Hippodice round 2
Subject: B: 'Ohana Proa From: J C LawrenceDate: Fri, 31 Oct 2008 17:39:25 -0700 To: autorenwettbewerb@hippodice.de J C Lawrence would like to submit 'Ohana Proa to the Hippodice competition. He is the sole designer and his email address is XXXX@kanga.nu. 'Ohana Proa is designed for 3-5 players, age 10+ years and lasts about 150 minutes. Please find attached a description, the rules and a player aid. -- J C Lawrence They said, "You have a blue guitar, -------------------------(*) You do not play things as they are." XXXX@kanga.nu The man replied, "Things as they are http://www.kanga.nu/~claw/ Are changed upon the blue guitar."
Capstan turning chanty
The kula model is interestingly incestuous.
Changelog:
- Added track markers
- Added boat marker
- Simplified delivery rules due to boat marker
- Added missing text that when delivering through another player’s kahuna the other player gets VPS
- Clarified 8th proa/prestige text to indicate that it may apply to both delivery rounds
- One extra prestige awarded for every two gifts given at an island
- 1 prestige point for each two kula given when a market is delivered
New rules for ‘Ohana Proa.
New Player Aid for ‘Ohana Proa.
Hey ho and up she rises!
Another playtest of ‘Ohana Proa last night using the knocked back rules (no reciprocal giving, shorter prestige track, single prestige for extra explore or extra proa etc). This time I got to sit out and watch them play rather than participating directly. Game-wise it worked well.
Notes:
- Several requests to add a boat marker so that players can move the boat along the routes during their deliveries and thus more easily visualise their positions and potentials. This seems a fine idea.
- Just like the last playtest, many comments to the effect of the game being mechanically simple and yet quite un-obvious.
- Many exclamations on how well balanced the game was. While one player fell far far behind in prestige, he was able to catch up through clever route building and bidding in the late game. Scores ended up with a ~25% spread from first to last (the eliminated).
- Single prestige discard for extra explore or extra proa worked well and was regularly used. Player who used it the most later cursed this as he ended one turn in the lead with 29 prestige and was then second when the game ended. I was delighted.
- Complaints that the board is too busy and difficult to visualise. Primary problem seemed to be that the route markers are round and easily visually confused with the round markets. The result was that there were many Oh dear that route is/isn’t claimed yet! during the game. Discussion suggested that making the route markers rectangular and visibly directional so that they clearly indicate the claimed routes and strongly visually suggest the connected network.
- Only one kahuna was placed during the entire game and it was central to that player’s success. Early kahuna are clearly worth more than late kahuna. The players were not convinced that kahuna were really useful, but most indicated that they’d look hard at putting down early kahuna if they played again.
- Remembering whether kula were fresh or stale when given was found a problem. The kula tiles are too small, easily flipped, easily lost track of etc. Some of the current problem is simply due to the tokens being too small. Cards may be a better option. -The game again ran long: ~200 minutes. These latest games have run far longer than previous playtests, despite the accelerated start, simpler end-game, faster economy and other game-shortening measures. I suspect this is due to the majority of prior playtests being conducted with experienced Age of Steam players who quickly grokked the delivery patterns of the game.
- The game nearly ran out of markets before players broke 30 prestige. This is concerning. Prestige production rates are slightly lower now that prestige is not rewarded for making new kula. There are a few obvious addresses: 1) Lower the end-game prestige bar, 2) Increase kula production rates, 3) Increase kula production opportunities. It feels like the kula pool needs to be sweetened by 15%-2o%. The problem with sweetening the pool is that it then also becomes more volatile. A little more volatility would be nice, but 20% would be far too much. I don’t want to drop the bar. I don’t want to re-introduce prestige for new gifts. Thematically prestige for stale gifts works better but is also richer than I want. So far the most tempting idea is to award an additional prestige for giving away more than N gifts at a single island where N is probably PlayerCount-1. Another idea is to multiply the points received by the recipient by the number of gifts given at the island. This would be a much more indirect approach but have faintly similar outcomes(?). Interesting…
Good stuff. Yep, gifts for gift-giving parties seem a fine idea. Now to run some models.
Revisions of review
We did a semi-blind playtest on Monday. I was there to answer direct questions but otherwise intended to be silent. As happens we also lost a player at the last minute so I also participated in the game which was regrettable.
They taught themselves the game from the rules, pretty much just reading it aloud in somewhat backwards order. This took roughly an hour. I can easily teach the game in under 15 minutes, but I also know it well. I’m a little unsurprised at the length involved as none of the players were prepared; they simply sat down, picked up the rules and attempted to learn the game from scratch A repeated complaint was the large number of forward and backward references in the rules. I’m not sure what, if anything to do about that. More distressing was that they did not use the introduction section to gain an overview of the game and thus provide context for the rest of the rules to fit into. Conversely I was pleased that there were no questions left unanswered by the rules and that all questions they did have were answered by the rules as written and roughly about where they thought that data would be.
The game also developed unusually. All initially claimed routes were adjacent in the initial exploration with many shared islands. Kahuna and a gift were purchased on the first turn of the game (first time ever for that). The game ended explosively with all players earning more than 30 prestige points in the last round. Final prestige scores ranged from ~56-75, which is a little ridiculous.
A few of the more specific complaints:
- Calling exploration costs bids, while accurate, was confusing. They understood the costs as a bid towards turn order but felt that calling it a bid suggested an auction for the route explored. I’ve changed that language.
- They missed the entire Game Start section (setting initial turn order and initial route explores). They suggested I either fold that into Setup or provide a link to Game Start (the immediately next section from the Setup section.
- They missed the ability to trade VPs for resources ability. The text was there but they skipped over it for some reason. As a result they were confused over how anyone accumulated shells during the game. When I pointed this out the paragraph they’d missed there were no surprises as to where the text was or confusions over its contents.
- Requests for simpler language in the (long) Delivery section. Done.
- They noticed that the rules did not specify that delivery resources were taken from supply. Fixed.
- Wayfinder was called out as a clearly visible antecedent design. They’re right. Added.
- Kahuna were considered confusing and likely unnecessary.
- Reciprocal giving caused an overly exponentially explosive end-game. This was considered a big problem. I agree. Reverted.
- Playtime was over 3 hours. That’s far longer than any other recent playtest. I’m not clear on why.
On the reaction level the summary roughly summates to:
- Very unclear what to do, what to head for, what to attempt from reading the rules
- Mechanically simple, surprisingly mechanically simple
- Too long
- A (ver)y good game that still needs rough edges knocked off
Changelog for the new rules:
- Bids are now costs
- Corrected later/lowest language for turn order
- One prestige for 3rd explore
- Simplified delivery language
- Specified that delivery payments are from the supply
- Removed market colour game ending.
- One prestige for an additional proa
- Kahuna moved at cost on delivery
- Added credit for Wayfinder
- Moved Prestige multiplier boundaries
- Reciprocal giving is gone (it was exponential in the end-game). Old-style gift/points are back.
I also reduced the prestige costs for extra explores and proas so as to make those choices more viable and interesting.
New rules for ‘Ohana Proa.
New Player Aid for ‘Ohana Proa.
Thorn polish
With Hippodice drawing near it is time to dust and prune about the edges.
New rules for ‘Ohana Proa.
New Player Aid for ‘Ohana Proa.
The changes aren’t large. I’ve shortened the end-game in “Ohana Proa a bit, hopefully lopping off 10 minutes or so, and allowed a pass action and end-game qualifier for Muck & Brass. I’m not convinced the latter is necessary but it is at least consistent with the rest of the pattern.
Bitticus
Seth Jaffee has made images for the tokens in ‘Ohana Proa and graciously allowed me to make them generally available.
Commentary and processes of 

Comments