Jul 25, 2011

DexCon 2011 - Sunday

Building towers of pricing markers

Sunday was short. Only one person showed up for the Municipality playtest, so we played a two-player game. Luckily, that one player was Bill Murdoch, whom I highly value as a playtester for his extremely sharp positional evaluations. He has playtested other games of mine before, but this was his first exposure to Municipality.

The game only took an hour, which is excellent with one new player. At the end, Bill had 26 Population and an Approval level of 4; this gave him a base score of 104. I had 23 Population and an approval level of 5; my score was 115. We still had to score Endorsements, but I expected them to split evenly. However, Bill received six Endorsements to my one, with the rest lost to ties. He ended up blowing me out of the water with a final score of 164 to 125.

I was pleasantly surprised to have miscalculated the victory. It showed my attempt to spend everything I had during the final round was folly, as it swung at least two Endorsements over to Bill (specifically, those for most remaining Political Capital and most remaining Money). If those two had gone to me, I would have won by one point instead of losing by 39.

All in all, though less so than I'd hoped, the convention was a success.

Jul 11, 2011

DexCon 2011 - Saturday

Building towers of pricing markers

Only one person showed up for Titans of Industry at 10am, so it didn't run. He's a friend of a friend, though, so he asked to play it next weekend at a game day that's been scheduled. So I'm happy to get another test in next week.

I jumped into another game of St. Petersburg. This time, there was one new player. He had played before, but we gave him a rules refresher. However, one of the experienced players then proceeded to micromanage every single one of the new(ish) player's turns for the rest of the game. I don't mind giving a little help in the first round or two, but this went on until literally the very last turn of the game. When it was the new(ish) player's turn, the experienced player talked through multiple options the new(ish) player, laid out the strategic implications of each choice, then told the new player outright which was best ("I would do this in your situation").

Again, I have no problem smoothing the learning curve for an inexperienced player. But this went on absolutely, fully, truly literally the entire game. He was still "helping" on the very last turn. The annoyance wasn't just that the Explainer was basically playing two positions in the game; it also dragged out St. Petersburg well over an hour. The fourth player actually left in the middle (asking someone to sit in her place) because she was annoyed at the pace of the game. I cannot blame her; I wanted to do the same. (I would never actually do that, but still.)

Municipality's second session was scheduled for two o'clock. Only one person showed up for that, so he went to another game instead. That's the third time this convention I've had a single person show up. Oh, well.

Paul Girardi of Z-Man was meandering about and we struck up a conversation. We discussed the recent Z-man acquisition, and how it relates to the economics of running a small-to-midsize publishing company. We also talked about the costs involved in the business of publishing and he gave advice on how to go about doing my small print run of Pioneer.

Building towers of pricing markers

Chris Adams joined us and the topic moved to the business of appealing to females in designing games. We talked about the Bechdel test and what the equivalent be for games. I pointed out that many games are third-person omniscient, so the player doesn't have an avatar much less a gendered one. We talked about how to design a game to appeal to female gamers without resorting to cheap gender stereotypes. Decipher's Boy Crazy is the ne plus ultra of offensively stereotyping female gamers. How does a designer try to grow the hobby as a whole with a relatively unrepresented demographic while avoiding even more subtle forms of stereotyping? Is it even a designer's job to worry about doing this in the first place?

Paul taught us and we started a game of Alien Frontiers. The game is clever, but it is also something I will not enjoy, as I am deathly allergic to dice and this game could be named Agricola: The Dice Game. Still, I can respect the clever parts of it. People who don't share my aversion to pipped polyhedrons should check it out.

We decided to cut it short as I had previously signed up for Small World Underground. This was my first play of the new expansialone, and it will likely be my last. I feel the new rules just complicate the game without increasing the fun. Having those little tokens across the board are just one more thing to remember every turn, dragging the game out by at least 10 minutes. I understand the desire to add strategic concerns with the places and relics driving players together, but Small World isn't a game I turn to for deep strategy. It's supposed to be light fun. Underground got rid of the light and, as a result, got rid of the fun.

I then joined my friends in a game of one of my favorites, Le Havre. This is a game I am just terrible at, but love nonetheless. I really would like to play it enough to become decently skilled at it, but if I can get five people together for a long game, I'm likely to want it to be a playtest instead. I managed to ship for 60 francs in the final round. When we tallied the scored, I stood at 184, Anni around 150, Andy at 130-something, and Doug at 183. I was both happy to win a game of Le Havre, which I haven't done since my introductory play, and shocked, as I didn't think I stood a chance against Doug's wall of buildings.

Building towers of pricing markers

Everyone else was shocked too, so we reviewed my scoring. When I shipped, I had gotten 12 francs for three Leather, 8 francs for a Steel, and 40 francs for four Coke. My friends pointed out that Coke isn't worth 10 francs, only 5. I had looked at the energy output of Coke (10) when shipping instead of its monetary value (5). My score dropped to 164 and instead of winning by one I lost by 19.

:-(

Note to self: next time you think you've won a game, make sure you haven't (accidentally) cheated before getting excited.

Jul 8, 2011

DexCon 2011 - Friday

I started off the day with a game of St. Petersburg. I haven't played for awhile, so I forgot about the strategy with ensuring that you will get a card in the next round by drafting a card you might not otherwise want this round. This ended up costing me a first-round Noble draft into hand and a second-round worker. I compensated with a worker upgrade, but I should have been able to do both. When I finally remembered the strategy, I wanted to kick myself. For the rest of the game, I was very careful about counting card slots. The best I could do was claw back to an almost-second place finish, but it wouldn't have mattered as Bill completely ran away with the game. I like card drafting, but I don't play this game too often because sometimes it feels robotic. Unfortunately, when you don't play, you tend to forget strategy. Them's the breaks.

St. Petersburg
Bill - 100
Bernie - 82
Michael - 77
Thomas - 39

Next up was Fresco. I haven't played the game before, but I was able to read through the rules while waiting for it to start. The rules are simple enough, but I obviously won't understsand the strategy on my first attempt. I know two of the other players, so it is a friendly game despite being part of the national championship track.

I started the final round in last place. When all the actions were done, I was in first place! Then points for money left over was counted and I was in last place again (Bill from St. Petersburg has taken first in this one as well). I was really excited when I saw I could vault into first, but I spent all of my money doing so. I didn't realize how much money everyone else would end up with. Quelle dommage.

I very much wanted to play Dominant Species, but unfortunately it was scheduled to run from 2pm to 6pm and Titans of Industry was scheduled to start at 6pm. Consulting with others, that game can easily go over four hours, especially with new players. The GM said one session of it had gone to nine hours! Since all five of the other players were new to the game, I decided there would be zero chance of it ending on time. I bowed out.

My lonely city on the right with its threadbare defenders

I ended up jumping into a game of Dune with three other players, two of whom had played before and taught us newbies. I was assigned the Emperor faction. I know people call this a classic, but I am unimpressed. A huge part of the game appears to be the Treachery (event) cards. These cards can kill opponents' Leaders or protect your own. Leaders are key to winning a battle. You are dealt one Treachery card at the start of the game, then can bid on new, unseen ones each round.

I was dealt a card whose text said: "Worthless card." It actually said that. It turns out that of the forty-someodd cards in the deck, eight of them are completely worthless. Not only do these cards not help you, they count against your hand limit and you can only get rid of them in battle.

I was pretty pissed at being dealt a worthless card when my opponents' had all potentially gotten a free card that could kill my Leader in battle. So, even though I was told the Emperor sits back in the first auction for more cards, I went ahead and bid so I could make up the deficit. I pay four spice (a lot) and . . . another worthless card.

At this point, I assume I'm in last place as I've been dicked over twice so I have to shoot the moon to have any chance. I therefore bid on another card (still in round one) and . . . another goddamn worthless card.

Second round, same logic applies as the first round, so I go after another Treachery card. I won't bother telling you what I drew, if only because repetitive storytelling is boring and there is a high likelihood I will have an explosive aneurism if I think about it much longer.

What kind of massochistic [expletive] of a designer thought this was a good idea in a four hour game? I'm not a fan of Settlers of Catan (anymore), but it did development cards correctly. While there is randomness and you might not get the one you hope for, you get something. Dune 's design is a perfect way to forever alienate a player from a game, as it has me.

I played it out, got screwed a few more times by another random card draw that unleased sand worms to eat my troops. My opponents also targeted me because, in this game, it's best to try to steal cities (win condition: three of five cities) from the weakest player. Which is fine, but it made being hurt early even worse.

On the third-to-last turn, I managed to win a couple of tough battles and gained my second city. The next turn I swapped that for for a different one and the turn ended with myself and the other new player each having two cities and the other players being wiped off the board. When the final round began there was an opportunity to form an alliance. Two allied players can win the game together, but they need four cities instead of three.

I saw there was about a 50/50 chance of me getting a third city and winning. However, I decided to ally with the other player instead of risk trying to steal one of his cities, failing, and the game ending in a four-way draw. So I pulled off a shared victory. I still hate the game. I will never, under any circumstances, even consider trying this painfully poor design ever again.

After Dune, I ran to set up for my next Titans of Industry session. However, the event staff informed me that there was an error on the event schedule grids and both it and a session of Automobile were really scheduled for 7pm instead of 6pm (which I had thought as I was going by the grids). A player even showed up at six o'clock whom I had to ask to come back later, which felt crappy. And, of course, this meant I might have been able to play Dominant Species after all!

Gah. Today is just out to get me.

After no one else showed up for Titans of Industry, I met up with my friend Andrew Parks. While catching up, we got in a 3-player game of Small World. I took Bivouacing Skeletons in the first round. I built up to fourteen Skeletons before Anni and Andy knocked me down to nine, after which I never recovered.

Small World
Andrew Parks - 82
Anni Faust - 80
Michael R. Keller - 60

On my way to bed, I diverted to get a bottle of water and saw some people playing the new Star Trek: Expeditions game. I asked them what they thought and they were quite positive about it. I asked them if they were planning to play it again during the convention and they invited me to join them tomorrow. We arranged a time between my two scheduled playtests. Anni also said people have found it to be good, so I am looking forward to trying it out. I hope it will prove to be the nice surprise of the convention.

Jul 7, 2011

Dexcon 2011 - Thursday

Purchasing goods

The convention has started off extremely well. My first playtest session was scheduled for 3:00pm Most games in this block started at either 2 or 4, so I was worried that mostplayers would be in the middle of a game. However, the flip was also true, players who has missed the 2pm starts had fewer choices. One group that was looking for something to play at 3:15 saw Titans of Industry set up and liked my elevator pitch. So I met my primary goal for this convention: get a playtest of Titans of Industry with a full five new players.

It took about 10 rounds for the game to finally click and there were a few rules questions. Nonetheless, the players were extremely positive about the game, even before they found out it is only a prototype and I am the designer. That is a good sign, they liked it even when they thought I was merely a random GM.

They gave good feedback; some of which I incorporated mid-game. Here are my notes from the test.

Triggering production
black - Matthew Seiller - 1114
green - Alex Weintraub - 1115
purple - Alex Daigle - 958
red - John Ovalle - 957
blue - Rafael Ovalle - 956
3:24 - round 1
players centering around $10 as a price, some undercutting
cube versus pricing marker confusing
can you choose the bank over a player?
after four rounds, no one has yet bought an advancement
3:59 - round 6 - first real estate
round 7
blue - likes that game takes 5 players
red - likes that turns are short
round 8
players prefer producing their on to paying high prices, but players not yet lowering prices
round 9
round 10 - 4:33
second real estate bought
pink only one to realize power of double-point advancement
round 11 - 4:40
other players finally catch on and start buying advancements
round 12
one player confused as to where the game buys from, another player explains
third real estate bought
round 13
fourth real estate bought
4:58 - age ends
round 14 - 5:02
round 15 - 5:08
suggestion to just put money directly on real estate at start of round
switch octagons and cubes
all players praise game, say they would buy, ask when coming out
fifth real estate bought
round 16 - 5:15
sixth real estate bought
seventh real estate bought
round 17 - 5:24
silver babies
delay turn order piece movement to end of round for real estate purchase
round 18 - 5:35
round 19 - 5:46
if every single real estate space is bought, game ends that round no matter what
age 2 ends - 5:58
Pondering the endgame
round 20 - 6:02
blue suggests age 3 start with automatic draws if less than 3 real estate spaces open to buy
round 21
round 22 - 6:15
round 23 - 6:19
round 24 - 6:24
round 25 - 6:29
players pricing things for free to get market share
round 26 - 6:36
round 27 - 6:39
eleventh and twelfth real estate built
round 28 - 6:45
thirteenth real estate built
round 29 - 6:50
age 3 end - 6:55
spell out real estate types on spaces
game end 7:15

Player (Titan/Money/Advancements/Cubes) Total
John (37/5/26/86) 154
Alex W (25/20/3/60) 108
Rafael (25/10/0/80) 115
Matthew (20/0/0/85) 105
Alex D (20/0/3/56) 79

After the session, I had originally planned on playing in Fresco at 8, but I was a tad mentally fatigued (as well as hoarse from explaining rules in a loud room), so I decided to just relax until my Municipality playtest at 10pm.

When the ten o'clock session rolled around, no one showed up for Municipality. While not a perfect way to end the day, I am okay with it. I got a great playtest earlier for my most important game, so I'll go to bed happy.

Jul 4, 2011

DexCon 2011 Preview

DexCon 2011 has arrived and marks the resumption of my game design activities. I had to move a couple of months ago and lost all of my momentum. Since then, I have prepared an updated prototype of Titans of Industry, but have been unable to wrangle enough of my playtesters together at a single time.

As I did last year, I have gotten playtests of my games added to the official schedule. I requested multiple slots for both Titans of Industry and Municipality. My hope was to be given two slots for each game. To my (pleasant) surprise, I was granted three slots apiece.

Since I will be attending for four full days, running six events will still leave me plenty of time to play other scheduled games (I intend to finally try Fresco). It also means that even if a couple of sessions are scheduled against other games that are too popular for me to draw players, I should get in two solid playtests for each game with people who have never seen them before. That will make the convention well worth my time.

I have put the list of sessions below, or you can check out the full schedule of board game events. If you do plan on attending DexCon, I hope you'll help me playtest. As a special treat for those of you reading this, if any of you play in and win one of my sessions at DexCon, you will receive a free playtest copy of Pioneer. To claim your prize, just mention this blog post after winning a game of either Titans of Industry or Municipality at the convention. The game will be printed and shipped directly to you.

See you there!

Thursday (7/7)

Friday (7/8)Saturday (7/9)Sunday (7/10)