I know I said I would discuss version two of Conglomerate, and I will later this week.
For today I just wanted to mention that at a game day yesterday, Andy Parks was nice enough to take a quick look at the latest version (fourth according to my files) of Television Executive. This one fixes all of the issues that came up during the previous playtest, linked above. Andy said he liked some things about it, but had one issue where he felt I was punishing something too much (I'll go into details about his issue in another post). My gut feeling is to disagree with him, but I think that our relative successes (which really means his incredible success versus my total lack of any) demands that I follow his suggestion.
There is a gathering of game designers in Albany on August 11th that I will be attending. I plan on bringing both Conglomerate and Television Executive to it and will definitely be using Andy's suggested change for at least the first actual test of this version.
Over the next couple of posts, I will describe how Conglomerate has changed since its first incarnation, which was tested just over a year ago. You might also want to check out the audio recording of one of the playtests of the second version or check out my post on the other playtest of it.

Above is the board for the first version, and below are the production cards.

I may not remember how this game played perfectly, but let me try. Before each turn was taken, the People track up top and the Consume track down below would each increase by one. On a player's turn, they had one action out of many choices. Usually the action would immediately score them points. Play would then proceed to the next player, after the People and Consume tracks were again incremented. Those choices were:

Above is the board for the first version, and below are the production cards.

I may not remember how this game played perfectly, but let me try. Before each turn was taken, the People track up top and the Consume track down below would each increase by one. On a player's turn, they had one action out of many choices. Usually the action would immediately score them points. Play would then proceed to the next player, after the People and Consume tracks were again incremented. Those choices were:
- Build a house, scoring whatever number the People track was currently marked at, and putting the People track down to zero. The house track would increase by one to record this construction.
- Build a road, scoring the number of existing businesses on the business track minus the number of existing roads, and increasing the road track to record this.
- Build a business, scoring the number of existing houses on the house track minus the number of existing businesses, and increasing the business track to record this.
- Build a production building, taking the appropriate card and paying victory points equal to the number indicated next to the clock (if any). The numbers on the cards increases, so someone would have to build the 12-cost concrete plant before someone built the 13-cost one. However, the number on the card would be reduced by one for every existing production building of that type owned by that person already.
- Use all of a single type of production building, paying any victory points listed as "Uses", and scoring according to the good produced. (More on this below)
- Consume, scoring the current number on the Consume track, moving it down to zero, and removing the appropriate number of each good (cars, SUVs, oil, corn, butter, meat) as indicated by the Consume chart and the current season, indicated in the four corners of the board. Then, move to the next season.
When producing a good, you make as many of that good as you have production buildings for it, but you can only use one type of production building per turn. To determine how much you score for that good, for each unit you produce (you can produce multiple units if you have multiple copies of that production building), look at the formula below that good's track. "VP " means the number on the first unfilled box in the corn track, and the track fills up highest number first. "# " means the number of roads that currently exist on the road track.
For example: If there existed four each of meat and corn on their respective tracks, and I had three farms and chose to use them to make butter this turn (while they can make three types of goods, each turn I am only allowed to produce as many as I can of a single type), scoring would be as follows. For my first butter, the VP of butter is 6, because none exist yet. The number of corn is 4, so the total is currently 10. However, I have to subtract the VP of meat, which is currently 7, because that is the number is the first unfilled box on the meat track. So my first butter would score 3 points, and I'd fill the first space on the butter track. My second butter would score 2 points, because the VP of butter has reduced from 6 to 5 and everything else has stayed the same. Filling in the second spot on that track, I now score my third butter, which also is worth 2 points (because butter's VP is still 5), and fill in that third track spot with a cube.
The value of everything keeps going down as more is produced. However, when a player elects to use his turn to Consume, some of each good is taken off the track, starting with the lowest valued ones, so values will rise again.
I may have forgotten some things. If you have questions about this version, post a comment and I'll try to dig into my memory to answer them.
If this game sounds complicated, it is and it isn't. It's extremely hard to teach this game but the strategy is simple once you start playing. This is the worst possible combination. You want your games to be easy to learn but have relatively complex strategy buried within the mechanics.
I can't remember exactly how the end of the game was triggered. I do remember that this first version was awful. It didn't survive very long. Click the first link at the top of this post to read my reaction to that playtest.
My next post will look at the second version of this game.
I hate Newark. I arrived at baggage claim at 10:20pm and didn't get my luggage until 11:50pm. And I was on a direct flight.
Anyway, some tips for future Michael to remember if he ever decides to go back.
- Book an exit row seat on the plane. Lots of legroom.
- Arrive at the hotel at about 1pm.
- Stay at the Venetian. This is non-negotiable. That place is too nice.
- Bring an envelope of gambling money. You are not allowed to dip into food money or go to the ATM to gamble.
- Don't play the slots. They are worse than you remember.
- Stick to 2/4 Limit Hold Em.
- Go to the Grand Canyon.
- Swim in Lake Mead.
- Go on the New York, New York roller coaster at night.
- Go back to Capriotti's at least once.
- Drink more.
- Spend more time relaxing in the pool. You don't have to be always be active.
- Go on the behind the scenes tour at the Star Trek Experience. (If they haven't closed it already.)
- Go see the Freemont Street Experience.
- Go with a friend.
I promise the next post will be about game design.
This is how far the elevator is from my room. It's a two-minute walk, which is silly.
Lemme rant a little bit here. The layouts of casinos are designed by M.C. Escher. They have entrances, but no exits. There exists an event horizon, created by the mass of densely packed slot machines, beyond which no person may escape.
Supermarkets should copy this. People would get lost and eventually hungry from walking around endless aisles of food. They would need to live off the land, eventually settling down and forming tribes next to the milk.
The Hilton interior is almost as nice as Paris. I like the line chandeliers.
Now, if I was a blithering idiot, I might think that the fact that I won $21 in poker tonight was a sign that I'm a good player, in spite of my previous loss of $55 in poker yesterday. Now, while some have claimed that I am an idiot with a tendency to blither, I contend that they are mistaken. I have already used my $21 in winnings to commission a conservative think tank to produce a report challenging the consensus on this issue. It will state that the science is far from conclusive and that the widespread belief in my idiocy is a fabrication of the liberal media.
I was going to go see Barry Manilow, but SC would never have forgiven me, so I went to Star Trek instead.


If I look morose, it's because I just found what I want to be buried in.



Quark's Bar had a wriggling gakh worm in a bottle.

Anyone want a game?
The only Apple machine that has done something productive.
This is depressingly bigger than my new apartment.
Star Trek CCG players can be assured I did not randomly select Tosk to be photographed.
Airport Screener: "Sir, knives are not allowed on board flights."
Me: "Knife?! This is the ancient Sword of Kahless, critical to the future of the Klingon Empire"
Airport Screener: "You have the right to remain silent."
Schwarzenegger's ex-wife.


I was depressed I couldn't afford this.
So I got drunk at Quark's Bar.
And started a fight with a Klingon.
Subscribe to:
Posts (Atom)
Categories
- Anniversary Gift (2)
- Battle Stations (11)
- Black Market (2)
- business (6)
- comic (1)
- conventions (10)
- design principles (1)
- design stories (2)
- game design (5)
- Game Design Assistant (3)
- game designers (12)
- game ideas (6)
- graphic design (9)
- math (1)
- Moon Colonization (1)
- Municipality (34)
- NYC Board Game Designers (4)
- Off-Topic (2)
- Pioneer (2)
- playtest (31)
- Playtesting Series (6)
- Privateering (1)
- Programmer (4)
- prototype (15)
- publisher (11)
- rerun (1)
- rulebook (3)
- submission (10)
- theme (1)
- Theme Park (2)
- Things That Make Me Weep (1)
- Things to Keep in Mind (1)
- Titans of Industry (8)
- Vampire game (2)
- video games (2)
Archive
- January 2006
- February 2006
- March 2006
- April 2006
- May 2006
- June 2006
- July 2006
- August 2006
- September 2006
- July 2007
- August 2007
- May 2008
- June 2008
- July 2008
- August 2008
- September 2008
- October 2008
- November 2008
- December 2008
- January 2009
- May 2009
- July 2009
- August 2009
- September 2009
- October 2009
- November 2009
- December 2009
- January 2010
- February 2010
- March 2010
- April 2010
- May 2010
- June 2010
- July 2010
- August 2010
- September 2010















































