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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.
jack: (Default)
OK, I've playtested this a few times and I'm liking how it works so far, although I think it needs some rules updates of some form.

The current version: there is a deck of 15 unique assassin cards. Each player starts with 15 influence tokens. Over the course of the game the cards are dealt out into a long banquet/meeting table formation (i.e. one face up card is the head of the table, at the far end from the remaining deck, and two parallel rows of assassin cards stretch between them).

Players represent guildmasters emeritus, or other powerful people with an interest in the election of the next guildmaster. At the end of the game, if you have influence counters on an assassin higher on the table than anyone else does, you win. If two assassins are at the same height on opposite sides of the table, the one with the highest influence+prestige wins.

A sample card is "Revolutionary Ruth. Prestige +1. Ability cost 3: Kill any one assassin in top three" (i.e. the one at the head of the table, or next to the head of the table).

The specifics. Turn structure. First you turn up a card. If it's the first turn, it goes at the head of the table. Else, it goes on the shorter row, if there is one, else your choice of either side of the table.

Then you may place any number of influence counters on any one card (empty, or controlled by you, not controlled by opponent). Placing on the one or two cards closest to the deck is free, the next position costs an additional one influence to place (e.g. to place two counters on the assassin second-to-bottom, you'd place two counters on her, and discard one back into the bag), and one more for each higher position.

Then you may either promote any one assassin you control (if their printed prestige plus the number of influence counters on them is greater than the prestige+influence of the next higher card on the same side). Or, you may use an ability of one assassin you control, by removing the number of counters specified in the cost from it and replacing them in the bag, and doing whatever the effect says (usually killing an assassin in a particular position, opposite, next higher, anywhere not adjacent, etc.).

When the deck is empty, players can continue to take turns, but if they're ahead they can skip their turn and call a vote, and assuming they control an assassin higher than any other player, they win.

How does it play? I aimed for something a bit like loveletter, with lots of calculated risks, but also quite ruthless swings. And it turned out about like that. There's a reasonable amount of cat-and-mouse, putting enough influence on an assassin to be useful, but not so much that you're left behind if it's killed. I'm still trying to tune the cards, right now each game feels fairly game-like, but I want to make sure it doesn't descend into "always choose one of these three most powerful cards" or "first player always wins" or something else degenerate.

Tweaks I'm considering are ones that make it so you can't just turn up a new assassin, place counters on her, and use the ability immediately, because that's quite swingy. And to try to adjust the costs so costs other than 2 and 3 are usable.
jack: (Default)
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) )
jack: (Default)
https://www.dropbox.com/s/bcvqhy6je92g512/dwarf_university_v2.pdf?dl=0

OK, after mulling over comments several people made at games evening, I made several changes to my dice game.

I changed the somewhat nebulous "two pairs of dice" concept to be that, on your turn, you roll four dice, and then may spend a pair of dice, either for 1 money, or to do an action square at the sum of the dice once for each meeple you have. And you may repeat as long as you have dice. So to start with, you have two dice, but some abilities let you roll another dice as well, or reclaim an already-spent dice. One extra dice means more choice, two extra dice mean another action.

It also removes a lot of the ambiguity, because now you can clearly say "a spent dice" or whatever.

I rewrote all the abilities to work in that way, and increased costs slightly to match the fact you get $1 per pair of dice, not $1 per turn.

And as you see, I wrote up a .pdf so other people can see, and can print out and play it if they want. I think the turn order is enough info to play in theory, although I think it'd be confusing to try without having seen it played first.

The new abilities are COMPLETELY untested. One of the first things I want to do is simply test the "spending dice" concept at all and see, does it give more choice in the right ways, is it intuitive, and does it maintain balance between actions?
jack: (Default)
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)
Because my muse is recaltricent but annoyingly stubborn, it never normally says "lets design a board game!" but a month before my wedding it suddenly does! :)

That's an exaggeration, it's fairer to say "had an idea for" than "designed" because approximately 100% of first ideas don't actually become playable games. But it's still fun to think about, especially if your stupid muse won't let you sleep until you print out some cards and try them.

The basic rules are:

You have 100-200 hexes. 1/2 field, 1/2 divided evenly between forest, mountain and water. Six of the mountain hexes have mines one. Shuffle them face-down into a big blog and turn them all over.

Each player starts with three settled field hexes, and one army.

You have a starting deck of cards, like in dominion. The cards let you:
- move armies
- settle new hexes
- destroy opposing armies
- buy better cards

A turn consists of:
1. At the end of the previous turn, draw until you have 5 cards.
2. Play any number of cards. Everything else you can do is instructed on a card.
3. Discard or keep any number of unused cards.

The last player with any hexes or armies left on the board loses wins.


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