Posts for year 2009 (old posts, page 6)

Of uncertain name

I need a name, a name for a game, preferably a punish double entendre. Here’s the premise:

It is 1958 and pop culture is transforming London, life and society. It is the age of the young and the young want to party and to hook up and to disappear into the night. But first they have to get involved, find their ways to the parties and avoid the police who don’t quite approve of the new social order along the way.

Yep, that’s mostly ripped off from the truly wonderful Absolute Beginners, and yes, this is a game all about getting your’s and the other player’s pieces laid1. Structurally the game features network-building, pick-up-and-deliver, a very relaxed definition of player ownership2 and a Velano-inspired scoring system3. Intended playtime is in the 75-90 minute range, which feels about right but it is early days yet.

The other inspirations include the usual suspects:

The core premise is that of shared public actions, player actions which affect and move not only that player’s own pieces, but those of other players. The hope is to create a diffuse yet strong temporary emergent alliance/mutual incentive system that is based on spatial relationships and not partial-ownership via company shares (ie not like Wabash Cannonball, Pampas Railroads etc and more like Bridges of Shangri-La and Clans).

FWLIW previous themes and titles included Infection and Necrosis, but #bgdf_chat successfully persuaded me those titles and themes were non-starters4.


  1. Complete with boy bits and girl bits and disappearing into the night. 

  2. Players are colours but they may play any colour piece at almost any time. 

  3. I’d dearly love to own a copy of Veleno! 

  4. In changing the theme to teenage sexual exploration in the newly liberated London of the late 1950’s, only the names were changed. 

Trimming corners

New rules for Corner Lot. The only substantive change is to the starting capital for different player counts.

Change Log:

  • Starting capital adjusted slightly for different player counts
  • Several small language tweaks around bonus scoring, market layout, etc.
  • Added poker chip colour section (to match the sets I’ll be sending out)

Sticker shock remembrance

A possible clean-ish address for the problem of remembering the value assigned to a wild card: 20 small chits, 4 in each suit’s colour, double sided with each side bearing a revenue value (3/4/5/6/7/8/9/12). When a player buys a wild card they place the matching chit on the card with the appropriate side up so as to record the revenue they assigned to the card.

Unfortunately it means not only an extra component, but an extra component-type. Oh well. I guess I can’t hope for an Adlung-Spiele small-box presentation.

Need help with that?

A few playtesters have requested player aids or cheat-sheets for Corner Lot. I may be too close to the game to see the wood for the trees: If there were to be a player aid, what would you like to see on it and how would that help you? Would a player aid have been useful to you? If you have played the game already, would it still be useful to you> Would it make teaching the game easier?

Only one of the 40+ players I’ve taught the game to locally requested a player aid, but didn’t have a clear statement of why they wanted one, how it would be useful or what data they thought should be on it (more likely a product of my bad questioning than their fault). My perhaps unflattering impression was that the player aid would provide comfort by re-assuring the player that they hadn’t forgotten any of the core game structures rather than providing data they’d forgotten. Does that about right? What do you think of the need and value for a player aid for Corner Lot?

Twitter Week: 2009-04-25

Teaching Corner Lot

Reading between the lines, it seems that some of your players have had difficulty grokking some aspects of Corner Lot, especially the value and size of the bonuses, or how the stack will unroll etc. Below is a rough transcript (from memory) of the spiel I use when teaching the game. It has worked well for me. I wrote this originally in reaction to a session report. In case I forgot anything, I’ll update this version as needed.

This is a set collecting game. We’re going to be buying cards in a weird auction and collecting revenues for the cards we get. At the end of the game we’ll get bonuses for having certain patterns of cards. The player with the largest net worth wins.

There are 5 suits of cards with 8 cards per suit. (Lay out 8 cards, one of each value) Property cards have a cost and a revenue. The cost is the baseline of how much they cost to acquire and the revenue is roughly what they’ll pay you every round for owning them. With one exception the cost is always the revenue minus two times five. And the exception is…? (Wait for someone to point at the 40/12) Correct!

The deck will be shuffled and five cards will be laid face up to the side. (Lay 5 cards off to the side) These are out of the game and yes, you get to see them. Then 7 cards are laid in a sorted row as so. (Does this) This is the current market: the cards up for auction first. Then another 7 cards are set out, and make the future market: the cards auctioned in the second round. Later they’ll move down to become the current market, a new set of 7 will be dealt to be the new future market and so forth. As there are 40 cards in the deck, 5 are out, leaving 35, the game has 5 rounds of 7-card lots.

Okay, we’ll also pick a start player. They’ll get the first turn, then the player to their left and so on. Always purely rotational. That never changes.

On your turn you may bid, buy or pass. That’s it, just bid, buy or pass. Bidding! You may bid on any card in the current market that isn’t the cheapest/bottom card and that you haven’t bid on already. Just to keep the bids straight, make your bids by putting your chips on the corner of the card nearest you. So you get this corner, you get this corner you get this corner etc. (points) The minimum bid is the cost of the card plus $2, or $2 more than the highest bid on the card, whichever is more. Instead of bidding you can just buy the cheapest/bottom card for face value: this number on the card. Pay your money, take the card. And of course, you can pass. If you pass you’re not out: you can come back in later.

So why bid ahead and pay that $2 premium? Because the high cards are worth a lot more than their face value and the low cards, are well, not so good. (Quickly throws some chips on the various cards, some cards with a single bid, some two, some three, usually the penultimate card with none) Just pretend these chips are the bids by various players. When someone buys the bottom card we then look at the next card up. If it has just a single bid on it, then that player gets the card instantly for his bid. (Shows this) Then we do it again. Ahh, the next card has two bids! Those two players then go clockwise bidding for the card until only one person is left and they win the card for their bid and the losers get their money back. The minimum raise is $2. This next card has 3 bids on it: same thing happens, round robin etc, And this keeps on going, the stack keeps unrolling until there are either no cards left or you get to a card with no bids on it. Then it stops. Often all 7 cards in the market will go all at once! The key thing is that by bidding ahead you are securing the right to bid later. If you didn’t bid ahead on a card, you’ll have no chance to bid on it when the stack unrolls if someone else has bid on it. You are bidding for the right to bid!

Now all this unrolling and bidding and cards going places etc happens during the turn of the player who bought the bottom card. Once it is all done, the next player gets his turn.

Now of course with this card here (points to the penultimate card with no bids), say you (points) have the next turn, you can just buy that card for face value, you can bid on this last card if you haven’t already, or you can pass. It might be a good deal. Or not.

Okay, once all the cards in the current market are gone we get revenues! You get paid for every card you have. But you don’t get the full revenue! If the wild card for that suit hasn’t been bought, then every card in that suit pays $2 less. (I’ll talk about the wild cards and how to get them later) So this 5/3 card only pays $1 and this 25/7 only pays $5 and so forth. The key thing here is that cards pay back at roughly 22%. So you don’t get your money back quickly!

So we all get our money, a new future market is dealt and we do it all again. We do that 5 times and the game is over and we figure out how much I won by. Or not. Again. Bahh!

At the end of the game you get bonuses for the cards you have. There are four bonuses. For 3 or more cards in the same suit you get the number of cards you have of that suit times the highest revenue card you have in that suit, Then, 3 or more cards in the same suit in adjacent numerical order (and 12 comes after 9 as there is no 10 or 11) pays the number of cards in the run times the highest revenue card (so 4/5/6 or 7/8/9/12 for instance), 3 or more cards of the same value pays the number of cards time the revenue, and 3 or more cards of adjacent values but with each card of a different suit and each suit only occurring once pays the number of cards times the highest revenue. Sort of a “rainbow” run. It is always 3 or more cards and always times the highest revenue card in the set.

Each card can pay all four bonuses, but it can’t pay any bonus more than once. So 5/6/7 in suit will pay two bonuses, one for the suit and one for the run! But you you can’t take four 7s and say you have lots of sets of triple 7s as you mix and match them, and you can’t take two 5s, a single 6 and two 7s and say you have two rainbow runs.

So these bonuses are where the real money is in the game. And what you really want is for all of your cards to pay out multiple bonuses in different directions. Something like a 5/6/7 in 3 suits will pay every which way, for the suits, the suited run, the triples, and the three rainbows, see? See why the big cards are so much more valuable? (Get an answer) There’s lots of money there.

So we do all that and the player with the most money wins! It takes about 45 minutes.

Oh, the wilds! Okay, remember the bid, buy or pass business? You can just buy a wild card. It costs $20. It is just like buying the bottom card but it doesn’t start the stack unrolling. When you buy a wildcard you have to instantly say what it is. It is a 7! This is a 12! Whatever, just one of the card values: 3/4/5/6/7/8/9/12. But! But! When it comes to revenue time, the revenue for the wild card goes straight to the card and just piles up there. You don’t get it until the end of the game. Also, you have to pay the bank $5 for each wild card you own. You do get your revenue income first, so you can pay from that, but if you still can’t pay the $5, you have to put the wild card back and you lose all the money that piled up on it!

Now for the bonuses the wilds are just like any other card. They have a suit and they have a value. You can have the wild be a duplicate of another card you have, so you could have a blue 40/12 and have a wild blue 40/12 too. That’s fine.

And of course, once someone buys a wild, all the cards in that suit will now pay their full revenue.

There’s also a trick in passing. If everyone passes in a round, $5 is put on the bottom card. It is now $5 cheaper! However the first person to pass doesn’t get first dibs at the card at the new price. The turn marker moves forward and the next player does. Of course if everyone one passes again, it gets $5 cheaper again and the turn marker moves forward etc. If it ever gets to $free the next player has to take the card. Such a problem!

So we do all this: bidding, buying cards, moving cards about, vast amounts of money leap out of the bank and go to me, little small bits go to you guys, all that stuff. We do 5 rounds, then we pay out the bonuses, count up the money, and see that I won yet again. Hey gee, I’m the banker too!

Any questions?

Beating ploughshares into velocipedes

I’ve posted new rules for Corner Lot. The only substantive change is the requirement that all bid raises by by at least $2. There’s also an explicit statement that players may not increase their bid on a card prior to tis resolution, as there were as questions on that (this limit prevents the game from deadlocking as players dollar-up their prior bids in order to manipulate turn order).

I’m also working on new card art in order to resolve the colour problem some of you are having. With luck it will be ready in a few days. Meanwhile, please review and play by the new rules and post any thoughts, reactions and playtest reports as a comment to this post.

Twitter Week: 2009-04-18

  • @andsoerinsaid Bohrer has repeatedly kiboshed the idea of a UvC reprint. We’ll see. #GoF in reply to andsoerinsaid #
  • @peterpham Karma is good. Give him a disposable email addr so he can also keep his karma straight & feel honest. in reply to peterpham #
  • @kgnunn Local group summary of Diamond’s Club: Interesting but short legs. No more than 6-10 plays before exhausted. We’re ~4 plays in. #gof in reply to kgnunn #
  • @neilhimself We asked, “Most useful & expressive word added to English in the last century?” The winner: Doh! Your nomination? in reply to neilhimself #
  • @icheyne I use #bgdf_chat on mibbit (boardgame design) & some OSS projects on effnet & freenet. Long wished BGGChat was IRC based. #IRC in reply to icheyne #
  • @timoreilly @precipice It’s often cheaper & faster to deliberately make & fix a bad decision than to get it right in the first place. in reply to timoreilly #
  • @ingredientx Welcome to my world for 3+ years while I was at PayPal. The truth and the chattering classes bear very little relation. in reply to ingredientx #
  • @brettspiel @ingredientx Yep. PayPal is slammed for anti-laundering/fraud/etc laws/contracts etc they can’t talk about due to privacy regs. in reply to brettspiel #
  • @icheyne I get ragged on as as I use both score and thrice and am neither Indian or British. in reply to icheyne #
  • @icheyne Do a TwitSearch for #IRC. Lotsa hits. A channel list on freenet or effnet shows much non-tech activity. I’m on 24/7/365. #
  • @icheyne Mibbit has a neat dedicated web-widget for the non-IRC literati (see the one at bgdf.com). I use irssi. #irc #irssi #bgdf in reply to icheyne #
  • RT @neilhimself: Was just sent awesome link to a short film by me drawn by Gahan Wilson. #
  • 18Mex again last night. Bank broke after 3 diesel ORs! Too soon. Still figuring out why train rush was so lurchy & slow. 5P>4P? #18xx #
  • I want to read their S-1. Huge insights into product & market likely. RT @nytimes: EBay Plans Public Offering for Skype http://bit.ly/m3dvC #
  • Good typography summary of concerns and design guides for HTML/CSS: http://bit.ly/jOIH #
  • Somali pirates can’t escalate materiel as fast/far as RoW can. The pirates may back-handedly force Somalia to be stabilised. Sad. #
  • @andsoerinsaid BTW now you have the real rules to Corner Lot, did y’all get them right at #GoF? in reply to andsoerinsaid #
  • RT @BoardgameNews: Truth: “Ideas alone are nearly worthless.” Lewis Pulsipher offers … on designing games – http://bit.ly/jDlz2 #
  • Disney recycling their own content? Say it isn’t so! http://bit.ly/6PUU4 #
  • @rholzgrafe Agreed on both counts, but he has prompetd me to re-examine how I use my blog and internal notes system. A good thing I think. in reply to rholzgrafe #
  • E-Books, publishing, revenue models and the impending splat sound of karma meeiting dogma & the harsh road of reality: http://bit.ly/GdBUN #
  • Don’t just handle symptoms. Tactics vs strategy in handling Detroit, the bailout & the industry’s future: http://bit.ly/ss9E #
  • RT @codinghorror Wikipedia: where the most obsessed users always win. Always. The weird thing is that in the aggregate, this system works. #
  • @rholzgrafe (Disney recycling) Yeah, I know, my comment is satircal. Animators were early practitioners of re-factoring long before Disney in reply to rholzgrafe #
  • RT @Dave_Ferguson Original name for Wikipedia: “unemployed Ph.D. Death Match” (Me: You’ll be getting a bill for my coffee-stained screen…) #
  • @raphkoster I like & use Twitter Tools for WordPress: http://bit.ly/bt6GV in reply to raphkoster #
  • Tweetie for OS X? I’m in. http://bit.ly/9okr #
  • @raphkoster My pattern is to follow generously but filter and remove even faster. Low barrier to entry. High bar to stay. in reply to raphkoster #
  • RT @ChrisTheCat: My job description? http://is.gd/q5Um #
  • @davemcclure Twitter is becoming the common inter-site transport and notification system. Adding Twitter Connect just makes it the glue too. in reply to davemcclure #

Twitter Week: 2009-04-11

Twitter Week: 2009-04-04