Shovel the muck first, then polish the brass
A quick outing of Muck & Brass at the last hour of the gamesday last night. After ~14 hours of gaming and it being the wee hours of the morning we did not play well and it really didn’t get a good or fair showing as a game. Which was all fine as that wasn’t the point. It was nice to watch the exercise while having other people make most of the game decisions. More importantly I got my first reasonably external look at the game.
Being in a rush I completely forgot to teach that new companies build a track as they open, which would have changed a lot. I also simplified the London rules down to London must be the most valuable location on the board which added some nice tension and was simpler. A few rules holes were found by the ever inquisitive Michael Van Biesbrouck (mlvanbie), which was appreciated. eg What happens to corporate treasuries for companies that don’t float? Oddly enough all my companies have always floated when I solo play so I never considered that.
Other quick notes:
- Merger rules should be clarified
- Game-end condition needs to be clarified
- Possibly force the direction of mergers and merger dividends (moving company must pay) as this seems the more interesting decision and makes track building more subtle
- Remove extra dividends from board art
- The value and power of turn order was only appreciated post-game
- Too-rapid mergers can lock out players without reasonable futures, and additionally put the leading players incetivised to keep them locked out by over-paying for secondary company shares; a curious form of financial bludgeoning
Another more basic observation, and this goes back to earlier plays of Lokomotive Werks, Dutch Intercity, Wooden Shoes & Iron Monsters and Wabash Cannonball and my 18XX history is that many people don’t grok income vehicle lifecycles. Of course this concept is central to good 18XX play and for the more recent games some of this is my fault as game teacher, but there seems to be a hole there in the gaming panoply. Players seem to natively assume that everything they can buy is good and that the only difference is that some things are better than others or need to be set/combinatorial collected in order to realise their best value. The idea that some investments vary from good to bad to horrible to great depending on a game-based lifecycle appears unusual and unfamiliar. (Aside: 1825 Unit 1, 1825 Unit 2 and 1825 Unit 3 are of course entirely driven by this concept of optimised portfolio management) This probably ties to the general paucity of phase-driven games. That might be an interesting area to explore with Modern Mogul or Trade Winds.
Time to get cracking on the rules again.