and Osos started playing on Yucata. Moves are "take hex tile of ~6 types", "place hex on matching-colour place on board", and a couple of other things. You get two moves per turn, determined by dice roll -- you can take a hex from one of six supply spots, and each empty place on your board has a dice number on, you can only place when you match that number.

It's one of the games that's quite fiddly to grok at first, but each move is really simple once you've played a game and learned approximately what each thing does, and which things you should be concentrating on for points.

There are lots of different ways of scoring a few points, eg. finishing a field (contiguous region of same colour hexes), shipping goods, placing animals of the same type in a field; and lots of things that give you an extra action of a particular type, or allow you to adjust a dice roll, or otherwise let you do something that might score points. And a lot of the game is balancing between these -- you constantly have to judge which will be most beneficial on your board, which isn't always the same as it was last game.

Aquarius

A really simple but interesting game from Looney Labs. You have a deck of cards, each of which is divided up into 1-4 panels (either all one panel, or four quarter panels, or one quarters and one three-quarters, or divided rectilinearly or diagonally into half, etc). Each panel shows one of five (?) elements, but the drawings for the elements are really, really gorgeous, it's worth playing just to see them.

Cards are played in a grid, and a new card must match elements along part (?) of a touching edge with an existing card. Each player has a secret goal element, and you win when you have a chain of 7 (?) panels of that element anywhere on the table.

There's also a few special cards like "swap a card" or "change goal".

Lemminge

One of angoel's, I really love this one. The rules are simple -- you control two lemmings, you play cards with a number and a terrain type and one can move that many cards over grass (?) or that terrain. But you get either a bonus movement for already-played cards of that type, or get to alter the terrain type.

Dixit

From ghoti. Each player has a hand of cards, each of which has a haunting slightly fantastic picture on. Each player takes it in turn to choose a card and describe it with one word, then each other player also chooses a card, then all the cards are shuffled and all the other players have to guess which card was the original the clue was to.

The clue-setter gets points if some but not all people guess the picture. The other players get points for guessing right, and for other players guessing the card they put in.

I've played a couple of other games with similar "design a clue some people will get" mechanics but this seems like the most direct version of it, and the pictures are so, so beautiful.

Other people may not need to specify this, but I realised I was drawn towards "cheating", ie. making a clue based on knowledge I knew only one or two other players would have. And I think that's not actually cheating, but I found it more fun when I deliberately rejected that and chose clues based what I thought anyone could get in theory, but trying to tune to the obviousness where I thought it would be obvious to some people but not all.

Ivor the Engine

I didn't play this but I saw ghoti playing this. Apparently there are other Ivor games as well so I'm not sure how to tell them apart. But apparently, this one fit the feel of the series quite well, but didn't work especially well as a game.
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History

Two mornings last week, I designed a board game. It was by far the quickest I ever have, having got something to the point of being plausibly playable. After a few iterations, I think I've reached a local maximum though -- it's currently "ok", but is a bit stale, but any improvements will have to come from fairly major changes that may or may not work.

Major thanks to Liv, Ghoti and Sebi for playtesting and suggestions!

The basic idea was dominion with dice, which is an idea that has cropped up in a few games. My current implementation is:

* A header strip lists all numbers from 2 to 12. Currently double 1 and double 6 are combined together, and that row together with 3 and 11 give a bonus to offset the lesser chance
* Ten long thing action cards are dealt out along the header strip, one for each row. These are things like "take 2 coin" or "take 2 VP", but also things like "add 1 to any of your dice". Currently, I designed exactly 10, but the idea is that like dominion you have more than that and deal out 10 for one game. One big advantage is that you only need ONE card of each type, so it's easier to store and deal, and there's no shuffling.
* A turn is "roll 4 dice, combine in two pairs, do the action square from 2-12 corresponding to the sum of the two dice if you have a meeple on it", and then "pay to place a meeple, the cost is written on the card"
* If you do no action at all, you get 1 coin (instead of starting money)
* You win at 20 VP.

What works

What I like is that it's compact. If you can find meeples, coins, and VP tokens on site, you can bring _just_ a small pile of strips of card. Even with meeples (animeeples borrowed from agricola) and coins and VP (borrowed from Steamworks) it's the size of a small handbag game, about the size of two decks of cards with a bit of padding.

Also, it's quick. Each decision to place a meeple feels fairly easy, all of the squares are "good" so you can safely say "that sounds cool", without worrying about being backed into a corner where the action you want to take is counterproductive, and a game can be 10-20 minutes, maybe less if you aren't playtesting :)

And each game is a bit different, depending which actions fall in the 6,7,8 sweet spot and which end up adjacent to each other, which is good.

Everyone likes the "roll 4 dice, choose two pairs" mechanic.

What's in progress

I altered a few actions to reduce the maximum money/VP produces, and make the max money/VP actions remove a meeple when you use it (others you just build up). And added a "gain money this turn only" action. All gained give the feeling of "building up" to the more expensive actions like in dominion, where pure "saving" isn't the only sensible strategy.

I've removed a lot of small ambiguities after playtesters drew them to my attention, but even though it's less complicated than some games, there are still unexpected interactions (which are good, because that's interesting, but bad, because it's often confusing).

It probably needs a catch-up mechanic, like victory cards adding drag to the deck. But I'll think about that after I've resolved other issues.

Flavour

I haven't decided a flavour at all! The flavour is about building up... something, probably but not necessarily by placing workers. Ideally a bit interesting, funny, or cute, but not over the top. I tried Dwarf Mine, Dwarf University, Farmyard theme (which isn't very appropriate, but I just love the animeeples) and Robin Hood.

I was trying to think of themes where there's a flavour for "gain VP" actions separately from "gain money", hence Robin Hood -- some actions steal money, some do both (waylaying tax collectors) but others are obviously victory, eg. "free prisoners", "give to the needy".

What next

The major problem now is that for one game, a couple of actions are usually best, and then it's a race to place as many meeples as possible on them. People don't always agree which is best, which is good, but there's nothing stopping you switching to them if your opponent seems to have a better idea that you.

I think what's needed is more synergy between different actions, like in Dominion where you buy lots of "+buy" cards and gardens. In dominion, this is usually because there are "hidden" resources not represented by tokens, ie. cards in hard, cards in deck, actions this turn, buys this turn, etc, in addition to the obvious "money in hand" and "action cards in hand", and you can invest in one if there are cards that reward it.

One way is by introducing resources, either explicit resources tracked with another token (eg. allowing you to spend VP, adding different colours of money, having more action squares which are more of a resource than an action.) But it's hard to think what won't increase the complexity a lot.

Another is by increasing the synergy between two actions in the same turn, have more "do the other action twice" type actions so it's more worth investing in the two actions that go together best rather than the actions that are best in isolation. With 4 dice and a few "+/-1" actions, you can quite quickly get any one action, but it takes ages to get to an exact two-action combination.

I could combat that by having more smoothing, eg. actions which allow you to do another action in place of that action, or with tokens you can save that can alter the dice. Or roll more dice at once. Or have separate simple actions for each dice individually and then more powerful actions for each pair. But I'm not sure what will work best.
jack: (Default)
Game design is one of many things I toyed with the idea that I might be good at, but ultimately decided would only ever be a minor hobby.

Several friends (angoal, alextfish) have had board games actually published! Which I am very impressed by.

I think I am originally drawn to game design through the same impulse that leads me to try to "break" rulesets when I see them: the urge to tinker with rules and see what I get.

I've dabbled in a few simple concepts, but never gone very far. I still like my "armies moving on a hex terrain grid, movement controlled by a deck of cards to simulate the chances, gains and setback of real combat" concept, but I need to radically simplify and distil it if I return to it.

However, I'm also fascinated by game design, especially computer game design, as it's a combination of things I like designing: programming; a little bit of art; a moderate amount of story; and a sense of reverse engineering people's emotions and making them out of abstract concepts :)

But I think I never really want to make a large story-based computer game as it's a lot of effort for something people will consume once. I'd like to do that as a hobby if I ever have time, but it feels like if I'm going to write any computer program, it should be one that you can't finish, or one that's a matter of taste if you like it, it should get the best possible rate of return on effort invested by being used by as many people as possible!

And I find it hard to accept that other people don't find the same things fun as I do :)

There's one other abstract thing I'm interested in, which is the process of evoking specific sensations by different combinations of rules. Some games (board games or computer games) feel frenetic, some games feel triumphant, some games feel terrifying. Even each of them has about the same chance of ultimate victory. This is like, some things can best be evoked in prose, some in poetry, some in paintings, some in film -- and some in rulesets. Arkham Asylum feels like being Batman, even if you took the graphics and plot away, because you're always striking from the shadows, and always having the advantage over enemies, but only if you exploit it elegantly and ruthlessly. Agricola feels like being a subsistence farmer, because even when you're doing well, you feel like you're constantly racing to stay ahead of starvation. To me, capturing not just the look but the feel of something is a delicate art, one not often appreciated. But any player can tell when it feels wrong :)

When people say "games aren't art" I want to cry, have you tried to evoke an emotion with a small finite state machine?
jack: (Default)
Wow, scheduling things is hard. It looks like the most plausible times are:

Coming Monday (Mon 3rd Nov)
Following Wekeend (Sat 8 or Sun 9 Nov)
Following Wed/Thu (12/13 Nov)

People who were interested, are you free any of those days? (In general I'd free most weekday evenings and about half of weekends, but the next two weeks happen to be quite busy for weekdays.)
jack: (Default)
* If there's a fixed deck size, it doesn't necessarily have to be a deck of cards. It could be some completely different mechanic, eg. roll five dice and have a chart for which dice can be spent for which abilities. Eg. 1-5 = short march, 6-10 = quick march, divisible by four = frontal attack, etc, etc.

* Currently there are three basic attacks, each of which can either mutually annhilate with an enemy army, or do something specific (destroy an enemy army on any friendly hex, destroy an enemy army between two friendly armies, or play a card on an opponent's turn). However, the alternate modes are a bit uninspiring: they're interesting when they come up, but they're too rarely relevant. Ideally there'd attacks a bit more like hillside charge (destroy an adjacent enemy army if you're on a mountain) which make the terrain matter. Any suggestions?

* Instead of scoring for all territory, which might be fiddly to count, how about having six scoring hexes (gold mines, monuments, cities, or something), and at the end of each turn, gain one point for each you control? And game ends at some fixed number of points.
jack: (Default)
* Changes on several individual cards. Although I'm very pleasantly surprised nothing was truly degenerate.

* Suggested solution to winning condition is a scoring track, where you score periodically (when you play an appropriate card?) for the number of hexes of each type you control. That's unfortunate in that it adds another element to the game, but sounds like it would work very well to making "expanding your empire" immediately connect to victory, and give players an incentive to go on the offensive immediately.

* Alternatively, have goal hexes initially neutral you have to capture N of. Then there's immediate conflict, but doesn't have the downsides of giving players a capital to defend.

* I think I want to chop off the first half of the game time by giving players immediately (or over the first few turns) a giant wodge of territory and 2-3 armies. And reduce the map size so they are more immediately in conflict. I like the feel that the game can encompass the whole sweep of history from the first halting attempts to settle river valleys all the way up to high-tech warfare, but the _interesting_ bit is when there's conflict, so the game should cover that stage.

* The existing propaganda mechanism for switching allegience of adjoining friendly and enemy hexes created a few good "back and forth" border skirmish moments, and I like that feel. I aspire for it to feel like Go, when placing a piece places a claim to a territory, and an opponent CAN skirmish you for it, and always CAN take it away, but only at the expensive of giving up something valuable elsewhere. I may look for a way of achieving that "stake a claim" feel while radically simplifying the rules for controlling hexes.

* I may well nix the whole "depletion" mechanic entirely. I like the idea that there's a way to trade a long-term benefit for a short term boost, or to attack and raze opponent's land, but I'm not sure it actually adds anything to the game.

* There were several interesting moments where armies skirmished, because someone had two armies and could afford for one to make a frontal attack, or because it depended exactly what attack card someone had. But the base attack cards are not distinctive enough, so this only happened rarely. The ideal is that EVERY turn represents an interesting decision (but not so agonising that you can't feel like you're making steady progress) and all the turns that don't are simplified out of the game...

* The ideal is that different geography on the board naturally lends itself to different tactics, expressed by buying different cards. But at the moment it's not really sufficiently differentiated, people expressed an interest in being able to customise the starting decks more, which makes sense, but I think the root cause is making people's strategies naturally divergent.

* Thanks massively to Liv for listing to the ideas and giving a whole bunch of good ideas, and to Alex and Douglas for enjoying a first real-life playtest! :)
jack: (Default)
I wasn't sure about prototyping, I have very little experience physically making bits and pieces :) I decided the easiest way to make the hexes was not to make physical hexes at all: just generate a couple of random maps on the computer and print them out.

There are currently four sorts of pieces: settlement counters and armies in each player's colour; forts (I was going to use drafts pieces, but it never came up in the first playtest); and depletion counters (ideally little discs with a skull and crossbones on). In the first playtest I eschewed settlement counters and drew a circle on the hex in coloured pen instead, adding a second circle if someone added another counter. Similarly, depletion counters can't be shared with anything else, so I just drew a big cross through the hex.

I hope those counters can be simplified a bit. Read more... )
jack: (Default)
Jenga Blokus

Douglas invents Blokus Jenga. The two halves complement each other amazingly well. Basically, you remove a wooden piece from a tower according to the rules of Jenga, and then put it onto squares of a go board (either flat 2x5, on side 1x5, or on end 2x1) according to the rules of blockus. Each piece you place is your colour (use little coloured cubes/counters on them, it's easy to see.)

When the tower collapses, the last player to touch it removes one of the culprit's pieces from the game board and the tower is rebuilt. When everyone passes or you run out of pieces, the player with the most squares covered wins.

The tension between simply taking pieces and placing them on the game board as best you can, and of adjusting the risks you take according to the position on the game board, is really natural.

Dominion Prosperity

This reinforces my impression that I'm really bad at it, but it's really fun.

Egizia

Nov. 16th, 2010 02:44 pm
jack: (Default)
Egizia is a very cute Egypt-setting boardgame. It's one of the ones where the gameboard is just pretty. I played it once in person and a couple of times on yucata.de. I doubt it'll go on being as interesting now I've played it a few times, but I wanted to practice my board-game-review skills in order to see how well I can abstract the most relevant concepts in a game.

The basics

Each of five turns, each player has a supply of three sorts of workers, and of stone, and each turn competes to score points by building at as many as possible of three building sites. Each site has a couple of buildings and each stone in them costs a predetermined amount to place; you can build as many as you have stone and appropriate workers for, and score points equal to the cost.

Each site also has some bonus for building there: the pyramid scores bonus points for building complete rows; the graves score bonus points at the end of the game depending on the total value of tiles you built; the other buildings don't, but at the sphinx, each time you build you get a bonus card which gives you bonuses at the end of the game based on various conditions, some of which involve completing parts of those buildings.

If there's a problem, it's that the points from the sphinx bonus cards typically outweigh the other bonuses, so you have to balance building as much at the sphinx as possible (to get the best bonuses) and elsewhere (to fulfil them) but this is not completely obvious from the first.

Boot placement

In addition to the three building sites, there are Nile spaces that increase your number of workers, or similar and Nile cards that give you stone and grain and ongoing or one-off bonuses like ability to place two boats consecutively.

The twist is, all these are laid out along the Nile, and each player places one boat in turn, which always has to be downstream of their previous boat. So there's a trade-off between travelling slowly and getting the cards you want, whereever they may be, unless someone else gets there first, and rushing ahead to get the most interesting spots before anyone else, at the expense of skipping over several turns.

It's somewhat interesting in 2- and 4-player modes, but somewhat different: in 2 player, running out of boats is more important, whereas in 4-player, getting anything before everyone else snaps it up is more important.

Fields

This is a minor mechanic, but somewhat interesting. Each turn, you need sufficient food to feed your workers (or there's a few cards that let you pay in other ways, or you can pay in varying numbers of points). There are three sorts of fields: green fields, semi-parched fields, and parched fields. Green fields always produce food; parched/semi-parched fields only produce food when the Nile is flooded/semi-flooded. The three states of flood are controlled by the players: there's two spaces that let you move the flood counter up or down. So there's a balance between getting extra-productive parched fields and keeping the flood counter high, or taking smaller green fields and trying to screw everyone else by lowering the flood counter. In the games I've played it's not actually come up much, but it was interesting to think about.

Illuminati

May. 19th, 2008 04:20 pm
jack: (Default)
On Saturday, I joined sonic, mobbsy, martin and pseudomonas for board games, and Mobbsy introduced us to Illuminati. This was something I'd heard about, and always felt I should play at some point, and it turns out it is pretty fun.

I've got a feeling there wasn't quite the full experience; we took a little while to get used to the mechanics, and so there wasn't as much cut-throat action as is possibly normal, but it's funny, and fairly easy to get into: the rules are somewhat complicated, but less so than many games and quite intuitive. And it took quite a while to get through a game.

But it didn't feel like a long time, it never dragged, and was definitely fun.

Thanks to Mobbsy for explaining the rules to us all, that's always a little uphill (especially if you feel constrained in your ability to play evilly and make backstabbing deals by having to compromise with the need to explain to people what's going on and what might be fair and what might not.)

Description )