Cardboard Edison's Favorite Tips & Resources - March 2016


Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo  

JUNIOR INVENTORS: Ryan Abrams, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro, Matt Wolfe

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, Michael Gray, JR Honeycutt, Scott Martel Jr., Marcus Ross, Sean Rumble, Diane Sauer

The Process: Biblios by Steve Finn

In The Process, board game designers walk us through the process of creating their game from start to finish, and how following their path can help others along theirs.

In this installment, Steve Finn describes how he created Biblios, including finding inspiration from PBS, exploring many different mechanics, moving between licensing and self-publishing, and more.

Theory

To understand my game designing process, it is best for me to explain the start of my game publishing business, Dr. Finn’s Games. I started a business called Dr. Finn's Card Company in the early 2000s while living in Seattle. At that time, I was looking for a way to make small runs of custom playing cards as a way to self-publish my own card games. I worked out an arrangement with a local print shop to use their digital printer for a discounted price. I also bought an old, war-era Kluge letterpress machine (used for die-cutting the cards). I started the company to make custom cards, which actually kept me from my original intention of making card games, because I was making small batches of custom playing cards for people.

When I turned to my own game designing, I was often guided by the fact that I would be manufacturing my own games. This impacted the design because I wanted to make sure I did not get over my head and have a game with too many components. With Biblios, for example, I chose to use dice as a scoring mechanic because it seemed like an easy way to keep track of the values and I could easily buy large quantities of dice.

So, let me talk more directly about Biblios. I first had the idea because the medieval world was interesting to me. My wife and I liked medieval mysteries (such as PBS’s Cadfael and we liked The Name of the Rose), so I decided to use that theme. The game, which was originally called Scriptorium, began as a pick-up-and-deliver board game (this was before I started the card making business). To be honest, it’s been a very long time since I designed the game, so I am not sure this is completely accurate, but I believe players were trying to pick up sets of cards and the values changed as people moved around the board. However, after deciding to manufacture games, I needed to streamline it to just a card game.

The original version had divided the main cards into two types: workers (scribes and illustrators) and resources (manuscripts, scrolls, supplies). The new publisher changed this (I will talk about the new publisher later) and it therefore lost the reasoning why the two main categories have different card distributions.

The main mechanic of the first half of the game, drawing cards 1 at a time and deciding what to do with them, was pulled from a two-player version of Hearts I devised with my friend right after college. We both enjoyed playing Hearts and we modified it to make 5 different rounds in which we got cards in a different manner. One of those methods was to choose a card and then decide whether to keep it or give it to the other person.

I think the main mechanic from the second half of the game must have come from any number of auction games I may have played at the time. At this point in my life, I enjoyed board and card games, but I was only scratching the surface. So, I don’t think I had yet played Merchants of Amsterdam (which has a similar drafting mechanic). I also did not play For Sale, which similarly divides the game into two halfs, drafting and auction.

  • The Takeaway: I playtested this game a ton and allowed it to move through all sorts of different mechanics. Perhaps this is why it is my most popular game.

Process

When I say I created a “company” to make cards, this was always a small side project. In the real world, I am a professor of philosophy. The card company (which later was changed to Dr. Finn’s Games, to focus just on designing and making my own games) was, and still is, a small part of my working life. It’s more like a hobby with benefits. With Kickstarter, I was able to grow the game company. This all started in the early 2000s and only now, in 2016, is the company able to have a more consistent stream of business. With regard to Biblios, Iello’s biggest year of sales was 2015 (and consequently mine).

  • The Takeaway: If you take the self-publishing route, you must be patient and can only expect interest in your game to grow over time.

Prototyping

When I had the arrangement with the print shop, I printed cards on sheets of glossy cardstock that were 12 x 18, which were divided into 2 sections that had 9 cards each (18 cards per sheet) I cut the sheets in half to 9 x 12 and then fed them into my letterpress machine, which cut them into 18 cards. So, for my early games, I would often make sure that the game contained multiples of 18 cards. Since I moved from Seattle to New York, I have not been manufacturing my own games, so the prototyping process is different for me. I now simply use a color printer at home to make prototypes that I use for designing the game. I sometimes bring files to a print shop, and cut the cards myself, when I want to make a higher-quality prototype. However, since I am self-publishing, I don’t feel the need to make very high-quality prototypes, as I am not pitching the game.

  • The Takeaway: If the game is good, I don’t think the quality of the prototype matters too much. Though, perhaps this only applies to self-publishers.

Playtesting

I designed Biblios almost 15 years ago and I cannot really recall all the different iterations it went through. I know that it dramatically changed from its first concept to finished idea. Since that time, no other game has really taken that long for me to get into its final form. The development did not take long because I am a perfectionist, which I am not. I think it was mostly because I was not sure of myself. I may have listened too much to other people and not to my own gut. While I think it is extremely important to playtest a game a lot, you have to consider other people’s opinions with a grain of salt. You hear all sorts of things, and it’s important to consider everything and question your own intuitions. However, you also have to be sure of yourself and make the game you want to make.

  • The Takeaway: Consider all opinions, but trust yourself when you really like something.

Licensing & Publishing

When I first manufactured “Scriptorium,” I sent out free review copies to people on boardgamegeek.com, a website I had recently discovered. I then found out that there was already a game with that name, so I changed it to Scripts and Scribes. As it turned out, a lot of the reviewers really loved it. So, I made more batches of games and started to sell them to individuals. Eventually, Iello contacted me because they either read about the game or somehow acquired a copy. I never had to pitch the game to anyone. They offered me a deal, which I accepted after making some changes to the contract, and they started selling the game.

  • The Takeaway: I have little advice to offer about licensing a game to others other than to read the contract carefully (or having a lawyer do it). I self-publish all my other games.

About Steve Finn

I am the father of two boys, a husband, an associate professor of philosophy, an avid ultimate frisbee player, and the owner of Dr. Finn’s Games. My design philosophy, for the most part, has been to design intelligent filler games that are easy to learn, yet still require strategic thinking. Much of my game designing has been influenced by the games of Reiner Knizia. However, I am now trying to venture into more complex games, like those of Stefan Feld (probably my favorite game designer). I am very excited about my upcoming game, C.O.G., which combines a Scrabble-like word game with a point-salad, worker placement game. I describe it this way: imagine combining The Castles of Burgundy with Scrabble. I am guilty of placing most of my attention on mechanics and often having a pasted-on theme. This, however, does not bother me, provided the mechanics are solid.


Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Ryan Abrams, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro, Matt Wolfe

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, Michael Gray, JR Honeycutt, Scott Martel Jr., Marcus Ross, Sean Rumble, Diane Sauer, Steven Tu

Guest Post: The Basic Elements of Solo Variant Design

By Mike Mullins

The recent rise (or perhaps simply the acknowledgement) of solo gaming has caused many designers and publishers to consider adding the “1” to their game’s player count. While unofficial solo variants have long existed on the BoardGameGeek forums, there is now a wonderful push to put those rule sets in ink.

Apparently I’ve produced enough of said rule sets that some folks are interested in my approach. For this article, I’ll walk you through my thought process from the very moment I'm presented with a new project. Specifically, we’ll look at how to extract the key elements of the multiplayer experience that you must capture in your solo variant, as well as discuss the basic solo structures like score attack modes and artificial opponents.

What Are We Dealing With Here?

The single most important step when creating a variant of any kind is to pinpoint the crux of the game. To broad-stroke things, there are a handful of different win conditions a game might employ.

  • Finish an Adventure: Most adventure games, whether co-op or not, have a clear objective that is readily translatable to solo play. It's rare that major changes are required, so let’s assume you can handle this one on your own, OK?

  • Satisfy a Condition: The objective here isn’t “kill the goblin king,” but “have 10 cards in your hand” or “deplete your opponent’s life points.” This is much more complicated because you must also identify the manner in which opponents impact your progress.

  • Win a Race: Whether you are referring to a VP goal or an actual finish line (which, by the way, are the same thing), this type of solo game is inherently challenging because you must find a way to put pressure on the player.

  • Avoid Elimination: This can be the primary focus of a game, but often appears as a secondary element designed to increase tension during a game.

OK, So…

Putting your finger on the goal isn’t particularly difficult, but it’s a necessary first step. Let’s continue along this road and examine the ways that an opponent can mess with you. (You’ll immediately notice that I overuse bulleted lists.)

  • Direct, Instant: Lightning Bolt. Lose 3 life. How can this be effectively replicated in a solo game? Does the card actually have to show up? Is there a condition that must be met, such as one red mana?

  • Direct, Transient: “For the next two turns, hand limit is reduced by one” is a surprisingly vexing phrase. It requires strict definition of a turn’s phases and length, some method of tracking the duration, a set of timing rules, and an effect priority.

  • Direct, Permanent: Or at least long-lasting. Typically these are cards or effects that last indefinitely but may be removed or replaced by the player at some cost.

  • Indirect, Limiting Resources: If you’ve understood any of my ramblings to this point, you know what “limiting resources” means. I would, however, remind you that time is a resource.

  • Indirect, Changing Game State: If you are not satisfied with full randomization, this can be the most involved type of effect to automate. How would an artificial opponent occupy action spaces, swap hexes, purchase cards from an offer, or any other such action?

Didn't You Say Crux?

I did indeed, literary device that's asking me questions. You know a game’s goal, and you’ve looked at all of the player interactions. Now consider the different aspects of the gameplay and ask yourself, “What could I completely remove or totally randomize and be left with a rewarding set of decisions?” There you go, what remains is the crux. Those are the elements that must be preserved in your solo design at all costs.

Gimme Some Stuff!

The most common question I get about this process is, “How do you decide between designing an AI opponent and simply having the player try to attain the best score possible?” This decision is fundamental, but it’s never the first thing I consider. Instead, I always ask the designer or publisher what kind of components I’ll be allotted.

Here's what you might end up with…

  • Nothing: Maybe there isn't room in the budget, or the game components are final, but you must work with what you’re given. If you were thinking about designing an AI this a huge blow, but not a death knell.

  • A bit of ink: OK, so you don't get your own components, but you have the green light for some solo-only icons or text on cards. A well thought-out set of icons can carry a solo design.

  • Cards? For me? Now we’re talking. Depending on how many you’re allotted, you have all you need. Make sure you get a firm number of cards; game balance can depend on the size of the solo deck, or the number of item cards, etc.

  • Components: Ha ha, don’t tease me like that… Wait, you’re serious? I can make a player board, or some tokens? Maybe even my own custom die? Even a single solo-only component can be transformative, and add an immediate legitimacy to the variant itself. (Publishers, re-read the previous sentence. Several times. Go ahead; I'll wait.)

Hey Dummy, That's Not AI

Allow me one last little detour before finally answering the question that prompted this article. Many (most?) people consider the terms “AI opponent” and “dummy player” to be interchangeable. I suppose that’s true in the parlance of our time, but we really should disentangle them.

Dummy players are much more common; they are easier to design and typically sufficient. Most dummy players replace indirect player interactions, taking away resources, limiting player options, or providing a game timer. Dummies are usually fully random (roll a die, occupy a space) or strictly defined (collect highest value card). Adding a decision tree to “improve” the dummy player is the transformative event that creates AI.

I'm baffled by the widespread distaste of dummy players that allow smaller groups to play otherwise inaccessible games. I can understand preferring an actual human as an opponent or teammate, but if you step back and consider the player interactions as we have, a well-designed dummy leaves the players with very similar gameplay decisions.

Our New Question

Does this game’s solo mode require an AI or a dummy, or can it be left as a simple score attack game? The preliminary answer addresses the type of player interaction within the component design space.

Let’s proceed by identifying the rules, cards, and effects that refer to other players. Can effects referencing opponents simply be removed, or are they integral to gameplay? Can cards referring to teammates or “a player” target the solo player? If questions like these can be addressed by a few sentences in the rules, or solved by the components you’re allotted, an AI opponent isn’t necessary.

Example 1: a heavy Euro that plays as “multiplayer solitaire.” This type of game is easily identifiable because players care very little what opponents do on their turns; at the start of your turn, survey the board and make choices based on available options. At the most, you’d need a dummy to limit player options, but often variable setup conditions can make a rewarding puzzle-type solo mode.

Example 2: the same game, with an allotment of solo-only cards. This decision basically makes itself. Make an event deck that interferes with the player’s plans, and play it enough times to set a reasonable score goal. Quick piece of advice: Not every event can be negative. Include some null cards or even the occasional beneficial event so the player gets the satisfaction of executing a planned turn.

When A Dummy Won't Do

Perhaps your first attempt made it to the table and fell completely flat. Maybe you realized that your concept was lacking something even before you tried it. Either way, it's time to consider Skynet.

It's clear now that the game you're working on needs proper player interaction to work. Completely random opponents may never be able to challenge a player, or they might create an unacceptably altered player experience. An opponent operating under a strict decision tree often turns the game into a solvable puzzle, which you might deem sub-par. Now your job is to adjust the random slider to somewhere in between zero and one hundred percent.

In the next installment, I'll talk about this process, define “acceptable exceptions,” and revisit score attack to discuss an appropriate goal.

Mike Mullins is a longtime playtester and developer, best known for the creation of solo modes for games such as Castle Dice, Lagoon, and Compounded. He and Darrell Louder recently co-designed Bottom of the 9th, which of course is playable solo as well.

Cardboard Edison’s Favorite Tips & Resources - February 2016

This month, our roundup of favorite board game design links includes some important advice about making it in the industry as a designer or publisher, a tool for tracking your progress on designs, a look at the future of board games, and more.

featured:

industry:

theory:

process:

publishing:

licensing:

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Ryan Abrams, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro, Matt Wolfe

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, Michael Gray, JR Honeycutt, Scott Martel Jr., Marcus Ross, Sean Rumble, Diane Sauer, Steven Tu

Meaningful Decisions: Anthony Amato & Nicole Kline on Design Choices in RESISTOR_

In our Meaningful Decisions series, we ask designers about the design choices they made while creating their games, and what lessons other designers can take away from those decisions.

In this edition, we talk with Anthony Amato and Nicole Kline, the designers of RESISTOR_, about private and public information, shifting game states, two-player games and more.

The double-sided cards in RESISTOR_ restrict information to one player or the other, while giving each player more information overall than they'd get from single-sided cards. What role does information play in the game, and how did you decide to parcel it out to the players?

Information gain is important in RESISTOR_. We tried to tie the times you gain information mostly to when it's not your turn, so it was a way for us to reward the inactive player for paying attention--or lose an advantage. It's also important in how the cards in hand work. We could have just had each player hold four one-sided cards, but because the cards are double-sided, when a player takes a card for themselves or uses it, they're taking an unknown card away from their opponent. This reinforces that both the board state and your choices available are constantly changing. It also adds an interesting psychological dynamic to the game. Because you're holding two cards, you think of those cards as "your" cards, and the cards in your opponent's hand as "their" cards, when in reality, you're just sharing those four cards. So when a player does the Draw and Trash action, they often say, "I don't want to give you this card, so I'll trash a card from my hand." Even though the information is very clear, physically holding onto that information changes the way players look at it and treat it.

Are there any lessons here that can be useful to designers when figuring out the right mix of public versus private information in their game?

The right mix of public versus private information really depends on the kind of game being created. If you're making a cooperative game, there's not a lot of reason to have an excess of private information unless you want to constrain the players' ability to communicate.

But in a game like RESISTOR_, the top faces of the board and both sides of every card in the discard pile are the only public information, because so much of your turn relies on that hidden information. Also, the use of private information really reinforces soft gotcha mechanics, since you might be sitting on something that can really change the game. How information is delivered, for us, was highly tied to the physical manipulation of the pieces, and we thought that this was a explorable area.

Thinking about the game as a physical thing can be a very informative angle to look at problems as well as look to your greater game design. Jaipur does this very elegantly with how it handles the camels. You could hold those in your hand, but that would be awkward, and so they made a choice for you to put them face up in front of you. This idea messes with public and private information and also speaks to what the players are physically doing at the table. Another good example is Sheriff of Nottingham--the bags aren't necessary, but the action of the sheriff physically taking the bags and threatening to open them once they're out of the players' hands adds so much to the feeling of it.

The Resistor cards shake up the game in several ways, including by shortening the circuit required to hit your opponent. This pushes the game toward a resolution and gives it an arc. How did you decide what effects the Resistor cards would have in the game?

Before the Resistor card was in the game, we had many problems we needed to solve, but we knew that we needed to keep the game short and simple for our audience at the time we created it. We had to solve as many problems as we could with as few mechanics as possible. Because each player has three actions afforded to them each turn, one player could continuously undo what the other player had done, which made the game feel stale, and often ended in victory for the first player who scored. The Resistor stops this from happening because it has the potential to change more on the board than you could with your normal actions, but due to its chaotic effects, it adds in a risk/reward dynamic.

We also felt that adding in the healing element helped to balance it as well, not only because it can help a player gain footing, but also because the player who got healed then discards their hand and draws a new hand, which burns through the deck quickly. The Resistor card is more likely to punish the person with the most advantageous situation at the moment, because if you are fully connected across the board, you are more likely to be affected.

In conjunction with the Draw and Trash action, the Resistor adds in a mechanic where the game destroys itself. So it's dangerous to the person in the lead, helps the person who is losing, and shortens the game, which ends up upsetting the memory balance of the game, since some people have a hard time remembering the card faces. But it also adds risk, because using a Resistor has the potential to be chaotic, and could reveal more Resistors, which can shorten the board way more quickly--or end up unexpectedly flipping cards back over again.

All of this enhances the idea that you should use cards in the moment or expect to lose them, and also prevents players from counting or remembering cards, since they can be discarded before you see both sides of them.

How important is it for a short game to have a changing game state and arc, and what are some ways of achieving this in a short game?

This is important in both short and long games, especially those in which there's a chance you could be losing very early on and never have a way to catch up. Nothing is more demoralizing--or less fun--than a game where you feel like the loser left behind. In a shorter game, you might even be able to get away with less of this, since sometimes the change happens so abruptly that the game ends. But in a longer game, it's important because it's part of what keeps players engaged.

If a shorter game doesn't have an arc, then you want to ensure every playthrough experience is different in some way. Hive is an example where it's a short experience but there's a chance that it's going to be exactly the same, depending on strategies. Seven7s is the opposite: every time you play it, you're going to get to the ending in a completely different way. By that we mean, the end state is always changing, and the values of the cards change as you're playing. So you're constantly making choices about whether you think the value of the cards in your hand will go up or down, and whether or not they're worth keeping or using. There's also no guarantee about the length of the game--one player could feel they have a good hand and try to rush the ending, while another might slow it down to get better cards. But it's never entirely in your control.

RESISTOR_ is strictly a two-player game. Did you ever consider expanding it to handle more players?

Absolutely. We considered this often, but when it wasn't coming together quickly/easily, and it felt like we were really trying to force it, shoehorn it, it just didn't feel like it was natural or intuitive. Eventually, we hit a point at which we decided that our efforts would be better spent making it a really good two-player game than trying to make it an inferior four-player game. Of course, we still have ideas for a multiplayer version, but RESISTOR_ as it stands is a finished product. If we did revisit the four-player idea, it would likely be as a totally different game, or a sequel to the game. We have some cool ideas for it, though...

What are some special considerations for designing a strictly two-player game?

Generally, a two-player game should be shorter. Obviously, that isn't a hard rule or anything, but it feels like if you're making a long-form game, you're making it for more than two players.

With our game, because of the double-sided cards, the players must also literally face each other, which is interesting, because most games don't have any kind of physical requirement to optimally play them.

Also, in a two-player scenario, it's especially important to make sure that both players are engaged at all times, which is why we tried to make sure that all of the actions available to a player on their turn also in some way affect the other player, even if it's just that they're gaining information. When you're designing a game for more than two players, it's more understandable that there will be some down time. But given the length of a two-player game, players shouldn't have down time, and the tempo should be tight.

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Ryan Abrams, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro, Matt Wolfe

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, Michael Gray, JR Honeycutt, Scott Martel Jr., Marcus Ross, Diane Sauer, Steven Tu

Cardboard Edison's Favorite Tips & Resources - January 2016

This month, our roundup of favorite board game design links includes deep looks at some thorny design problems, an important question you probably didn't ask your playtesters, a peek inside one publisher's thought process when evaluating a game, and more.

featured:

 theory:

playtesting:

process:

licensing:

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Ryan Abrams, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro, Matt Wolfe

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, Michael Gray, JR Honeycutt, Scott Martel Jr., Marcus Ross, Diane Sauer, Steven Tu

Cardboard Edison's Favorite Tips & Resources of 2015

This past year was filled with useful material about every aspect of board game design. We've gathered our favorite links and quotes from the past 12 months in one place. We also added links to all of the interviews, articles and infographics that we produced this year.

As always, we hope you find help and inspiration here.

Thanks, and happy 2016!

~ Chris & Suzanne Zinsli, Cardboard Edison

licensing:

theory:

playtesting:

  • “You can never playtest enough. If you think you are done, you are not. Playtest some more.” - Jon Gilmour

  • Different playstyles you can mimic during solo testing

  • “If you ignore all feedback and advice, you will fail. If you twist and contort your designs to follow all feedback, you will fail. Listen to your advisors, and weigh their words of wisdom. But you have to make the final decisions, you have to provide the vision.” - Kevin Wilson

process:

publishing:

industry:

Meaningful Decisions:

The Publishers:

contract terms:

featured:

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, Michael Gray, JR Honeycutt, Scott Martel Jr., Marcus Ross, Diane Saue

The Publishers: Q&A With Shari Spiro of Ad Magic & Breaking Games

In this installment of The Publishers, we speak with Shari Spiro of Ad Magic and Breaking Games about manufacturing vs. publishing, promotion, changing direction, partnering with designers and more.

Between Ad Magic and Breaking Games, your businesses straddle the line between manufacturing and publishing. Tell us about how you reached that decision and how you approach those dual roles.

The only reason I started Breaking Games was because clients basically asked us to. Once I played the prototype of Letter Tycoon I knew I had to publish the game. Same thing with POOP, once people kept asking about the little game in the clever brown box over and over I knew I had to publish and promote the game. It was a natural extension of our business model--since we were already attending trade shows--to sell our clients’ games with them.

My dual roles are an interesting question. While I am the manufacturer for some very big games--which I handle personally--I also need to take the time to review and play the games of new designers with staff and oversee the agreements for how we will interact with each designer. Like the rest of my life in general, it is all about balance. I do my best to maintain it.

You've given designers working with Breaking Games booth space at conventions to promote their games, to a greater degree than most other publishers. How does promotion fit into your publishing model?

To me, the designers are rock stars and the games are their songs. The booth is simply the stage we set up for them to play on and demo their masterpieces. We get grassroots feedback and interest for the games, and this helps with the real-world job of educating people about and promoting the games.

Ad Magic focused on making promotional items before expanding into board and card games. How did this transition happen, and what have you learned about pivoting a business into a new line?

The transition happened when, for some unexpected reason, I fell in love with making playing cards and poker chips. Businesses are driven by what people are passionate about. Circles and rectangles were easy to design for, and I loved the simplicity. I came from a world of complex shapes and constantly changing print requirements for different mediums. Our jingle stated things like "from Toilet paper to the Taj Mahal, we can print your logo on it all, paper plastic vinyl leather brass and stone, and even magnetics, glass and rubber and foam, that means we can print your logo on anything..."

So I rebuilt the website to reflect custom playing cards, and suddenly we were number one in Google for "custom playing cards"! The website was awful, but the guys from Cards Against Humanity called and had us print their little Kickstarter :) and that started us down the Kickstarter manufacturing path, which led to card and board games.

What I have learned about pivoting the business is that you never truly pivot all the way; you take your previous skills with you. And it’s a good thing too, what with making oatmeal packs with cards in them, popsicles and cereal packs with cards in them, bullshit in a box--all of these capabilities came from our background in promotional products. Ironically the items and games are WAY more complicated now. Besides the crazy CAH and Exploding Kittens things, the strategy games and Euro games we are making include all kinds of materials: custom wooden parts, mini and metal pieces and even electronic components. So the effort to make things simpler only went so far, and in the end we are making items that are more complex than ever! Just look at Moonquake Escape, Kings Abbey and Fujian Trader, to name a few!

What do you look for when partnering with designers? Do the requirements change depending on the type of arrangement you make?

I look for equal parts great game and great person. All of our arrangements are custom, just like our products. We are trying to standardize a few things, but for the most part all designers have different needs, and we try to accommodate them as best we can.

Some games are in different stages of development when they come to us.  Some are ready to go, they just need a little assistance in bringing the game to cons. Some need a lot more assistance, full art development, rules need to be redeveloped, etc. That is what I mean by custom development.

As far as deals go, the deal is based on the mutual agreement between Breaking Games and the artist in direct relation to what each side brings to the table.

Cardboard Edison Omnibus is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, Michael Gray, JR Honeycutt, Scott Martel Jr., Marcus Ross, Diane Sauer

Cardboard Edison's Favorite Tips & Resources - November 2015

This month's roundup of great board game design links includes several new entries in our Meaningful Decisions interview series, advice for working with publishers, lessons from a first-time designer, and lots more.

featured:

licensing:

process:

theory:

playtesting:

Cardboard Edison Omnibus is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Scott Martel Jr., Marcus Ross, Diane Sauer

Meaningful Decisions: Donald X. Vaccarino on Design Choices in Dominion

In our Meaningful Decisions series, we ask designers about the design choices they made while creating their games, and what lessons other designers can take away from those decisions.

In this edition, we talk with Donald X. Vaccarino, the designer of Dominion, about deck-building, expansions, politics in games, variable setups and more.

Dominion established deck-building as a game mechanism, and many other games have sought to play around with the formula. How did you settle on the core elements around drawing, purchasing, discarding and reshuffling?

The premise was that you were building a deck while playing, and that everything was in the deck.

Since everything was in the deck, resources were in the deck. I didn't want to have it be too easy to get a small deck; so resources stay in the deck, you don't lose them. They're income.

Initially I considered having a variety of resources. It's simpler to have one, and means you don't draw a bad mix of them.

Initially I considered having to play a card to buy a card. But you'd always need those cards; maybe you'd lose yours or something and have nothing you could do. And some turns you wouldn't draw one. So, you can buy a card every turn, it's built in. And Copper costs $0, so you can always gain a foothold.

If you just drew one card a turn, it would take forever to see the deck you're building. So, you draw 5 cards a turn. You recycle everything so you can keep drawing it.

Initially I thought the choice of cards to buy would be like a line of cards, and when you buy one it's replaced. I worried though that too much of the game would be having a good card turned over when you got first shot at it. When it came time to try the game, I hadn't solved the problem. So I just put everything on the table at once. I figured, it would be easy to find the broken cards, and if the game worked I could refine it later. Of course it turned out we liked being able to buy everything. Then when I added more cards, I limited it to 10 that vary from game to game, because it's hard to keep track of even 10 different things, and 10 changing gives you plenty of variety.

You play a single Action card on your turn. This was a very simple approach I'd already used in other games. It meant I could have cards that let you break that rule, which was a significant attraction. Similarly only getting to buy one card is simple and creates the opportunity to make cards that give +1 Buy.

It's hard to shuffle a very small deck. So, you at least start with 10 cards. I didn't want to make any decisions for you for how your deck was built; so the 10 cards are bad.

Since everything was in the deck, victory cards were in the deck. I made three sizes thinking you'd be able to go for a faster or slower strategy. In the end the game aims heavily towards Provinces in order to keep the game long enough to have fun building your deck.

I needed an answer to the question, what if a pile runs out? At the same time I needed an end condition. So the initial end condition was, the game ends when any pile runs out. Later I changed it to fix a problem (if two players went for Duchies, everyone had to).

A more in-depth history.

You've designed numerous expansions for Dominion. Did you have expansions in mind when you made the base set, and did you have particular goals when you set out to make each expansion?

Initially there were just some cards. There were enough cards that I split it up into a 25-card main set and two 15-card expansions. I moved on to other projects, but my friends just wanted to play Dominion, so I expanded the expansions and made more of them. When I showed the game to Rio Grande Games, I had a 25-card main set and five 20-card expansions.

The expansions have several goals.

  • They try to add something new and exciting to the game, while still being just more cards.
  • They try to play well by themselves. My feeling was that some people buying an expansion would initially play the expansion by itself.
  • They try to have certain game elements at certain frequencies. For example, about 1 in 8 cards gives +2 Actions or otherwise plays extra cards ("villages"). This is essential in order to have it be that, whatever mix of expansions you have, you'll get a decent game experience.

What strategies can designers use to find new design space for an expansion for their game?

An overriding concern is that the expansion be good for the fans of the game. You don't want to veer off too much. People who didn't like the base game aren't trying the expansions, so it's not like, say, a bidding-themed expansion could open up Dominion to bidding fans. The one thing you know about the audience for your expansion is that they liked the base game. So the expansion should shake things up some, but stick pretty close to the main set's premise, especially in terms of what the fun part is.

There are two kinds of expansions: ones that really change the game, and ones that are just more stuff. I have leaned heavily on just having more stuff. Dominion has cards, and you don't use them all each game, so an expansion can seamlessly add more cards. Kingdom Builder has boards and you don't use them all; the expansions add more boards. But other people also make expansions that aren't like that; Cities & Knights is a big change to Catan, not just more of the basic stuff.

I don't know what advice I can give on expansions that really change things. I personally haven't done them, and might lean more towards making a spin-off rather than an expansion there.

For expansions that add more of what you've got, there are several good basic ways to find stuff to do.

  • General functional theme. Anything you can do normally here and there, you can focus on doing a lot of in one expansion. Wizards of the Coast does this a bunch with Magic; any set may have artifacts, and then one set will have lots and lots of artifacts.
  • Program flow theme. This is where there's some basic what-you-do logic that you do a lot of. This is a major source of Dominion expansion themes. Intrigue has "choose one" as a theme; Seaside tries out "now and next turn"; Hinterlands has "when you gain this"; Dark Ages has "when you trash this."
  • Qualifier theme. Cornucopia has a variety theme; several cards care about cards being different from other cards. It's an aspect of things rather than what-you-do.
  • Flavor theme. You can start with flavor instead of functionality. This is a better fit for games that allow more complexity; when you have very simple cards, it's harder to hang meaningful flavor on them. Again, Magic does this one a bunch.
  • Break conventions. In Dominion the convention is that Victory cards don't do anything else, they're just worth points at the end. Intrigue breaks that convention by having Victory cards that do things. A good trick here is to establish conventions, planning to break them later.
  • Add data. Adding data to the game requires components to track the data, but it's otherwise a great, always-available way to find new things to do.
  • Add a value. Alchemy adds Potions as a resource. It gives you a new potential cost for cards.
  • Add rules. This makes your game more complex, and if you add both data and rules, it's like you added a game to your game. Still, sometimes adding a rule will get you somewhere good. Guilds adds both coin tokens and the rule that lets you trade them in.

Attack cards are the most direct form of player interaction in Dominion. Without them, player interactions are much more subtle. Did you seek to encourage certain types of player interaction in Dominion, or did you want to allow the players' preferences to determine this?

Dominion is a game where a lot of the interaction is "incidental," meaning, it comes from the card mix rather than the rules. To make sure there will tend to be a good amount of interaction, I have a certain proportion of interactive cards. It's gone up slightly over the years, though the percent that's attacks has gone down.

There are a few different kinds of interactive cards, not just attacks.

  • Attacks!
  • Cards that give something to other players. Council Room has the other players draw a card.
  • Cards that get data or a decision from other players. Contraband has the player to your left make a decision that limits you.
  • Cards that interact with something the players share. City cares about empty piles, which all players affect.
  • Cards that push competition for the cards. These are more mild but I count them for a fraction. For example, Gardens can cause us to compete over the pile.
  • Cards that feed off of attacks. I don't count these towards my quota since they don't increase the percentage of games with interaction, but they do interact in games with attacks. For example, Moat stops attacks.

I am strictly anti-politics. By "politics," I mean situations in a game where it's possible to talk other players into decisions that benefit both of you to the detriment of other players. You can't completely get rid of politics from interactive multiplayer games (that aren't reduced to 1-2 teams). You can dial it way down though, and that's what I do. So Dominion's attacks and interactive non-attacks all involve everyone else. Militia makes everyone else discard down to 3; you don't pick a player to hose. For me this is just key to enjoying the game. There are players who like to pick who to hose and, well, there are games out there that cater to them.

So: I try to have a good amount of interaction (though it varies with the cards used); I specifically avoid politics; and otherwise it's just down to what I can manage to do on cards.

What can designers do to encourage or discourage certain types of interaction, or to put the level of interaction in players' hands?

My games strive to have variety. Some of them get it in a player-selected way--the varying cards in Dominion, the varying boards in Kingdom Builder. That is all I do to give players control over how much interaction the game has. Anything else is just play style.

I am interested in most ways players can interact. What I do not like, again, is politics.

The main way to reduce politics is to remove the common ground. When I attack you in Risk, every other player benefits. They can try to talk me into attacking you; it's good for them, it's good for me. In Dominion, Witch attacks everyone else; no other player shares in benefiting from me playing it.

Hiding information can also reduce politics. When you are choosing between playing Militia or Adventurer and I already have 3 cards in hand from someone else's Militia, I could try to talk you into the attack, which would hurt at least one other player but not me. But I don't know that you're considering those options until after you've decided.

Simultaneous decisions involve hidden information but further reduce politics. We're all busy during the time I'd spend trying to talk you into a mutually beneficial attack; I don't want to reveal what I'm doing at all via saying what I want you to do.

There are more extreme measures. You can reduce decision-making; reduce interaction period; have all players on one or two teams (a co-op or team game).

Encouraging interaction is not an issue. If the game provides ways to interact, well, if they're mandatory everyone will do them, and if they're optional then the people who enjoy them will do them. Providing ways to interact is important, but people need no encouragement there.

Dominion allows players to choose which card types to include in each session, giving the game a great amount of variability. There are also suggested setups. How did you determine what options to give players?

I tried to keep the set-up simple. The simplest thing is to have one kind of thing that varies, so I try that first. For some games you might be stuck having multiple kinds of things to vary, but this wasn't necessary in Dominion. For Kingdom Builder I vary the scoring separate from the boards.

I try to have games vary as much as possible but not too much. I don't want it to change so much that it's not that game you like, but otherwise I want to really shake things up.

My expectation is that, when there's a set of things to pick from randomly, many people will pick randomly! So that does affect what things are in the set; for example, if something is no good for new players, it might be stuck waiting for an expansion (or never happening). If a combo is too dominating, you might have that combo, so I have to fix it.

The suggested setups, after the first game one, exist because the thought was that some people might like them, as a way to not just jump into pure random. Originally I did not put much work into them; after all, the game is supposed to work with random cards. So I picked cards that went together in whatever ways and they were played once each and that's that. For much later sets, it was clear some people played all of them, and I started playtesting them and tweaking them a little. They are still not all that polished; again the game is supposed to work with random cards, and if it does then these lists will work too.

How much guidance should designers give players in variable setup? Do they need to be wary of an abundance of variety creating an unpredictable experience?

It's a concern in two ways.

First, you want the first game to be as good as possible. If you leave it up to chance, it will sometimes be the very worst case for a first game. So, just specify what portion of the variable setup to use for your first game. Dominion says, play with these 10 cards.

Second, there are all the other games, after the first game. If there's something you need in the game, you need to make sure it's there. For example if it was important to always have a +2 Actions card in Dominion, and I didn't want it to always be the same one, then there would need to be, say, a separate pile of those, so you took nine random regular cards plus one random +2 Actions card. It's nice to avoid having to complicate the set-up like that, but you may have to.

Players can play with whatever cards. If they pick randomly they'll see certain things as often as I like them; for example, a typical game will have a +2 Actions card, but some games there won't be one, for a different experience. But some players may wish to always have +2 Actions, or always have a defense if they have an attack, or whatever, and that's fine. They'll know how much they like it and can stop doing things they don't like. They can always go back to random.

The cards in the game almost all directly help you build up. So it's hard to have a random set of 10 that doesn't give you ways to move forward (without just buying treasures). A big trick here is that smaller effects will have basic resources attached, like the +$2 on Militia.

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo
 
JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat
 
ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro
 
APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Scott Martel Jr., Marcus Ross, Diane Sauer

Guest Post: The Hidden Work of Game Design

By Doug Levandowski

In a past article on jealousy, I talked about perceived luck as a cause of jealousy. I didn’t really delve into the root cause of what we perceive as luck too deeply, so I wanted to do that here. I think what it comes down to is “hidden work”--things that people do that either fly beneath the radar or that hide in plain sight.

The best way, I think, to explain this is from a quote from one of my favorite plays, “Master Harold”…and the Boys, a scathing critique of Apartheid South Africa. One of the recurring motifs in the play is ballroom dance, and in an early scene, one character, Sam, tries to coach an obstinate Willie in the ways of ballroom dance. Willie does not take criticism well…

WILLIE: How can I enjoy myself? Not straight, too stiff and now it's also glide, give it more style, make it smooth . . . Haai! Is hard to remember all those things, Boet Sam.

SAM: That's your trouble. You're trying too hard.

WILLIE: I try hard because it is hard.

SAM: But don't let me see it. The secret is to make it look easy. Ballroom must look happy, Willie, not like hard work. It must . . . Ja! . . . it must look like romance.

WILLIE: Now another one! What's romance?

SAM: Love story with happy ending. A handsome man in tails, and in his arms, smiling at him, a beautiful lady in evening dress.

WILLIE: Fred Astaire, Ginger Rogers.

SAM: You got it. Tapdance or ballroom, it's the same. Romance. In two weeks' time when the judges look at you and Hilda, they must see a man and a woman who are dancing their way to a happy ending. What I saw was you holding her like you were frightened she was going to run away.

Sam goes on to explain that romance is the magical moment when something that takes great effort appears effortless. It’s a great play and literally everyone should read it. Or watch it. Or both.

But Sam’s concept of romance gets to the root of the reason that I think so many people think that luck plays such a big factor in getting published or making a great game--sometimes very quickly. It isn’t that great games burst out of their creator’s heads fully formed like Athena. The truth is that a lot of the work that happens in the gaming industry either happens behind the scenes or is romance--it doesn’t seem like work. It hides in plain sight.

What then should we know about “hidden work” that can help make us better designers?

We don’t see practice--but practice is vital.

When a jazz improviser picks up an instrument and starts playing, it seems like magic. Over the summer, I took a vacation with a friend of mine who’s a professional flutist, and he practiced scales for about an hour each day. Nobody’s really magical; people who are good just practice hard. Malcolm Gladwell argues that 10,000 hours of practice will make someone an expert, and even if that isn't necessarily true, practice still accounts for (according to that study) about a third of the variation in ability levels.

The same is true of game design. Every game you design is practice for the next one. When JR Honeycutt and I designed Unpub: The Unpublished Card Game in about a week, that was because it was about the 30th game we’d designed (combined total of stuff in some playable state…not published or as a design team…yet...). On the other hand, the first game I designed took me and the co-designer about a year and a half, and, on average, we worked on the game for about two hours each day.

The difference is obvious: practice. As I did BoardGameGeek’s 24-hour contests (the equivalent of a jazz solo, I’d say) once a month for a year, I got better as a designer. Nothing from those contests was a finished design, but each was a way to practice designing in a compressed, quick way. If you’re looking for ways to practice, then look no further than here. Or, check out Boardgamizer for a random set of mechanics, theme and victory conditions and just practice.

Most importantly, don’t be afraid to start things that don’t wind up going anywhere. A design that ultimately doesn’t work can still be a great exercise--and we can learn quite a lot from our failures.

“Good writers borrow. Great writers steal.”

Since I can’t find the original author of that quote after 20 seconds of Internet research, we’ll just say that one is unattributable--but that doesn’t make it not true. In English teaching, we call this writing from a model. Look at how Austen used free indirect discourse and try that out. Look at how Remarque used imagery and try that out. Borrow--or outright steal.

We can do the same thing in game design. You don’t even have to start from scratch. Take a game you like and change it in some meaningful way--or take one that you don’t like and make it good. One of my first design projects was trying to make a good two-player version of Catan using the original components. I wouldn’t publish it--both because it’s not my original game and because I couldn’t make it work. Still, it was a great exercise--and excellent practice for future designs. I learned a lot about what makes two-player games work--and what prevents them from working. In some ways, it was a way to prepare myself to design You’re Fired two years later--but by the time I got there, all that work was hidden. It seemed like the core elements of You’re Fired happened quickly while I was watching Netflix with my wife.

Your first one won’t be the best one--and it takes a lot of time to do things quickly.

It’s more or less established game design law that designers don’t think their first design is their best--even if it’s the one that they put the most work into. My theory, which was very true for me, is that because it’s their first, new designers don’t think they’ll ever have another idea. But you will. I promise.

In this respect, I think that going back to jazz is a particularly good way to shift our thinking as designers. No jazz musician does a single solo and goes, “Weeeelp, that’s it. I’ll never be able to do another one of those,” or even thinks that before they start it. They know this is the first of many. What makes it so tough to think about game design this way? I’d say nothing--just our own hangups.

So, especially if you’re starting out, give yourself permission to not get the first one quite right (but do listen to feedback from experienced designers to make it better). And, most importantly, give yourself permission to put in a lot of work that feels impossibly hard, knowing that your next one (and the one after that, and after that, and after that) will be better and easier--more like romance.

For example, during the designer dinner at Unpub 5, JR had an idea for a game based on someone mishearing names. Four hours later, he told me that he’d made a prototype and wanted me to play it, but I told him I was too tired. The next morning, he said, “Hey, that game I made yesterday? I sold that last night.”

Anyone who doesn’t know him might be tempted to say, “Man, that’s lucky. I guess they wanted any game and just signed something!” or “It’s lucky that the game turned out so well so quickly.” But that’s practicing for years. It takes a lot of work to make design look that effortless and to make it possible for him to design so, so quickly.

Start looking at playing games as work.

Playtesting counts as work on a design. Of course it does. But can you actually quantify how many hours you’ve spent on your current design? And when you’re sitting at a table with your friends, laughing, eating Doritos, throwing things at each other, and giving each other feedback, does that feel or look like work?

There’s the old saying that if you love what you do, you’ll never work a day in your life. That saying is dumb. It won’t feel like work, but you’ll be working your buns off. Csikszentmihalyi (good luck saying that one--I used him in my dissertation, and even I can’t get it right) studied motivation and found that when people are meaningfully challenged at a level commensurate with their skill, they enter a state that he calls “flow”--where they are intrinsically motivated to continue working on something. In this state, people will get absorbed in their work and will continue working long past when others would stop, without really realizing how hard they’re working.

As game designers, we’re both good at what we do (if I do say so myself) and exceptionally challenged by the task at hand, but it’s never outside of our ability. It’s just a matter of how quickly we’ll improve the game. Still, it always looks like romance because we’re laughing and throwing Doritos while we work.

It’s even the case that, indirectly, playing other games makes you a better designer. Of course, if I’m playtesting for someone and giving them feedback, we’re honing our skills as designers in obvious ways. In the same way that the students who read the most are the best writers, though, so too are the people who play a lot of games better designers. In short, you see more of what works, what doesn’t and what drives engagement with a game.

So, bottom line, just start designing. Don’t worry if it seems like a specific project won’t go anywhere. Co-design and work with someone you respect. Or design on your own. Or both. Just keep designing. But first, go read “Master Harold”...and the Boys because it’s so damn good.

Meaningful Decisions: T.C. Petty III on Design Choices in VivaJava Dice

In our Meaningful Decisions series, we ask designers about the design choices they made while creating their games, and what lessons other designers can take away from those decisions.

In this edition, we talk with T.C. Petty III, the designer of VivaJava: The Coffee Game: The Dice Game, about balancing different strategies, dice manipulation, player engagement, variable abilities and more.

Players in VivaJava Dice will advance on one of two tracks each turn: performance points, which bring them closer to victory, or research points, which let them build a game engine to score more performance points. How did you settle on this dual-track framework and balance both approaches?

The key to making VivaJava Dice feel balanced even when there is this weird and major randomization agent called dice is to balance the ways to score points.

I wanted players to have an obvious and easy way to score points: make coffee blends. But, I also wanted a way for players to build their own engine with little interference from other players: Research. What makes the game an unsolvable, interactive puzzle is that your choices can impact other players’ choices on a tactical level.

By making the most obvious way to score also the most vulnerable to player interaction, it provides an interesting short-term goal. Enter the king-of-the-hill mechanic. Players can create a Featured Blend with their coffee dice to score major points, but if another player is able to make a better Featured Blend, they can replace your Blend before those points can be locked in at the start of your next turn. Also, to make sure that the decision matters on either side, when a player decides to risk their Featured Blend, they lose their ability to Research. So, while an aggressive player may be scoring points, they cannot invest in abilities. I also added a second Blend called the Rainbow Blend which is even more volatile, but allows the player to both score points and take Research.

Research not only gives players new abilities, but it allows them to score points as well by reaching the end of these tracks. However, to balance this out, I made it so that once scored, you lose the ability listed on the Research track. Suddenly, tactical timing also becomes important.

Blending represents short-term goals that can be scored multiple times, while Research represents long-term investments that can be cashed in for short-term rewards. This mix of tactics and strategy and luck makes for some satisfying easy decisions and some crucial agonizing decisions.

How can designers ensure that their game accommodates the two playstyles of going for points versus engine-building?

I’d actually recommend that designers play Saint Petersburg. Like, really sit down and play Saint Petersburg about 15 times. It’s a fantastic game, and the engine-building in it is possibly the simplest and most satisfying. But it’s really strict and unbalanced. And that imbalance is only apparent after many, many entertaining plays. Experienced players will absolutely destroy new players. However, it taught me several huge lessons in game design and how to improve upon games of the past. “Nobles.” That’s all I’m saying.

Don’t just break out a spreadsheet. Make sure that player interaction is your balancing mechanism. Juicy points should exist in a fragile space, require excellent timing, or have a negative effect. Investment should be rewarded, but if it exists within a personal space isolated from other players, it should never trump the interactive points (unless players allow it to).

I’ve always been a fan of victory points. I know it sounds ridiculous, but when you play a lot of “classic” games, you start to notice that games either end at a finish line or by most cash. The stuff you do during the game doesn’t convert to victory points and it usually funnels your strategy down one specific path. Being able to convert “things” into points in various ways is what creates interesting decisions and multiple paths to victory.

Dice manipulation is a common way of mitigating the luck inherent in rolling dice. How did you decide on the particular dice manipulation abilities in VivaJava Dice?

I’d actually disagree with this statement. Dice manipulation, aside from re-rolling, has only recently become a “thing.” Dungeon crawlers, RPGs, and some war games have implemented modifying the result with plusses and minuses, but rarely do you see dice manipulated in a direct way--other than the Yahtzee re-roll, of course. I was actually extremely surprised that someone had not created a similar system to VivaJava Dice before. After Alien Frontiers, it just seemed so obvious to do this and maybe it’s so obvious that people assume it’s out there in some form, but it just didn’t exist.

Deciding on dice manipulation abilities wasn’t really a decision. I used every single dice manipulation ability that exists. Re-roll. Flip to opposite side. Add a pip. Remove a pip. Choose any side. Dice are really limited in this sense. Anything past this point starts becoming convoluted, so if there was any real decision, it was to exclude any abilities that couldn’t be explained in about 10 words or fewer. Dice manipulation should be easily understood.

The only manipulation ability that I regret not using after the fact is “Choose another player. That player turns the die of your choice to the face of their choice.” This advanced ability would have increased player interaction and made for some interesting above-the-table moments.

What should designers keep in mind when formulating dice manipulation abilities?

I just listed all the dice manipulation abilities above. Memorize them and tweak them to your needs.

If you decide to use more complex dice manipulation than the standard re-roll, make sure each of the different faces of a die are important. Many times in VivaJava Dice, players will manipulate their dice to lower values in order to research a specific ability or to create a stronger blend. This is because each die face is significantly different and their importance varies between players and between games. If rolling higher is always better in your design, then your pool of manipulation abilities is limited even further. Most game designs have no reason to include “remove a pip” or “flip to opposite side.”

Also, know the classics. The Yahtzee re-roll is a form where players get an initial roll and then are allowed to re-roll any or all dice of their choice two more times. Be prepared for your game to be called a “Yahtzee variant.” Another classic is the Lock & Re-Roll. What this means is that a player may re-roll as many times as they want, but must lock in one or more dice with each new roll until all dice are locked. You will be compared to these.

Getting a good blend means it may be in a player's best interest to sit on the blend and effectively forfeit their next turn for points rather than roll and allocate the dice. How does the design keep players participating in the game's core fun activities?

In all honesty, there are a few people that dislike this mechanic. I think these people play games way too slowly. A turn in VivaJava Dice is supposed to last somewhere around 15 seconds, otherwise I’d agree that choosing to skip your own turn for points is not a “fun” mechanic.

Players also have to degrade their Blend after scoring. Which effectively means they are making their Blend worse and more open to destruction by other players before they decide to skip their turn and hope to score more points on the next. As the game continues, this decision becomes even more crucial. The fun portion is watching other players’ turns and gritting your teeth if they come close to besting your Blend. As I mentioned before, Blends are a huge source of points, but also the most dangerous way to gain them.

Are there ways that a design can actually discourage players from having fun, and what can designers do about it?

For me, the equation is Fun equals Engagement. Even when a game is so bad that it’s entertaining, the fun is in the anticipation of the next cringe-worthy moment, or awkward butt-touching social event that will be thrust upon players. Once a player becomes bored, underwhelmed, overwhelmed, jilted, or the illusion of control is broken, the game ceases to engage the player.

The easiest way to avoid players disengaging, is to minimize downtime. The only reason a game like Through the Ages, which may have 10 to 15 minutes of downtime between turns, works, is because when it’s your turn, it’s blissfully challenging, interesting and filled with exciting mini-goals and long-term achievements. A dexterity game like PitchCar would never work if players had to wait 15 minutes for their turn. In VivaJava Dice, turns follow a simple sequence of events and are over very quickly. Roll, make a choice or two, pass the dice.

VivaJava Dice does another interesting trick though. It makes another player’s turn and actions important and, many times, exciting to watch by having an interactive element tied directly to scoring. If you play VivaJava Dice by looking only at your coaster and ignoring other players, you will lose. And the race for a point total is so immediately accessible that the metagame begins very quickly. Giving players a central goal, something to overcome or stop or avoid, keeps engagement levels higher even when players aren’t directly involved in the action.

In a dice game, avoid wasted turns or dice. If you find that your game has people stating, “Well, I can’t really do anything with this,” fix your game. And avoid random screw-over moments, either by a single die roll or by some weird randomly rolled combination that affects all players. It’s very discouraging. And make sure players get to roll their dice. It’s why people play dice games.

VivaJava Dice comes with a lot of research abilities that players can randomly select at the start of each game. How did you design, select and balance all of these abilities?

I’m somewhat of a perfectionist, so I have to curtail my own tendency to refine and rebalance and tweak right up until the last minute. Determining which abilities were used in the game was the most time-intensive aspect of development. It took longer than expected because of my own stubbornness.

When I released my first print-and-play for the game, I had included 18 abilities. I found out very quickly that a completely random starting setup caused problems. And most importantly, players want to roll dice in a dice game. So, no matter what the setup, I always included Re-Roll on the White bean face of the Research tracks. To make sure that every game had a balanced set of abilities, I placed each of the abilities into one of three categories, and made sure that these symbols appeared on the coaster board that allowed for customization. Players could still customize their board, but it gave a guideline to keep every game moving along.

I made some pre-designed coasters, that provided players a quick-start set of abilities that was balanced. The problem was, it was broken for new players. Scott King, a playtester and friend, told me multiple times that he could win the game consistently by spamming one of the abilities. I kept dismissing his advice until I heard another set of playtesters mention the same thing. It wasn’t until Scott visited and we played two-player that I relented. I was able to win without using the ability, but I had to employ an extremely reactive strategy. So, even though it was possible to win, it required an experienced player to do so and this was supposed to be the lightest introductory set of abilities.

The key is blind playtesting and swallowing your ego when something doesn’t work correctly. It’s an extremely difficult skill. Another playtester, Ryan Sanders (of Inquisitive Meeple), fed me ideas during the process and was instrumental in me continually questioning the final mix of abilities. Listen to people. Pick apart their brains. Sometimes they have terrible ideas, but many times they can also solve problems that you never knew existed.

I also wish Creamer, one of the most mean abilities from the Game of the Year expansion (it pretty much ruins another player’s turn at the cost of a token) was included in the main game. It creates such an interesting meta game.

What can designers do to come up with compelling game powers, choose the best mix, and balance them against each other?

Usually game powers that are simple are the most overpowered. Magic: The Gathering’s initial sets were highly chaotic due to the simplicity of the text. The key to Magic’s continued success is essentially nerfing or underpowering every single card ability so that it doesn’t do the one thing you really want it to. They’ve spent 20 years fixing the chaos of the initial sets of cards. But, if you also notice, Magic is just as stubborn and resistant to change as an amateur designer’s ego. It took 15 years for the designers to realize that specific cards were always used in certain color decks. The initial band-aid was to limit cards to only four copies in each deck. But that isn’t a solution, it’s side-stepping the issue. The thing is, if a power is always the best for a certain type of strategy, then you should always have four copies of it, and if that’s the case, the card is too powerful.

So, given that the most popular hobby game in the entire world was unable to find a good balance between cards and still struggles to temper dominant strategies, don’t expect to be perfect. But the most important thing is to be acutely aware of any powers that players always go for. If there is never a reason to diverge, swallow your ego, and figure out a solution that either increases the power’s cost, makes it appear later in the game, or increases the allure of other options. Certain abilities may emerge as better or worse than others, and that’s OK as long as they are all interesting and fair in cost or require good timing to acquire.

There’s no magic spreadsheet for abilities. It’s always going to be by feel if these abilities have text that break different portions of the game. But embrace statistics and the concept of “expected value.” If you have no mathematical skill in this area, find someone who does that can give you the expected value of a player’s investment or random outcome. Certain dice manipulation abilities are better than others. For example, the Yahtzee re-roll is actually worse percentage-wise than flipping a single die to its opposite face. It’s important to have this knowledge when making cost decisions if something is clearly better than something else.

And also, make sure that players aren’t making too many decisions that sacrifice fun for strategy. The strategy should be part of the fun, so make abilities that are both fun and strategic, and players will thank you with their hard-earned cash.

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Marcus Ross, Diane Sauer

Meaningful Decisions: Jason Tagmire on Design Choices in Maximum Throwdown

In our Meaningful Decisions series, we ask designers about the design choices they made while creating their games, and what lessons other designers can take away from those decisions.

In this edition, we talk with Jason Tagmire, the designer of Maximum Throwdown, about table presence, designing factions, making a game fun even when you lose, and more.

Photo by Scott King, scottking.info

Photo by Scott King, scottking.info

Players play Maximum Throwdown while standing around the table, instead of sitting. When it’s played in public, it always draws a crowd of spectators. Was this an intended effect of having the players stand?

It wasn’t intentional but it became apparent very early on. Some of the earliest playlists were late at night at conventions, and played on big 6-foot round tables. These were practically made for Maximum Throwdown. Players were all at equal distances from the center, and the center was three feet from the edge of the table. I don’t think I’ve experienced a better playing surface for the game.

In a very memorable session at Unpub 3, it was myself, a few recurring playtesters, and Jeff Quick from AEG. This was a particularly rowdy group, and it drew a decent-sized crowd. I feel like the tone of that game, along with the crowd that it drew, had a big impact on it getting picked up by AEG.

What can designers do to get the attention of passers-by and increase their game’s table presence?

Add some height. Card games are often hard to catch someone’s eyes, as they are very flat and two-dimensional. It’s even hard to photograph them and make them look exciting. If there is any way to add height, it will dramatically increase the visual appeal.

Each of the game’s factions plays differently, yet they all share the same set of actions. How did you achieve this variability?

I wanted to have each faction feel unique, but I didn’t want to clog up the game with a lot of icons/abilities. Most of the abilities in the base game are required to keep it moving so I couldn’t pick and choose specific abilities for specific factions. With those issues in mind, I decided to play with the numbers.

Dragons will often hoard their gold, so the dragon faction is all about points. It has more point icons than any other, but has fewer abilities to activate during their turns. Pirates are thieves, so their ability was naturally the steal ability.

Each faction started with the exact same icons and I added and subtracted from there. Very lightly at first, just to keep it as balanced as possible. In the end, each has a larger amount of one specific faction, but not enough that all players will notice the first time around. It’s subtle because of the balancing required, and also because of the base icons needed to propel the game along.

With Maximum Throwdown: Overload, I took a less subtle approach by making six new card abilities. This gave a pool of 12 abilities to choose from, with six basic ones (and three of them being the basic building blocks of the game: Draw, Throw and Points) and six all-new abilities. Each faction had a unique combination of six icons that no other faction had, and each faction played very differently than any other. Balancing these factions within the set, as well as against the previous set, was pretty intense.

How can designers create factions that play differently, aside from the typical approach of adding unique rules for each player?

I’ve been enjoying the Magic: The Gathering approach recently. Each type has a distinct play style that is very different than the next. The combination of those makes for unique, personalized gameplay that may be creature heavy with some deck destruction, or fast and protective. This is much different than giving every player a unique player power as it lets the player craft their own experience.

The card-throwing mechanic creates moments of excitement when a thrown card lands just right, but just as often a poorly thrown card results in laughter. Did you make any changes to the design to emphasize this?

We had some slight additions in the late development process to emphasis this. An example would be the initial base card setup. It’s a selection of cards that are placed in the center of the table and used for the targets for the first cards that are thrown. Cards are required to land on other cards, so we had some fun with the bases. One is a ring of five to six cards with a big open hole in the middle. If the first player throws and lands in the middle of the “ring of death,” then their card is discarded and play passes to the next player. It’s one of those things that happens every now and then and makes for a memorable experience.

Is this unique to dexterity games, that fun results even when a strategy fails? What can designers do to ensure that their game is fun to play even if they don’t win?

Dexterity games are rare in that they are enjoyable to play and also to watch. There’s an unknown element to dexterity games, and it’s often just gravity. It’s neat to see things teeter back and forth and exciting when they do or do not eventually fall down. It often becomes a spectacle simply due to the nature of dexterity games.

I don’t think this is exclusive to dexterity games though. Party games will share some of the same qualities. My most memorable game of Spyfall was when I was a spy and played so terribly that my loss triggered an eruption of laughs from the other players. I was happy to be a part of that, even as a player that lost the round. Storytelling/RPGs also have a way of engaging all of the players.

I think designers can make their games fun for losing players by creating incremental victories. Video games have nailed this through achievement systems. These are small, satisfying goals, that are often visible from the beginning. Leveling up a character in a video game also has that same feeling of accomplishment, especially when it opens up more opportunities. Looking at how video games reward a player is a great place to start.

Players only score at the start of their turn, rather than immediately after throwing a card. Why did you decide to set up scoring this way?

I thought a lot about this early on and I decided that points shouldn’t be awarded for landing a throw. Instead points should be awarded for surviving a round of play. It changed the way players would throw during their turn.

If players scored at the beginning of the turn, players just threw to the closest location. If they scored at the end of the turn, they had the opportunity to disable the points of any upcoming player. It could be the player right after them since they will score next and there are no other players to assist in slowing them down.

What are some ways you’ve discovered to use scoring to achieve more in a design beyond giving players a goal to aim for?

In the end, it’s essentially a goal that players are aiming for, but during the game can mean more than just who wins the game. Immediate effects of scoring can incentivize a player by impacting turn order or by having a direct effect on the amount of resources a player gets during their turn. Having current score double as any other part of the game opens it up into new territory.

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro

APPRENTICES: Kevin Brusky, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Marcus Ross, Diane Sauer

Cardboard Edison's Favorite Tips & Resources - October 2015

Our roundup of excellent board game design links and tips this month includes the conclusion of our series on licensing contract terms, reminders about seeking publishing partners, advice from a titan in the industry, and more...

featured:

licensing:

theory:

playtesting:

process:

  • “Don’t be afraid to give up on an idea if it isn’t working. You can always come back to it later or put it into another game. Don’t try to force a game together. It won’t be fun.” - Jonathan Bouthilet

publishing:

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro

APPRENTICES: Gino Brancazio, Kevin Brusky, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Marcus Ross, Diane Sauer

Cardboard Edison's Favorite Tips & Resources - September 2015

Our roundup of excellent board game design links and tips this month includes a new Meaningful Decisions interview, "golden rules" of design, advice for making the most of the design process and more...

featured:

theory:

playtesting:

industry:

licensing:

prototyping:

process:

  • "Play a TON of games. And very different games at that. More experience is just more tools to draw from." - Ben Pinchback
  • “I think probably the best advice I have is work on distancing yourself from your project. Be willing to break it and re-form it and think of it as an object distant from yourself. Be willing to push, and bend, and break that thing, and be focused on creating the best experience for the gamers and understand that it’s something you’re making for them.” - Anne-Marie De Witt
  • Mark Rosewater on what your priorities should be at each step of the creative process. Part 1, Part 2.
  • "If a design isn’t working, kill it. It’s tough but for the best. Fail fast. Move on." - Ben Pinchback

podcasts:

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro, Dan Sinensky

APPRENTICES: Gino Brancazio, Kevin Brusky, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Marcus Ross, Diane Sauer

Meaningful Decisions: Jamey Stegmaier on Design Choices in Euphoria

In our Meaningful Decisions series, we ask designers about the design choices they made while creating their games, and what lessons other designers can take away from those decisions.

In this edition, we talk with Jamey Stegmaier, co-designer with Alan Stone of Euphoria, about cooperation in a competitive game, point structures, player freedom, presenting information to players, and more.

Even though Euphoria is a competitive game, players are encouraged to cooperate in several ways, such as by jointly completing the constructed markets, advancing the allegiance tracks and digging the tunnels. How did you identify areas in your design where players could cooperate?

In Euphoria, the idea of competitive cooperation stemmed from the theme. Classic dystopias often have individuals who leverage each other to rise up the ranks. I knew I wanted players to build things in Euphoria, and I had several factions (allegiances and tunnels), so in both areas I saw opportunities for players to have shared interests.

What should designers who want to incorporate some form of cooperation into a competitive game keep in mind? How can the two playstyles work well together? Any pitfalls to watch out for?

For me, the key thing I look at is, “How can I give players self-serving choices that also benefit other players?” In a competitive game, players aren’t going to cooperate or collaborate just because it’s fun or thematic. It has to be self-serving. I think the great thing about games that mix the two together is that it creates positive interaction between players. Instead of blocking other players, you actually benefit the most by working together in certain areas.

The biggest pitfall, though, is that such cooperation doesn’t necessarily scale the best at all player counts. Euphoria has much less of this cooperative interaction at two players. It still works, but it’s more about doing your own thing (like most Euro games) than working with your opponent…since there’s only one opponent in a two-player game!

Each star-shaped territory can take a limited number of authority tokens, which forces players to diversify their actions rather than hammering on a single strategy. Why limit players' options in this way?

I wanted to encourage players to build interesting engines and combos, but not to let anyone run away with a particularly powerful engine. That’s why there are limits—you might have a good thing going that will net you a few stars, but once that territory fills up, you need to be able to think on your feet and have a backup plan in place.

Do some games need to give players more or less freedom of choice? How can a designer determine the right level of player freedom for their design?

I think it varies widely based on the game, but I would say for most games, limiting players through increased costs is the best way to go. For example, in Tzolk’in, the designers could have made a rule saying, “You can never place a worker beyond the third space on a wheel.” But it would have been an arbitrary rule, one more thing to remember in a complex game. Instead, they added a cost (more corn) and a limitation (each previous space on the wheel must be filled up), giving players the expensive choice to go as high up on the wheel as they want.

As for the right level of player freedom, I always like to return to the fun. If players would have more fun with more or less freedom, I’d make adjustments based on that.

In contrast to most games, you win Euphoria not by gaining points, but by getting rid of authority tokens. What purpose does this serve in the game's design?

Right, Euphoria amounts to a race game—you’re racing to place your 10th star before anyone else. If you do, you win. This is largely a thematic design choice. The stars represent your control over the dystopia, and if you’ve reached the tipping point, you wrest control away from your predecessor.

This serves a few purposes in the game’s design: One, it removes the need for giving the game a set number of rounds (in fact, Euphoria has no rounds, just turns). I don’t like it when a game tells me how many rounds I have unless that number is strongly thematic. The stars double as an end-game trigger. Two, I generally just don’t like points in my designs. I put up with them, but they’re so abstract. Who is awarding these points? What’s their real-life equivalent? There are lots of different ways that we gauge success in real life, but “points” aren’t one of them—they’re a game construct.

How can a game's point structure influence players' experience?

This race element creates a lot of tension. The game is always moving forward, never backward (there is no way to lose stars). It also gives players the immediate satisfaction of completing an important goal every time they place a star, as there are only 10 of them. The downside—particularly in that there is no hidden reveal at the end of the game—is that sometimes you can see that a player is about to win, and there’s nothing you can do to stop them. I think that’s more a flaw in the game’s ability to let you impede another player than in the star system itself, though.

You’ll actually see the next evolution of this system in Scythe. The end-game is triggered by stars (achievements in different categories), but scoring happens after that in the form of an accumulation of wealth based on each player’s end-game state (plus money they earned during the game). Unlike victory points, money is a concrete, real-life gauge of success.

The board in Euphoria is laid out to emphasize the thematic purposes of the worker spots, rather than grouping them by their strategic functions. For example, the commodity-generating areas are found near each associated faction's location, rather than in one place. Why did you choose this type of layout?

Well, mostly out of ignorance. :) I made the mistake of describing the art of the world to my artist and having her illustrate it without any influence from my graphic designer, Christine Bielke. At the time, I thought my graphic designer could just plop the design down onto the art, no problem. As it turns out, it’s a big problem!

That said, even if Christine had been involved earlier in the process, I probably still would have requested that each of the factions be separated into their individual areas, because that’s what the world of Euphoria looks like (or maybe I just can’t see it any other way at this point).

How can designers increase the usability of their games, and when should thematic or strategic considerations take precedence?

Work with your graphic designer to plan the layout of the board before your artist does anything! Learn from my mistake. :) I really think that’s the key, because if you work with your graphic designer, they’ll help you make sure the board is intuitive to players, and then your artist can make it beautiful through thematic illustrations.

Beyond that, study the things other board games do to make actions intuitive (or unintuitive). Players shouldn’t have to remember anything—everything should have a visual cue. For example, in Euphoria, the three types of action spaces have different elements to them to show players the differences between them: One is big and solid (lots of workers can go here), one is square and solid (one worker, can’t be bumped), and one is square with a dotted line and an arrow (one worker, can be bumped).

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro

APPRENTICES: Gino Brancazio, Kevin Brusky, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Marcus Ross, Diane Sauer

Cardboard Edison’s Favorite Tips & Resources - August 2015

Our monthly roundup of excellent board game design links and tips this month includes an interesting method of solo testing, practical advice for pitch sessions, some reminders about the industry and more…

theory:

playtesting:

process:

licensing:

industry:

  • “If you want your game to be published, consider the publisher part of the audience.” - Steven Cole
  • “You have to have a thick skin in any business, and this one is no exception. Name any game and there are people who won’t like it. Sure it’s hard to hear, but as long as there are plenty of good reactions as well, it’s not the end of the world.” - Sean Scott Garrity

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Aaron Lim, Nathan Miller, Marcel Perro

APPRENTICES: Gino Brancazio, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Diane Sauer, Dan Sinensky

Cardboard Edison’s Favorite Tips & Resources - July 2015

This month, our roundup of great board game design links features a new Meaningful Decisions interview and an insightful post by our interviewee, tips for negotiating a publishing contract, advice on playtesting and more…

featured:

licensing:

theory:

  • Score tracks: good and bad examples, and what else they can do
  • “I think world-building is very important for some games, but I think it’s very easy for creators to lose track of the fact that nobody will care as much about their world as they do. The mechanics and decisions players make have to reinforce your fictional construct, or it’ll all get ignored.” - Joshua Buergel

playtesting:

industry:

process:

Cardboard Edison is supported by our patrons on Patreon.

SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Nathan Miller, Marcel Perro

APPRENTICES: Gino Brancazio, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price, Diane Sauer, Dan Sinensky

Meaningful Decisions: Gil Hova on Design Choices in Battle Merchants

In our Meaningful Decisions series, we ask designers about the design choices they made while creating their games, and what lessons other designers can take away from those decisions.

In this edition, we talk with Gil Hova, designer of Battle Merchants, about thematic-mechanical fit, scaling, expansions and more.

image

The Kingdom Cards that give players special abilities and spice up the gameplay all have thematic explanations that fit the world of the game and help make sense of the mechanics. What was your process for coming up with them?

I came up with the base rules of the game, and then looked for rules that players would occasionally want to break. If I had a rule that said “you can’t do X,” then I came up with a card that said “you can do it now.”

Then I had to balance the cards. If a card was too powerful, it was the only interesting decision, and was boring. If it wasn’t powerful enough, no one took it, and that’s boring too. It helped to come up with a baseline of about how much a turn was worth (about $3), and then base each card’s payout off of that.

So we have a card that comes out late that gives you $7 (and remember, most money wins). We have other cards that come out earlier that can give you as much as $12, but they take up a valuable card slot. One card gives you as much as $20, but you may have to spend all your money in order to take advantage of it. It was these interesting choices I was going for.

image

How can designers learn to use theme to make their games’ mechanisms more intuitive? Are there tricks to the process?

Here’s one tip: avoid flavor text. Seriously. Try to let your players tell your game’s stories entirely through your mechanism.

For example, if you have a card called Space Pirate Attack, and you have a paragraph of flavor text, but its effect is to simply lose a card, then that’s not much of a story you’re telling. On the other hand, if you have a planet in your game where you think the Space Pirates like to congregate, then you can say that the player closest to the Pirate Planet loses two cards. And now you know you’re not just discarding two cards; the Pirates are taking two cards from you in a raid.

Maybe you can then insert a mechanism for another player to raid the Pirates and take those cards! Adding mechanisms for mechanisms’ sake isn’t always the right thing to do, of course, but when a mechanism and a theme are tightly linked, you have a lot more license; players will find those a lot easier to absorb.

Too many designers look at theme and mechanism as opposite ends of a spectrum. It’s not about one or the other in isolation, nor does it matter whether you start with one or the other. The important thing is that you find a good place for them to intersect. The right place might be “nowhere” (as in an abstract game or a word game), but it’s probably going to be somewhere that will let the players tell an interesting story.

And remember: as the designer, you’re not telling the story. You’re just supplying the language. The players will tell the story. If you want to tell a story, write a book.

Some of Battle Merchants’ rules change depending on player count, most notably the double-sided board. Why did you make these changes for different player counts?

I found that the 3-player game needed a smaller board. The board tracks demand, and there are too many spaces to sell to on the 4-player board. The game needed to feel tighter.

That meant a lot of topographical changes. I had to vary the assets players start with in a 3-player game, but I think I did it in as smooth and streamlined a way as possible.

The 2-player game took more work. It was boring at first; one player would get Craft, and the other would get Kingdom Cards, and neither really interacted. I changed the rules for 2 players so that when a player took a Kingdom Card, a Craft Card would get discarded, and vice versa. That shook things up wonderfully, and introduced a great zero-sum element. If I know you want that Craft Card, and it’s linked to a Kingdom Card I want, I can help myself and hurt you in the same move!

I also needed to shrink the board even more, but I couldn’t put a third side on a 2-sided board! And I didn’t want to ask my publisher to make a totally different 2-player board. So I introduced a mechanism called “Salesman Steve” that sells a weapon to the board after each player sale. And again, since Salesman Steve works off an algorithm, you can figure out how to use his sales to best deprive your opponent of demand.

What should designers watch out for to make sure their game scales well?

As a designer, you must pay close attention to how your game plays with different player counts. In Battle Merchants, I needed the game to get tighter with fewer player counts. I didn’t need to change any mechanisms for the 3-player game, but I needed to introduce new rules to make the 2-player game compelling. You might need to do the same thing for your game. Try to make the changes as simple and gentle as possible, but it’s better to have an interesting version of the game with more rules than a boring version of the game with the same rules.

Be mindful of player experience. Look out for downtime. I don’t believe downtime is necessarily a bad thing; in games like Myrmes or Princes of Florence, you’re spending most of your downtime planning out your next move, so in those games, I actually want a bit of time to think!

But if you look at 4-player Ascension or 6-player Alhambra, you can see problems. In those games, it’s not that the downtime is long; it’s that it’s not interesting. The game state changes too much between turns for you to want to pay attention to anything in between. That consequently lengthens the downtime, because players don’t bother planning between turns, and it becomes a vicious cycle.

Also, be forewarned that 2-player games are not at all like games for more players. They’re a completely separate animal. In a game with 3 or more, what I do might help Suzanne but hurt Chris. In a 2-player game, anything that helps me hurts you. It’s completely zero-sum. So mechanisms that rely on other players to force interesting decisions don’t always work with two players. That’s why I needed to make those changes to Battle Merchants.

Consider adding a solo version to your game. The solo community isn’t huge, but they’re very vibrant and vocal, and they can give your game a nice push. I couldn’t find a way to do it in Battle Merchants, but my next game, The Networks, plays very nicely solo.

Also, don’t rush to lock in the rules to your game before exploring how it plays with a bunch of different player counts. You might find a rule that helps the 2-player game also helps the 4-player game. Or, a modification to the 4-player game helps the 2-player game.

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Your new expansion to Battle Merchants, New Kingdoms, adds fresh Kingdom Cards to the mix but leaves the rest of the game as it is. What were your goals for the expansion, and why did you focus on the Kingdom Cards?

I was working with a publisher edict: I needed to make the expansion available on DriveThruCards specifically. So I couldn’t change anything that wasn’t on the cards. (I did modify a couple of existing rules, but those are small tweaks.)

I also felt like I could explore some interesting space in the Kingdom Cards. I had been working on an expansion that was tied to the Craft Cards, but when I moved those powers to the Kingdom Cards, it felt a more natural fit.

There were also a few complaints about the base game I wanted to address. First, new players sometimes ran themselves out of money. I had put some money on the Kingdom Cards to help them out, but this wasn’t always an interesting option for them. So for the expansion, I removed a lot of the Kingdom Card money bonuses, and instead included a Tzolk'in-like rule where a player could spend his entire turn going up to 5 coins.

I had some more limitations on that at first (you couldn’t have any forged weapons), but I found I didn’t need that; spending your entire turn just to get a few coins was rarely optimal, and if you kept doing it in the game as late as Autumn, that was a good sign you weren’t having a good game. New players found the game more forgiving this way, and experienced players couldn’t exploit the rule, even after I streamlined it to remove the forged weapons requirement. I was delighted to see it work so well!

Second, while I’m happy with the balance of the original game, there were some cards that bugged me. Instigator was more boring than I expected; I had made a change to it close to finalizing that nerfed it too much, and it wasn’t valuable. Scavenger was balanced in some games but overpowered in others. Desperate Times was an interesting card, but I had an idea of how to make it less fiddly.

Third, I wanted more variety. In the base game, you’ll see almost every Kingdom Card; you may not see some of the later ones if you end the game quickly. I wanted to see if I could come up with a Kingdom Card deck that was bigger, which would let players shuffle out certain cards during setup. This would add some nice variety to the game.

Fourth, players hated asking each other for Craft levels. They kept asking for some kind of Craft Tracker. This was my chance to give them one!

I realized I could address all these points with a single new Kingdom Card deck, plus a couple of rules and a few extra cards. That fit in with my publisher’s edict, and it let me add some new possibilities to the game and address some nagging issues.

What are some ways designers can use an expansion to change up their game?

I’ve found that different people want different things from expansions. Some insist that an expansion must introduce a new mechanism. Others want to see refinements to the base game. Still others want a game that feels different. Still others want the flavor of the original game. And so on.

These are mostly good reasons, other than the “refinements” one. Sadly, I’m a fiddler; I love to tweak my game, no matter how late we are in the process! This caused Minion Games no shortage of angst during Battle Merchants’ production, I’m afraid. So the expansion made my game-tweaking side happy.

That said, it’s quite normal to see a big improvement to your game well after it’s too late to include it in your base game. So an expansion isn’t a bad place to put it. Just don’t make a habit of it, and don’t release base games that are clearly suboptimal or broken!

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SENIOR INVENTORS: Steven Cole, John du Bois, Richard Durham, Matthew O’Malley, Isaias Vallejo

JUNIOR INVENTORS: Stephen B Davies, Luis Lara, Behrooz Shahriari, Aidan Short, Jay Treat

ASSOCIATES: Robert Booth, Doug Levandowski, Nathan Miller, Marcel Perro

APPRENTICES: Gino Brancazio, Keith Burgun, Kiva Fecteau, Scott Gottreu, JR Honeycutt, Brad Price