Other Wise

Sticking it to the kahuna and approaching gravy

New rules.

I’ve moved kahuna to the Advanced Game and for now I’ve decided to go with the increased kula prices rather than shifting the multiplier ranges. According to the spreadsheet it works out well enough. Oh, and I upped the market colour count up from 5 to 6. We’ve played several games this way and it makes market delivery patterns slightly tighter earlier in the mid-game and brings in the end-game a turn or two faster.

The only rules change required for the smaller Earthsea map is a reduction in the market distribution to match the smaller set of nodes (25) and distribution stack markets (80) (as versus 30 nodes and 95 distribution stack markets in Polynesia).

No other changes seem to be necessary or called for in the game other than the above. It is feeling very close to done. Now to test the Earthsea map and re-verify the Kahuna-less game.

And the wallet bone is connected to the bribe bone

Much more work and thought has been going into this project than I’ve had time to document. Some notes:

That’s just another fish in the wall

Another set of playtests on the Polynesia map went extremely well.

Despite my efforts the game persists in trying to last about 3 hours with all new players. 2.5 hours is definitely in reach for an all-new player group, but it is a fight.

The only aspect that I’m still fiddling with is the Kahuna. I’ve been convinced for a while that they are not strictly necessary to the game, but I like them and so left them in, seeing them as a possible expansion mechanism. I’ve played and without them. One of today’s games however revealed their downside with efficiency-minded players: They’re resource production magnifiers and when they’re used efficiently resource production rates get very high (I was producing almost 30 fish plus more than a dozen shell every turn) and the lower value kula tokens are thus simply not as interesting. That’s a problem. Fortunately the obvious resolution is simple:

1) Remove kahuna from the base rules and make them an optional advanced game

2) Rescale the prestige multipliers to every 15 rather than every 10 when using kahuna

or:

2) Increase the kula token costs to 5/11/7

That’s simple enough (I’ll probably drop the second rule change for the third after I work over the spreadsheet some more). Everything else is working well. Hopefully we’ll get in another game on Monday and again on Tuesday if Corrupt Benifecence doesn’t distract with its own playtesting.

Recent playtests have also started to clearly reveal that the game really has three phases. It always did, but it took a bit before I noticed it so clearly:

1) The first portion of the game is dominated by infrastructure building and is very zero sum competitive.

2) The mid and most of the late game is dominated by sustaining the income rates required for ideal gift-giving (kula).

3) The end-game, which is relatively short, is mostly defined by limiting and constraining the delivery opportunities of key players through route claiming and which specific markets are available for delivery when.

The only other change I’m looking to make is:

The profits of being all wet

The core problem of the game that the players try to solve is simply that described above: the iterative process of building and modifying a DAG across which both good and bad things flow such that they net profit over the other players from their DAG manipulations by the end of the game.

This is going to be an extremely counter-intuitive game. Great.

Initial theme concept is of competing political campaigns. The politicians are of course self-serving and slimy. The player in the best shape at the end of the game wins the upcoming election and thus wins the game. There is no ranking, merely a winner and a set of losers.

I expect this will be a (near) pure card game. Unfortunately I suspect it won’t fit neatly within a multiple of 60 cards, but I’ll worry about that later. Scaling is probably 3-5 players. Multiplayer chaos is likely a problem, but we’ll see.

Basic pattern:

An early exposure to the cold — yes it is that small

A recent review of Ruhrtropolis by Scott Tepper got me thinking about players iteratively creating incentive structures, and in particular having players communally create an implicit DAG among themselves in order to predictively profit from incoming events and then having to maintain and optimise that graph across future events.

This feels, nay tastes, like there’s a really neat problem hiding in here that a game could be wrapped around. Something juicy. I’m just having a difficult time isolating what the core problem really is so I can wrap a game around it (in case it gets lonely of course). Grrrr.

The blog title is suggestive of a possible themeing around grubbing ambulance-chasing politicians attempting to exploit public disasters for political profit.

Global warming claims deposits of increased humidity

The limited file storage space on BGDF was annoying so I moved all the images off to my own (slow) system. I’ve also updated a few of the below entries to contain the images I couldn’t post before.

New rules.

Also drew another map for the game based on Ursula K LeGuin’s Earthsea (an excellent series BTW). The Earthsea map has 20% less islands and rather less routes. The intent is for a smaller map better tuned to smaller player groups.

One of these things is like the others

Two small changes:

1) When one market exhausts, finish the turn (this is already in the posted rules, I just forgot to mention it)

2) During the Explore Routes phase a player may discard 3 prestige in order to explore one more route than they have explorers. This change allows prestige to be fungible like other currencies

Both are fairly minor. The second should allow for more subtly interesting and challenging end-games.

Jaw flaps, ego-flation, you sank my battleship!

Word of mouth appears to be working. Three people, two of which I don’t know and have never spoken to have approached me asking to get in on a game of ‘Ohana Proa. They say they’ve heard Good Things from other playtesters and like the look of the game. Multiple other positive murmers and reports in local groups. There appears to be an underground conversation.

Take aways:

It is easier for a camel to pass through the eye of a needle than for a rich man

New rules.

Changes:

Have you met my brothers, Pete and Repeat?

(I’m tired, it is late and if I don’t write this now, two days later, I never will. I’ll try to get back to this and update/extend but don’t be surprised if I don’t).

Two games were played on Saturday at the Los Altos Gamesday. Both were using the new reduced map (all single-edge leaf nodes removed) and a variety of small teaks to kahunas and kula and the end game condition simplified to one market exhausted. Both were four player games. I played in both — I find that I can’t really evaluate a game if I don’t immerse myself in the decision making process for that game.

First game:

Dance Dance Redaction

I played two playtest sessions this weekend at the Los Altos Gamesday, both with 4 players. In both games I made a variety of small rules optimisations (more on that later), but in the second game I made one small rules change to the scoring of prestige which suddenly snapped the whole game together and into strong focus. It was…amazing. I’ll post a more detailed report later but here’s the teaser:

Score=VictoryPoints+(Prestige*multiplier)

Just row, row, row your boat gently down the stream. Gently! Gently, I tell yo

I see four core challenges and one obervation/opportunity:

1) Encourage players to use each other’s routes

2) Make kahnuas change the graph node weights for both the owning player and the other players

3) Make kula a first class economy where drains exceed faucets, but leave enough latency for kula management to be interesting

4) Do the above while keeping the 6 currencies of the game balanced (drains exceed faucets but enough latency between production/destruction for interesting currency management decisions and no profitable currency translation loops)

a) The game will always divide fairly cleanly into two sections: setting up routes and sustainable income levels, and then prestige and VPs in the second half.

New rules.

Pavlov, meet the back of my fish!

New rules.

Very early first draft reaction to the playtest (I haven’t calculated how the economies balance — this is the very first draft):

Light snowflakes, oppressive snowdrift

Ohana proa has its first public playtest last night. All prior play attempts were with me, myself, an I (ie solo playtesting).

Players: Me, Randy, Bruce and Rolf.

Notes on the players:

He’s beside himself with his other mind

Yet newer rules:

Fish your money out lad, the boats are coming in!

New rules”.

– Entirely removed the Auction Routes phase. Possibly temporarily. As it was defined it was extremely interesting about 3 times per game and that’s simply not often enough to require a whole phase for every turn. I’ve rejiggered the turn order controls in response but more development may be needed.

My proa is full of eels

New rules.

Developmentally challenged

First targets for development:

A random chase

A place holder intended to encourage me to document one my earliest game designs: Keystone Escape.

To everything there is a season, Torque! Torque! Torque!

New rules.

Three primary rules changes:

1) Added bases which must be bought, may be moved, double production at destinations and enforce kula gifts (bases promote late game arc, complexity and tension variance)

2) Changed default exploration bids ands VP/resource exchange rates in order to resolve previously noted ratio problems

3) Changed first turn and turn ordering to be a little more fair. First turn windfalls are still possible but can be bid against.

More minor changes:

From the keyboards of babes

A conversational comment to David Boyd about arc in games, “Right, the optimal funnel should narrow and the variance of potential gains should increase,” got me thinking. Sometimes I type faster than I think. In this case the clear implication is that the special powers and roles should, nay must have limited use lifespans. Doh, of course!

All your bass are belong to us

The prototype is complete. The kula tokens are chits cut from picture matt with the size of the chit proportional to its value, and the colour representative of type. This works surprisingly well. The markets are 12mm in diameter so I’ll probably need to scale the map bigger again (and it is already quite big). At the same time I’ll put claiming token locations on the routes. A quick trial run of three turns suggested that the economy richness is not far off right and if anything may be a little too rich.

1) I still need to redo the VP_discard/resource ratio as already noted. This will likely have a sympathetic effect on all pricing, mostly upward.

2) The idea of a home base token is growing on me. The implementation would be relatively simple:

– Players don’t start with a base

– There is one base per player

– A base may be bought during any delivery phase and placed on an island delivered to

– Deliveries to islands containing the player’s home base produce double resources (this may be too rich)

– Bases may be moved in the same way as markets but base movements earn nothing

– A player making a delivery to an island containing another player’s base must give that player a kula item. If there are multiple bases on the island the player must give a kula item to each base’s player.

3) 151 markets in the game suggests 4 market colours with 30 tokens and 1 with 31. Fair dinkum.

From the keyboards of babes

A conversational comment to David Boyd about arc in games, “Right, the optimal funnel should narrow and the variance of potential gains should increase,” got me thinking. Sometimes I type faster than I think. In this case the clear implication is that the special powers and roles should, nay must have limited use lifespans. Doh, of course!