Posts about Game Projects (old posts, page 22)

Arsenic, lace and the cost of death

The concept of the poison train is common in 18xx games. Commonly it is the poison 4-train: the last train before the permanent trains, and might never run before it rusts, and almost certainly won’t run for long. From a design-perspective, how bad can that poison train be before it becomes unreasonable?

In the particular case I’m looking at, the poison train is a little worse than the poison 4-train in say 1830 as there isn’t a nice cheap permanent train on the other side. Instead…there’s another poison train right after the first poison train. Oy vey.

Some explanation is in order. I’m looking at a fairly standard extended train roster: 2/3/4/5/6/7/Diesel. The 4-trains rust the 2-trains, the 6-trains rust the 3-trains, the 7-trains rust the 4-trains and Diesels rust the 4-trains and 5-trains (both). Yep, 5-trains aren’t permanent. Also, both the 7-trains and the Diesels become available for purchase immediately after the first 6-train has been purchased. What this usually means is that after the first 6-train is bought, the very next train bought is a Diesel which rusts all the trains in the entire game, outside of that first permanent 6-train. It is fairly dramatic.

The problem with this pattern is that nobody wants to buy the last 5-train, as it will get to run no more than twice and probably only once before it rusts, if that.. So, I copied a page from Lonny Orgler: At the end of each set of ORs the government/foreigners buy a train from the supply. Thus, even if the players pause, the trains keep moving and the game advances. The twist I’ve added is that if the government buys the last train of a rank, thus making a new train-type available, then they also buy one of those (with all game phases changing as appropriate). Thus, for instance, if there’s one 2-train left, then the foreigners buy a 2-train and the first 3-train, thus putting the game into the green-phase. Or, more topically, if there’s one 5-train left, then the foreigners buy it plus the first (permanent) 6-train, thus rusting the 3-trains and starting the rush for the permanent trains. So far the form in our games has been that the foreigners take the first 6-train at the end of a set of ORs, and the first first company to run after the Stock Round buys a diesel, thus causing every other company in the game to lose all their trains. It is, as they say, dramatic.

What this all means is that not only is the last 5-train a poison train, but the penultimate 5-train is also a poison train. If a company buys the penultimate 5-train, then the foreigners will buy the last 5-train and the first 6-train and VOOM! the game is moving fast and that 5-train the player bought is about to rust very soon now. Ditto of course for the last 5-train.

But…if someone doesn’t buy the penultimate 5-train, then there’s another set of Operating Rounds while the foreigners/government whittle away the penultimate 5-train, and then at the end of the next set of ORs the foreigners take the last 5-train and the first 6-train – which means that the first 5-trains probably get to run 5 times, which is pretty good, and maybe too good.

And there lies the rub. Having a company buy the penultimate 5-train is essentially throwing money away, in this case $4001. Who is going to buy it? The only player that has any incentive is the player that’s losing. They are losing, so they have to change something to have any hope of changing their position – except that in this case the only thing they can do also comes with a $400 fee. Ouch.

And yet players buy the poison 4-train in 1830 all the time. It hurts, they know it is poison, but they also know that if they don’t they’re really sunk. So they bite the bullet and buy the 4-train…and usually the first 5-train immediately after it (which softens the blow a little). And that’s fine, except that I don’t have any nice permanent train immediately after the poison train, just another poison train…

There are three basic cases:

  1. The “losing” player buys the 5-train because if they let the non-permanent trains continue to run they will lose, but if they bring out the permanent trains then they’ll win (presumably because of their better diesel routes) Of course in this case they’re not really “losing”.
  2. The losing player buys the poison 5-train because if they let the non-permanent trains continue to run they will loose massively, but if they bring out the permanent trains, then they won’t lose as badly. Thus buying the poison train improves their position.
  3. The losing player buys the poison 5-train, brings out the permanent trains, and thus loses even more badly than if they had let the non-permanent trains continue to run.

The first case is ideal, and not a problem from a design-vantage.

From a design-vantage the second case is also fine and even somewhat ideal. However it requires unusually perceptive players in order to distinguish between the second and third cases a 3-9 Operating Rounds before the end of the game. That’s a pretty high competency threshold.

The second two cases are the more likely to happen in real games, and in those cases it may seem that the game-system is punishing the losing player by $400, and it is punishing them because they’re losing. They’re down, so the game kicks them. Worse, I suspect that many players will see everything but the first case as being the third case, and then they’ll often see that in the worst possible light as punitive punishment of the already destitute.

I don’t think that perception matches reality. The reality I’ve seen in games with players of mixed skill in our local 18xx group is that the first not-really-losing case is far from common (and is absurdly hard to detect), the third going-to-lose-even-worse is also not common and usually only happens after the game has spent an extended period in the already-losing-but-will-lose-by-less middle case, and the already-losing-but-will-lose-by-less middle case is actually the significant majority of all cases.

But, detecting that the middle case is actually the most populous case rather than the third case, requires a skilled and perceptive player. Just how high can, should, I set the bar of required player-skill for an already-losing player to make the Right Decision? It seems a significant question. I don’t want to design a hand-holding game for perpetual novices, but I also don’t want it to only be effectively playable by world-class players. Gah2.

Which, even ignoring that more interesting question, puts me right back to the initial question. How bad can that poison train be before it becomes unreasonable? If the poison train cost $10,000 it is clearly too expensive to ever bite the bullet. If the poison train cost merely $1, then nobody would even blink at buying all of them. Somewhere in the middle is the this-hurts-but-I-have-to-bite-the-bullet point that also provides for the most interesting game decisions, and I have very little idea how to determine where that point is. For now I’ve picked $400. It is as good a number as any and better than most (and perhaps worse than a few?).


  1. Okay, really 400fr, but dollar signs are simpler and more universal. 

  2. Inclusivity sucks. 

Time's sweet paradox

To some degree games may be classified as reactive and predictive. it all depends on where the players act in relation to the progression of time in the game. In reactive games events occur in the game and the players respond. They may have prepared for such an event in advance, but their response is purely reactive when it occurs. In predictive games player act ahead of the game time, they make choices so that when/if certain matters should come true they are ready and (ideally) don’t even need to react. This is perhaps not a stunning insight, but it got me to thinking, What about a game in which the players are never in present time, a game in which the players exclusively operate in the future, both short and long term? What if players can only operate within the bounds of an increasingly uncertain future?

Imagine a planning game, perhaps a logistics game of some sort. Possible actions are arranged in a stack, perhaps represented by cards or tiles. The bottom action is NOW (ie present time) in the game sense. The bottom action card will be performed on this game turn, either by a player or by the game itself in some autonomous fashion or interpretation. When an action is performed it is discarded or perhaps recycled.

Each player has a number of markers, perhaps two or three which they can place on action cards (one marker per card) in the future. In fact this is the only decision afforded to a player: committing to a future action. If and as when such a card with a player marker becomes the bottom card, that player does that action, and they move their action marker to another action card (unoccupied by another player’s marker) in the future.

But things are not quie that simple. Actions have durations. As quick example a future action might be building a factory. However the action card reaching the bottom of the stack merely means that construction has started. Factory construction lasts 5 turns (ie 5 action cards off the bottom of the stack). If the factory construction card was 3 turns in the future when the player put their marker on it, then the player waited 3 turns before starting to build the factory, and then another 5 turns of actually building the factory (assume some cost for this) before the factory is finally built and the action marker may be used to reserve yet another action in the future. Game state could have changed considerably in that time. Perhaps the player carefully built a Q-Factory as Q-items were in high demand and commanded a price premium, but by the time their factory came online, not only had the Q-item market collapsed, but Q-items were obsolete and couldn’t even be used for any purpose! Then again, they might have started shipping T-items by slow boat over the ocean, a trip that takes 7 game turns, only to find that T-items are commanding a huge price premium when they arrive.

In short the player is constantly committing themselves to events which will only occur in the relatively distant future (in game terms). They have absolutely no ability to react to current events, only to setup changes that will be realised after an appreciable game delay. In short they are stuck in the future.

Some abstractions may be added. Players could be allowed to sell each other the actions they’d reserved in the future, or possibly the actions that have occurred but are still maturing (eg construction on the factory has started but not yet finished). In this way something of a futures market could be supported in which players not only speculatively commit to actions they think will be profitable for themselves, but also to actions they may be able to sell to other players. Of a sudden players are trading in what they imagine the game’s future will be.

Muck & Brass — Revision #71 release

Well that was fast!

Thanks to Tim Harrison, there are two substantive rules clarifications in this release:

  • If nobody bids on a Capitalised bank share then the active player loses 3 months
  • Secondary company shares are not available at all until after the 3rd General Dividend

Unless you’re likely to be playing 5 player games, and likely even then, there’s no need to print out a new map for either the #69 or #71 releases. Just grab the new rules and be done. Just remember that 5 player games have one more month than shown on the map if you’re playing with the older graphic.

The download file is in the same place as usual with 71 in the filename instead of the previous number.

Muck & Brass — Revision #69 released

Changelog:

  • Removed support for 6 players
  • Added a month to 5 player game
  • Small legibility changes to the map.

There are no other rules changes. The download file is in the same place as usual with 69 in the filename instead of the previous number.

map-12

Again, please append commentary, questions, reactions, thoughts etc1 as comments below so we may all easily track exactly what is being talked about.


  1. Please upload images and other media to the FTP server and then mention the upload in your comment. 

Declaring a mysterious type

I’ve posted a first draft of the rules for the un-named game to give an idea where I’m headed. Please note that I’ve not checked or otherwise verified any of the game’s basic arithmetic (eg component counts, scoring values, map sizes, etc), so they are likely to be way off. However the rules should show the intended basic structure and character of the game and to hopefully help get the game name suggestions flowing!

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. 

Old Age of Steam playtest photologs (Sun, London, SE Australia, Wales, Nitrogen)

I recently acquired Okay to post the photologs from some of the outside playtests of my Age of Steam maps:

Age of Steam: Sun

AoS-Sun-1

Age of Steam: London

AoS-London-1

Age of Steam: South East Australia

Game #1

AoS-SEAustralia-1

Game #2

AoS-SEAustralia-2

Game #3

AoS-SEAustralia-3

Age of Steam: Wales

Game #1

AoS-Wales-1

Game #2

AoS-Wales-2

Game #3

AoS-Wales-3

Age of Steam: Korea (using Nitrogen rules)

AoS-Korea-1

Muck & Brass — Revision #67 released

Thanks for all the great responses on the playtests so far!

There are no big changes in this new release, just clarifications, grammar and typo fixes to the rules. There have been no substantive rules changes. Playtesters can download the full distribution by changing the 65 in the super-sekrit filename to 67, or you can just download and print off the new rules as they’re the only thing that has changed in this release.

Again, please append commentary, questions, reactions, thoughts etc1 as comments below so we may all easily track exactly what is being talked about.


  1. Please upload images and other media to the FTP server and then mention the upload in your comment. 

Rules deux, n'est-ce pas?

New rules for Muck & Brass. There are no substantive changes, just a few minor clarifications for items already raised in the playtest discussion. The changelog:

  • Many missing commas fixed
  • Few typos fixed
  • Clarified bank pools
  • Clarified multiple ports in Liverpool and London
  • Fixed bad reference
  • No more merger shares (finished the job)

This is not an official re-release of the prototype (ie it doesn’t have a new release number). It is just a touch-up of the rules in attempt to say the same things they did before, more clearly. Enjoy.