1 winner and the rest of you losers

Matthew Marquand has been following the boardgame T-shirt racket for a while, most recently with Uberbadger. I went so far as to propose a shirt:

I would like a shirt with a graphic something akin to a large digit ‘1’ above the word “winner”, and the words “and the rest of you losers” written in a circle about that.

A rapid exchange with Matthew lead to the following sequence of designs:

pic345555pic345704pic345724pic346152

Plus an external suggestion from Chad Krizan of:

pic345814_md

A quick conversation with Ariel Seoane (Seo) on BGDF’s chat then lead to these suggestions:

JC_t-shirtJC_t-shirt_2JC_t-shirt_2a

Variously capitalising on suggesting a poker chip or classical smilie face model. BTW: The typo is known – the image is a quick sketch, not a final product.

The question is now which image is more interesting to buyers?

Reflections on an atoll

In a recent comment Ben Keightly argued that ‘Ohana Proa both is and should be a resource management game, and to an extent he’s right. And wrong – well, if not-what-I-want can be accounted as incorrect then he’s wrong. Ultimately all games are resource management games: players have a variety of fungible resources, abilities and opportunities to exercise them during the game and the player that manages the use of their resources, abilities (really just another resource) and opportunities (yet another resource) most effectively will (should) win. Ergo all games are resource management games and it is thus a uselessly global and tautological definition.

At a lower and more useful altitude I define resource management games as games in which the resources in question are (generally) enumerable, limited, and usually highly granular. At heart resource management games are exercises in scarcity. At a crude character level players must mete and dole and shave their pennies while still accomplishing the victory conditions. However, that’s not my interest or goal for ‘Ohana Proa. I’m not interested in ‘Ohana Proa being a game of managing scarcity, rather it is intended to be (and is) a game of jocund excess. The resources I’m interested in players managing are not discrete enumerable elements of fish and shells and VPs and kula, but of opportunities and mutual player (dis)incentives and posture. Any reasonable player in ‘Ohana Proa will have more fish and shells and kula etc than they necessarily know what to do with, they are going to be fundamentally rich and they are going to stay rich if they pay even marginal attention1.

Being rich is not the problem. Spending the wealth is not the problem (there’s always the turn order auction for that). The problem is simple: prestige. To get prestige the players must individually create and sustain situations in which the other players consistently give them disproportionately more than they give each other. It really is that simple. You have, more or less, all the wealth of the world, you are rich, but there’s a strict protocol for prestige-generating gifts and you need to manipulate the system so that you get to give more, more efficiently, than the other players. There’s a big machinery behind that prestige-giving protocol. There’s routes and auctions and fish and shells and kula and rot and a whole mess of details, all of which, Ben is quite right here, are almost busywork details.

There’s a common (and false) stereotype of rich people’s visiting gifts being things like a small pot of hand-made jam or the like (recently reiterated in Six Degrees of Separation, a wonderful movie BTW). ‘Ohana Proa perpetuates this sorry model except that now the players have to grow their own berries, pick their own fruit (for themselves or each other), boil their own mixtures and in general go through a whole big and somewhat extraneous ritual just to get the little jar of hand-made jam to give their friends when they visit. But they have lots of friends and managing (there’s that word again) both the production pipeline of jam (kula) and the rate of opportunities to deliver (density of deliveries to islands connected by multiple players) as a set is difficult and the heart of the game.

Ahh, so there are resources to manage: the kula production pipeline and deliveries to multiply connected islands! Too true! Those are the primary resource challenges of the game, which makes it kinda sorta a resource management game except that the primary resources are:

  1. Opportunities to make deliveries to islands which are connected by multiple other players
  2. Network meshes that generate sufficient resource flow to afford those opportunities

And those things are not generally enumerable, particularly limited (scarce) or granular. They are more akin to diffusive field effects. Yeah, at a grand-level it is all busywork. All the little fish and shell etc stuff is noise, but it is important noise. It is busywork that builds the stuff that starts the multi-step inferential pipeline that establishes the incentives for the players to emergently create those opportunities and network-properties for your personal victory.

Quoting Ben again:

The way markets and kahunas interacted with the network is so interesting. It reminded me very strongly of the illustrations you sometimes see depicting gravity, with large planets sagging the 2D space-time grid. The way these interactions worked was clear as day. Unfortunately we were watching them happen from behind a pane of glass, and not consciously participating in the process.

Again, he’s right. My challenge is to diffusively but yet tangibly connect the players with that rubber sheet. I think, hope, that the recent rules changes, especially finishing splitting kula and damping the effect of kahuna will help make that diffuse connection more tangible.


  1. The concept of continual affluence is, in part, a deliberate swimming-upstream against the flood of managing-scarcity games. There are a great many games which manage scarcity in variously interesting ways. I don’t know of any other games which require the players to manage largesse without also drowning them in micro-management. 

Decomposing: Wealth of Nations

The original content of this article was posted on here on BoardGameGeek and in the resulting thread.

After 5 plays and observing about a half-dozen more games we’re now mostly convinced that the game in Wealth of Nations is mostly absent. More simply it is grossly under-developed. The thought process runs something as follows.

Players will either take loans or not in the first round. If they don’t and another player does, the loan taking players benefit significantly from the lower market prices and extra operational time for their buildings. Ergo, players should automatically take loans to maximise their building. There’s simply no choice here.

If all players take loans, then the question becomes how many loans? In yesterday’s game but for a small artifact of placement the game could have ended in the fourth round. In that case I would have come second by a few points due to my unpaid loans. As the game ran longer my banks were able to pay for themselves and more. Thus taking quite as many loans as I did had some risk. I took 11 loans. 8 or so loans however would have been completely risk-free (and has been risk-free in prior games). I’m not about to define what that number should be, but clearly a reasonable number could be picked.

Why not then just start all players with 8 loans or their equivalent? Why bother having each player go through the rigamarole of taking loans and calculating prices and sequencing etc? There’s really no actual point to the loan taking process in the first Round in Wealth of Nations. It is automatic – they can’t afford to NOT take loans. Just start every player off with 10 or so loans and their equivalent in cash.

Similarly the cube-buying process in the first round is also almost perfectly scripted. There are only a few cube-based directions to head in and several of them are near identical. Why not simply gut the first trading round, start the players with say 8 loans, no cash and increase the money/cube draught pools correspondingly? That would easily cut almost an hour from the game and lose almost nothing in the way of interesting game decisions.

The markets almost work. Yeah there are efficiencies of scale and there is a modestly interesting under-/over-served-market pattern but it is shallow. Trading is again near automatic. Each player will have cubes they want, cubes they don’t want and a cube set they want to enter the Development phase with. Turning unwanted cubes plus cash plus loans into wanted cubes is purely mechanical and near decision-free. Almost any trade which moves them toward their desired cube-set should be rotely accepted. The only significant decision point is time ordering the trades based on opportunity cost against other desired trades. Very rarely there’s a decision about giving a specific player N-colour cubes at a cheaper trade cost or forcing them to buy at market cost, but those decisions are marginal as the penalty for them buying from the market is also marginal and they’re just going to get those cubes anyway.

In short the economic game seems like it is there, but the more I look at it the less and less there is actually there. Yeah, it seems muscular and aggressive and difficult and so forth and I have no doubt that non-analytical players can have a great time there. However once you catch on to the efficiencies that the game is built on, all the economy questions/decisions fall out to the simple: I want to build XYZ tiles, buy/trade for those cubes efficiently. Worse, the penalties for inefficiency (loans) are minor at worst – the odd dollar here and there really doesn’t matter that much. The value-differential of electively trading with players versus the bank/market is simply too small. Yeah, trading with player is more efficient, but the penalty of not-trading is marginal as versus say Settler of Catan’s or Bohnanza’s much steeper cliff providing both an interesting incentive and safety catch.

What’s left that is actually interesting is the board play: the tesselation patterns of the tiles, the control of area, the fight for space, the control of placement cost, etc. There’s actually a modestly interesting game there. I have a particular fondness for such games and am possibly rather good at them and that skill combined with my aggressive play-style has aided my success. However that interesting geometrical game is surrounded by a huge umbra of economy management which pretty much boils down to busy work.

Another problem, and I’ll discuss this more elsewhere/elsewhen, is the lack of butterfly effect in the game. The only significant source of variance is the draught and the initial tile placement locations. Outside of the geometry I really don’t see much interesting here. Oh, it is certainly possible during the initial tile placement phase to elect a player to lose the game, and I’ve done that and it can be modestly interesting for you if not for them, but that’s about it.

My other suspicion is that the game is mostly decided by the end of the first Development phase, outside of teleporting tile effects. In my last three games I’ve managed to secure the area and resources on the first turn to effectively guarantee my eventual success. 4 player games and teleporting tiles. Both those caveats are large. I see no reason to think that the game is nearly so deterministic with 5 players and see considerable reason to think that the spatial aspects in 5 player games will be much more interesting. The question is then whether that geometry game is sufficiently interesting to support the needless economic burden.

Update: After further thought this game-determination is bound fairly tightly to turn order. There is a severe advantage to placing later in the turn order in a 4 player game with 3rd probably being the sweetspot, as they (largely) get to control where the 4th player places. This, combined with the already present double-tile-set for the 3rd and 4th players in a 4 player game, is an impressive turn-order advantage.

I’m going to give up on 4 player games of Wealth of Nations except as teaching exercises. I’m not sure the game can be rescued with that player count without gross surgery. If I were to house rule the 4 player game I’d probably consider removing the black tile set from the draught and replacing it with another money/cube permutation set. I might also remove the second yellow tile set and sweeten the remaining yellow tileset with cubes/money. The first of or both of those changes should resolve a bit of the gross predictability of the 4 player game.

I will be pursuing 5 player games over the next weeks (we’ve played 4 four player games of WoN in a couple weeks, getting a few more 5 player games in shouldn’t be too hard). I’ll report back on my conclusions with that player count after that.

ObNote: The above comments are mostly specific to the 4 player game. I have yet to play with 5. Many of the points visibly remain with 5 players (loans, money, markets, cubes etc) but the decisions around board/area control and the choice and placement of each player’s second industry are clearly more subtle than they are in 4 player games.

Curmudgeon rescinds generosity

New rules.

New player aid.

The really short version is that my response to recent playtester feedback was overly generous and enthusiastic. The correct response is more conservative and curmudgeonly. I’m keeping the response to Slow Start, albeit slightly muted. That’s fine and even admirable. Automatic proa upgrades is not such a good idea. I considered that model extensively in the early development of the game and threw it out then, which I then forgot more recently. The game needs an additional drain on fish/shells for the first few rounds while the players build their networks. The drain doesn’t have to be big, but it has to be non-negligible. This prevents a too-early and crippling kula rush before the route-network can support it. I tossed out the ability to cash in kula for VPs immediately upon receipt as it destabilised the kula and VP markets in oddly feed-back-prone ways. The split kula remains as a fine way of maintaining off-turn player involvement while also adding pleasantly collusive elements, but the prestige and VP allocation is heavily adjusted with an eye to reducing the total number of manual transactions per turn and per gift.

Note: The kula/prestige/VP values are not final – I’ve not quite finished running models.

I also threw out the redundant About Fish & Shells section of the rules, which saved half a page. The only original material there was the statement that VPs could be discarded for fish and shells, which has been moved further up the document.

In summary two changes remain in the offing:

  1. Adjusting kula/prestige/VP values
  2. Pull in the end-game prestige line a bit (~27?) while also shortening the prestige multiplier brackets.

When in doubt, sink the battleship

Kublacon saw another ‘Ohana Proa playtest with a response ranging from I want to play this again, I want to play it on Monday, bring it with you on Monday! to This is good but these bits need fixing. Happily all the complaints aligned with the extant problem list. Against my better and more generous nature the current idea is to make the following sweeping changes. They analyse Okay but I’m not sure I like the resulting picture, but suspect parental bonding for this latter.

  1. Tone down kahuna:
    • 1.5x production rather than 2x.
    • When a market is delivered to an island over a player’s route that also has a kahuna on that island, the kahuna-owning player earns VPs for the delivery in addition to the moving player. This may allow VP doubling for one’s own kahuna. not sure yet (ie the models haven’t finished running)
    • Building a kahuna once both have been built teleports one of the pre-existent kahuna to the new location
  2. Rejigger kula:
    • Rework all cost relations
    • Kula do not reward VPs upon receipt, but may be immediately discarded upon receipt for VPs or fish & shells
  3. Gut proas.. Players proas increase by one every turn unless their proas are already larger than the turn count. Automatic proa increase may be refused in return for resources and players may buy ahead for standard cost. If they buy-ahead then the next free proa doesn’t affect them. This is a standard tide-that-floats-all-boats

The most interesting change here is gutting the proas. Automatic increment removes a primary concern from the game, but also adds a potentially interesting decision without affecting any of the other base structures of the game: buy ahead for this-turn advantage or hang back for this-turn resource advantage? Removal of VPs from kula receipt is a little less interesting as the primary effect is to make kula dumping (stale kula gifts to players earlier in the turn order in the second delivery round) less significant. The second order effect of adding a thin kula management layer to the kula dumpee is mostly uninteresting.

New rules and player aids are on the slip.

Updated: Pampas Railroads income/action/valuation/etc chart

I’ve updated the income/action/etc sheets I posted a while back to version 1.3 to correct the mis-labelling of the action tracks and a few other typoes. Thanks go to James Ludlow (jdludlow) and Mark Hamzy (hamzy) for catching the errors – predictably I’ve yet to be able to play with my own aid! I also posted the files to BoardGameGeek in the Pampas Railroads area as version 1.3, but they are pending approval. Meanwhile the PDF and PNG versions may be found in the normal place.

Compressed freckled waves

A productive evening:

  • Put in a double switchback exploration round for the start
  • All players start with 2 explorers and 2 proas (need more resources too! forgot that)
  • Advanced Game has been made default, Beginner’s Game added for the kahuna-less game
  • Reciprocal kula implemented.
  • First pass at new kula value/pricing done

So far the models look Okay, but I’ll probably need to adjust the Prestige Track end-point upward a bit to 37, 39 or 42 or so.

The new kula language:

There are (blue) fish and (red) shell kula items, each available in two values. Small value kula items may be enhanced to larger value kula items.

Kula token costs:

(Table here of values. In short, fish kula are 3 or 7 VPs, shell kula are 5 or 11 VPs and costs are 7 or 5 resources for low value kula (basic/beginner’s game), 17 resources for big kula, and 11 for upgrades.)

Players may only spend resources on kula if that kula item is immediately given to another player as part of a delivery (see Deliver). Enhancing a stale kula item (face down) to a larger value creates a higher value stale kula item (face down).

When a market is delivered to an island containing a market of the same colour, the moving player may give a kula item to each player with a route connected to the destination island. The kula item given may be newly purchased with fish and shells, or may be an item previously received from another player (optionally enhanced). The gifting player receives all the following:

  • 1 point on the Prestige Track for giving the kula item
  • 1 point on the Prestige Track if it was a large kula item
  • 1 point on the Prestige Track if the kula item was just bought with fish and shells for this gift
  • 1 point on the Prestige Track if giving the kula item to a player with a kahuna on the destination island

The player receiving the kula item receives half the value of the kula item as victory points rounded down, or full value if their kahuna was present on the destination island. They also receive one victory point for each kula item they already possess.

Upon receipt of a kula item, the recipient may immediately give a kula of the opposite type in return to the giver and may spend fish and shells to buy a kula for this purpose. In this case the player reciprocally giving the kula receives:

  • 1 point on the Prestige Track for giving the kula item
  • 1 point on the Prestige Track if their gift was more valuable than the gift they were given
  • 1 point on the Prestige Track if the kula item was just bought with fish and shells for this gift
  • 1 point on the Prestige Track if giving the kula item to a player with a kahuna on the destination island

and the new recipient receives:

  • 1 point on the Prestige Track for receiving a kula in response to their gift
  • 1 point on the Prestige Track if it was a large kula item
  • half the value of the kula item as victory points rounded down, or full value if their kahuna was present on the destination island

At the end of each turn old face down kula items are discarded back to the supply and new kula items rot and are turned face down (see Rot).

Crushed origami cuts

  • Dividends are always truncated (this got lost somewhere).
  • The moving company always merges away and pays the special dividend
  • Clarified already-connected merger case
  • Double builds are only available to the clear plurality share holder
  • Clarified mergers and new shares
  • Removed the artistic extra dividend markers from the map
  • Added income markers to the manifest
  • Simplified London development to must always be the most valuable city
  • Reduced double development cost to $3
  • Cleaned up language in definitions
  • Extended setup section to be more explicit
  • Clarified that inactive company treasuries are not paid to shareholders
  • Simplified and clarified game ending language
  • Clarified that build expenses are always paid from company treasuries
  • Clarified port expenses
  • Added Dieter Danziger and Lokomotive Werks as inspirational
  • etc

A few things I like here:

  • The forced directionality plus the limitation on double builds of mergers makes poaching a bir more constrained and I think interesting. It also makes foreign ports a little more interesting as well as posing the nominal director’s interests in opposition with the minor shareholders.
  • The simplified London value ruling makes London far touchier in the early game, triggering an explosion of development if it is developed. Nice.
  • Inactive treasuries not paying out makes the first share of a secondary company pleasantly risky and asymmetric

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.