Mapping the Galaxy

September 29, 2017

The design problem I have been wrestling with this week, is just how much stuff to include in the map game, and how much detail will be required on the game map.

I am still thinking about whether the map game takes place at the same time as the other potential mini-games (imperial politics, trade, technology, and possibly intelligence), or whether the mini-games follow the map game, with the players having the freedom to choose which mini-game they want to engage in.

The latter option requires more time for a full round of player actions and decisions, but probably does not put as much stress on the players. This is because you can pause between the major game phase transitions and give the players time to distribute information. It also gives Control time to tidy up the game while the players are busy elsewhere.

The former option puts more stress on the players (who have to make time during the game to share information with their faction members, and to do diplomacy with other factions), but allows each player role to be more specialised (and in theory means each player has to master a shorter set of rules). This is I think closer to the way that most other Megagames have been run in the past.

In terms of map design, if only a subset of the players are playing full-time at the maps, then they can afford to be a little smaller in physical size, but could also be a bit more rich in information. I’ll come back to this idea towards the end of this post. There is a third option as well, which is to run the map game full-time, but to only occasionally run the mini-games, rather than having the mini-games occur every turn.

I am not sure if there is a right answer here.

Map Progress

First, I have spent some time getting to grips with Profantasy’s Cosmographer expansion for their Campaign Cartographer mapping software. One of the things I did was to grab their example of a galactic map, and strip off its political borders and labels.

Galaxy Map Sans Lines

While this looks nice, the physical nature of the map tables means that building a game map for 40 odd players off something like this is hard. A big circle is simply too difficult for players to reach across. Plus the most recent thoughts on what the Milky Way looks like are a bit more complicated. The presence of a big black hole in the centre of the galaxy (Sagittarius A) means that its a bit implausible as a location for an Imperial capital.

sig05-010_Ti

The Milky Way Galaxy Map website, as the name suggests, has been able to provide me with a lot of information about the observable portion of the Milky Way galaxy. On the whole it supports the four spiral arm take on the Galaxy, but also provides a bit more discussion in talking about the spurs off the main arms and some bridges that connect them. So this atomic hydrogen model map was very helpful in taking my ideas to the next level. The far side of the galaxy probably has a similar level of interesting detail, but we simply can’t observe it accurately through the plane of the galaxy.

model_illustration_large

So what I have done here is outline five sections of the map to focus on. Each of the red rectangles will be developed into its own map. So unlike The Colossus of Atlantis, each table will have a different geography and character. To simplify gameplay, the off-map parts of the galaxy will be sparsely populated backwaters that play no major part in the game.

Galaxy Map Realistic

The most common term for mapping large sections of the galaxy is quadrant (typically either centered on Earth, or the centre of the Galaxy). The English language is sufficiently flexible to allow more than four quadrants (the word has the same sense as a city quarter). For a smaller region of space, I think “sector” is the term most often used in fiction. So the levels of gameplay are:

  1. Galaxy
  2. Quadrant
  3. Sectors and Hyperlanes
  4. System

Map Complexity

First, lets repeat this image from a previous post, covering what the sector/hyperlane/system part of a quadrant map might look like. I think in future versions I will try using some of the sheet effects in Cosmographer to make the sectors more circular in shape.

Map Example

So what a player could see on the game map is:

  1. Name labels for the different areas on the map
  2. Borders between different areas on the map
  3. An indication of the value of the area (for gaining resources for use in trade and other mini-games)
  4. Sector Bases
  5. Fleet units controlled by one or more players
  6. Imperial fleet units loyal to the Galactic Empire
  7. Megaships (with a 50mm base, they take up a chunk of real estate)
  8. An indication of who controls the region
  9. How loyal an area is to the Galactic Empire (I am thinking of using heart shaped tokens for this)
  10. How integrated the area is with the Galactic Empire (direct rule, local rule, or collapse).
  11. Stress markers (for determining where crises occur)
  12. Indications of important changes in the game state (tokens, cards, marker pen on laminated sheets, etc)

Which is getting to be a bit much I think. Especially if you have to scan 20 odd areas on the game map. Its a lot of rich, complex information, which makes the game fun to play if you have a fair degree of system mastery, but could be overwhelming in a one-off megagame. The COIN system that influenced my design thoughts is optimised for around four players, rather than forty players. I am just a bit worried that its one token too many, and my design goal is that I want players to be able to resolve three rounds of action at the map table every 20 minutes (a lot like Aquila Rift).

Here is what I think I can do to keep most of what I want in the game system, while making it easier for the players:

  • Only allow one faction base per sector – so control determination becomes “Who controls the base in the area?”.
  • Allow the non-player faction Pirate/Warlord Bases to be placed in sectors – thus keeping a feeling of “Space is really big”.
  • Colour code the sector borders so that each Governor’s initial areas of control are clearly marked (and I can match the colour to the faction colour of the player). Things will change in play, but I think players can stay on top of that.
  • Tying the condition of integration with the Galactic Empire to the player rather than the map (which also fits well with how I intend player resource budgets work).
  • Making the value of a controlled sector or system be one, and the value of a controlled section of hyperlane be two. Because the values are fixed, I may not need them printed on the map, but I might need a “Burn” token if the area is destroyed in economic terms.
  • I will see how loyalty markers work in playtesting (as some factions will be working to preserve the empire, or to secede from it, I want to keep this in).

So, if you have read this far, what would be the first thing you would cut to make the game simpler?

 

 

Advertisements

The Galaxy Will Burn

September 17, 2017

This weekend I have been working through my initial ideas for The Galaxy Will Burn. I have made some good progress, but I do have a question for readers about a key element of the gameplay.

The core theme for the game is that the galactic empire will probably collapse, in contrast to The Colossus of Atlantis, where the players can generally work together to avoid the deluge. So in TGWB, a key decision for each player and/or faction, is at what point do they stop working to support the imperial system, and instead start working to subvert the system and establish a successor state.

As an aside, I spent some time looking at a forthcoming release from GMT games, Pendragon, which reminds me a lot of the old Britannia game, but using Volko Ruhn’s COIN system and focusing mainly on the 5th century. While it had some great interplay between the four positions and a neat way of modelling the decline of Roman influence in Britain, I cannot just adapt it wholesale into a Megagame. Too much of the game relies on it only being a four player experience, and I want to provide a good experience for 40 players.

Player Roles

Everyone starts as a sector Governor for the Galactic Empire. Each player has a public faction, which everyone knows about, and a secret faction (which only other members of the faction know about). I might also have some players as Admirals, responsible for patrolling the hyperlanes, and perhaps some industrialists who are focused on controlling key worlds that make unique resources and advanced technologies.

I will be looking to have a media team in the game if we get enough players, or possible a media rep on each team. They will not have a map based role (which also makes them good for diplomacy and espionage). They will have the ability to trigger crises by reporting on stress and corruption in the game system, as well as having a lot of influence to shape the overall game narrative.

I want to give players some freedom to choose which of the optional minigames they will focus on. If you want to be a pirate, you will be able to spend a good part of the game as a pirate.

Player Objectives

In moment to moment game play, a player will be trying to gain resources from the map game that can be used in the other minigames (trade, technology, and imperial politics).

One way of doing well in the game is for all members of a faction to gain control of the key positions in the Imperial Government. This should be difficult to achieve, and is worth a round of applause and a good boost in the game itself.

There will be opportunities for players to become a Strong Emperor during the game. When this happens, you get 60 seconds of time in which to give orders to Control to carry out (e.g. “Remove House Balu influence pawns from the Imperial Treasury” or “Remove Pirate ships from Orion’s arm”). One of the perks of this job is influencing the end of game victory objectives, by choosing what will be scored at the end of the game.

As the end game approaches, players will have to choose between loyalty to the remnant Empire, or trying to create the most powerful successor state out of the power vacuum created by the collapse of the empire.

The Map Game

Depending on the number of players, I plan to have five map tables. One for each of the Spiral Arms, and one for the centre of the Galaxy. Each map consists of approximately five “areas” per player assigned to the map. An area can be one of the following three:

  • a sector (thousands of star systems)
  • a key world
  • a hyperlane.

Map Example

This style of map is common in the GMT COIN games. The fast movement/line of communication route (the Hyperlane) is also a sector boundary. Placing Bases on the Hyperlane, and keeping it clear of Pirates lets you collect its trade value and move quickly from one side of the map to the other. Just one sector is shown in full here. All sectors will have space for two bases, but the sector value will vary from one to three. The key world only has room for one base and an economic value of one, but each key world will have some kind of in-game bonus from controlling it (such as building an extra Ship token each turn). Normal movement off the hyperlanes is just from sector to adjacent sector.

The Turn Sequence

  1. Budget Phase
  2. Planning Phase
  3. Resolve First Actions
  4. Resolve Second Actions
  5. Resolve Third Actions
  6. Glory Phase

Budget Phase

As Imperial officials, players have a fixed budget of six atomic power tokens per game turn. A player can choose to appropriate more atomic power to boost the effectiveness of their actions, but this has risks. If you do this draw a playing card:

  • if the card value is equal to your current budget, double your budget for this game turn
  • if your draw a Joker, increase your budget permanently by +1 (to a maximum of six). If you are already at six, gain one Megapower token!
  • if the card value is less than your current budget, gain that many atomic power tokens AND your normal budget allocation
  • if the card value is greater than your current budget, gain that many atomic power tokens
  • if the card is a royal card, treat it as having a value of 10.

It will pretty much always be worth pushing to increase your budget. If you don’t, you get immunity from some central government actions (no prosecutions for corruption), but you will fall behind the other players.

The suit on the card also has an effect:

  • Rag Hearts: place a stress token in one area on the map.
  • Royal Hearts: place one stress token in two areas on the map (stress markers are used by Control to help determine where crisis events will strike).
  • Rag Diamonds: reduce your budget permanently by one.
  • Royal Diamonds: reduce your budget permanently by two.
  • Rag Clubs: Spawn Warlord tokens equal to card value in one area (Warlords stay where they are placed).
  • Royal Clubs: Spawn ten Warlord tokens and a base in one area (the base means these Warlord tokens will get stronger over time)
  • Rag Spades: Spawn Pirate tokens equal to card value over three areas (not more than half in one area). Unlike Warlords, Pirates will move towards plunder.
  • Royal Spades: Spawn ten Pirate tokens over three areas (not more than half in one area) and place a Pirate Base in the area with the most pirate tokens.
  • Joker: shift one set of stress tokens out of an area you control, and place them in another area of your choice.

If the area you govern transitions from central rule to local rule, your budget is reset to six atomic power. If Imperial government collapses entirely in your region, your budget is reset back to six again.

Atomic Power not used in a game turn is lost. The only way to save power from turn to turn is to purchase Megapower tokens (which costs four atomic power at the start of the game). You can trade atomic power tokens with other players at your map table, but only Megapower tokens can be taken between tables.

Planning Phase

Below is a first draft of what a player’s planning mat might look like. I will add other information displays later (like a budget track).

Sketch

You always get two actions, and can choose to do a third power action – which is to either buy a Megapower token, or to spend a Megapower token to do a third action of your choice.

If you are doing a “secret” action you get to put the action card face down on the mat during planning. Obviously this makes it harder for other players to second guess what you are doing. Secret actions also allow you to do things like build units loyal to your faction, rather than loyal to the empire.

Part of your planning is to choose and place a card. Then you also choose (for the first two actions), how much atomic power you are allocating to it. For secret actions, put the tokens underneath the action card (confusion to your enemies). The token below can be found on the Gamecrafter website (alternately, I will get a lot of yellow tokens, some spray paint, and make a stencil), and its what I might be using in this Megagame. For Megapower tokens, I am looking into getting some clay poker chips made up (because they feel really nice).

058c86b6b4e0340b3851bce847bba4f89a6c9c89

Resolving Actions

I am still fleshing out the menu of actions. Every player will have access to a core set of standard actions, including:

  • Build base
  • Build ships
  • Move ships
  • Patrol (finds enemy ships)
  • Initiate battle

The rationale in making movement, patrolling, and battle different actions, is that this rewards players who cooperate with each other. The more atomic power you commit to an action, the more you get to do with it.

Special actions will also exist. These require privilege cards from other minigames, and may require a Megapower token to play.

Resolution of builds, moves, and patrols is simultaneous and there will be a timer going. Battles are resolved after all other actions are completed.

I am still working on the combat system, but leaning towards the chance element being the draw of a card rather than rolling a bucket of dice. There are two kinds of combat units: ships, and Megaships. I will use the Pirate miniatures from Hydra Miniatures for Megaships. Actions with Megaships require both a privilege card and a Megapower token. Megaships automatically defeat and eliminate all opposing ships (the best they can do is to damage the Megaship).

Space Pirate class 4 catalog-flat

Ordinary ships will possible look like this:

rocket

Most of the other game tokens are likely to be wooden cubes or discs, but I may get some MDF “movement trays” to help figure out who controls which tokens (remember, at the start of the game, every unit on the map is an imperial token), and to move them quickly in play.

Glory Phase

The Glory Phase will happen about once every 20 minutes (during which time a map table should get through the other phases about three times).

Players at a table compare relative “glory” scores for elimination of pirates and warlords, and control of areas. The highest scoring player(s) get privilege cards allowing them to play a round of the imperial capital, trade, and technology minigames. These minigames can generate crises, but can also reward players with privilege cards that let them do special actions in the main map game.

If I have governor and admiral player roles, admirals will focus on pirate hunting, while governors will want to eliminate warlords.

The imperial capital game will involve a maze of government agencies and is a game of trying to control as much of the government as possible, while shifting blame tokens to the government agencies controlled by other players/factions. Some possible outcomes from the imperial capital game include:

  • granting command of a megaship to a player
  • reassigning a player from one game map to another game map
  • decentralising the power to grant privilege cards from the imperial capital to a player at a map table (or centralising such devolved powers back to the capital)
  • recognising local rule for some sectors on a game map
  • precedence – allowing you to move/fight with units controlled by another player.

There will always be a crisis somewhere in the game. Solving one just spawns a new one. Ignore a crisis for too long, and it will have a negative effect on the empire.

The trade minigame will involve trading cards (more like Civilisation than Settlers of Cattan), but the bubble market will be represented by a Jenga tower. Each time a trade is done, both the players must draw a tile from the Jenga tower. The higher the tower, the greater the bonus reward for trading. If the Jenga tower falls, there is a major financial crisis and trading stops, not to resume until after the imperial government intervenes.

The technology minigame will produce one use advantage cards, but the disruption of new technology can create crises. I still have a lot of design work to do here.

Question: what would be an appropriate in game penalty for anyone who deliberately knocks the Jenga tower over?

Players who do not get privileged access can either spend a round focusing on diplomacy, or they can go to any map table and play a round with the pirates or warlords there.

Here is my key question: does it actually sound like a fun thing to do, to go and play pirates/warlords for a bit, while most of the other players are engaged in a different minigame?


The Galaxy Will Burn

February 9, 2017

The Galaxy Will Burn is the working title of my new Megagame design for Kapcon 2018. A whole bunch of ideas fell in place for this today, but first, progress report on my other games.

Colossus of Atlantis

I am part way working through working out an example of the revised Council mechanics. I decided to start with the Council of War, as that involves a lot of changes to all the systems for interacting with the enemy empires. The options are still a bit too raw for public exposure, but I think the process for the meeting as outlined below should be an improvement.

The Council of War

The Council of War meets in the Diplomacy Phase, after House meetings have finished. The Council of War meets for a maximum of five minutes. All actions at the Council of War are resolved in the following order:

  1. Quorum
  2. President of the Council.
  3. Council Actions.
  4. Research
  5. News
  6. Control administration.

1. Quorum

The Quorum for a meeting of the Council of War is 2/3 (round up) of the Strategos players. If the meeting starts late, the time allowed for the meeting is reduced.

2. President of the Council

The Strategos present at the start of the meeting with the highest Arête score is appointed as President. In the event of a tie in Arête, the older player is appointed. Strategos who are late to the meeting cannot be appointed as President.

3. Council Actions

Starting with the President, each player chooses one Council Action to resolve. After each player has made their choice, the President chooses which player makes the next choice. Each Council Action can only be chosen once per meeting. Players who are not present when it is their turn to act, forfeit their choice of Council Action for that meeting.

If the DOOM Action is chosen, the player must choose a second Council Action. If that action is an Arête Action, it becomes Corrupted.

Control can penalise any player taking too long to make a choice by taking one or more of their Arête cards away from them. Control will give a player a five second warning before doing this.

See below for detail on the different Council Actions available for the Council of War.

4. Research

Each player draws a random research advance. Player(s) that chose a research Council Action draw a second advance. Each player can then purchase one Strategoi research card – these act to upgrade Hero units.

5. News

It is the responsibility of the President of the Council to inform Control of any changes to the game that have resulted from Council Actions.

6. Control Administration

Each Council Action not chosen by a player now has its rewards increased, as indicated on its card.

My goal is to finish the game revisions before the GENCON website opens for game bookings on May 28.

Aquila Rift

This is my space pirates themed Megagame for Wellycon X. I have started a Facebook event for this game, and as usual that will be my recruitment ground for playtests and first comments on changes to the rules.

The current goal for Aquila Riftis to have a playtest set of rules by the end of February. At the moment the two key mechanics I want to nail are the movement and search rules. For movement I intend to have “star systems” connected by “wormholes”. Wormholes will be colour coded: Green (safe), Yellow (chance of delays), Red (chance of damage). I might have some wormholes restricted to a subset of the players, e.g. a route connecting two patrol bases might be coloured blue (no pirates allowed). For movement: all merchants, then all space patrol, then all pirates. When space patrol moves, they can spend fuel to deploy search tokens. If a pirate moves through a search token there is a chance they trigger a fight with a patrol vessel. If a pirate enters a system with a merchant, they then dice to intercept (ship quality counts, spend fuel to boost odds). A pirate that intercepts a merchant, captures the merchant (KISS). Combat only occurs between patrol and pirate ships. If you run out of fuel, take damage and jump to a base.

This is deliberately intended to be a simpler game than The Colossus of Atlantis. The three main player roles will be Governors, Space Patrol, and Pirates. There will not be a complicated trade system – a major reason for people being pirates is that its easier than working for a living. Any trade mechanic which allows players to get wealthy through legitimate trade therefore undermines the rationale for having a game about piracy.

First playtest will be in March sometime.

The Galaxy Will Burn

This Megagame will be a return to my favourite theme, the decline and fall of complex political organisations due to their own internal processes.

The main player role in this game, is that of sector governor, responsible for the administration and defence of several star systems. Every player in the game belongs to a public faction and a secret faction. Memberships do not overlap between the two factions. Your faction wins if at any point all members of the faction have been declared Emperor at least once. Game play is resolved through five minute turns, with a one minute gap between each turn. I may test some of the submechanics for this game (such as movement and combat) at the Aquila Rift game.

After each five minute turn, you must change the game table you are playing at. If you spent the last turn being a Governor at your home map table, this means either:

  1. Going to the Imperial Capital and trying to gain a seat at the cabinet table for the next committee meeting.
  2. Going to another map table, and spending the next turn there as a Raider.
  3. Taking a five minute break to do other things.

After a five minute turn at the Imperial Capital, you must change the game table you are playing at by either:

  1. Taking a five minute break to do other things.
  2. Going back to your home map and spending the turn as Governor.
  3. Going to any other game map table, and spending the next turn there as a Raider.

After a five minute turn as a Raider, you must change your game map table by either:

  1. Going back to your home map and spending the turn as Governor.
  2. Going to any other map table and spending the next turn there as a Raider.
  3. Taking a five minute break to do other things.

After a five minute break, you can return to play as a Raider or a Governor. It is deliberate that the only way you can move to the Imperial Capital is after a turn spent as a Governor. There is nothing to stop you from a life as a pirate (or having it forced on you lose control of your worlds as a result of imperial politics). While there will be some chaos, I am hoping this will lead to some interesting emergent play.

Rising Tensions

Each game turn, the number of recruits available to a player choosing to raid increases by one. If the political decision at the Imperial Capital supports a reign by a Strong Emperor, all the existing Raiders are removed, and the recruitment rate is reset to one plus the number of Strong Emperors in the game so far.

For example, during the first game turn Raiders recruit one ship. By the fifth game turn they will be recruiting five ships. If there is a Strong Emperor at the end of turn five, then in turn six the recruitment rate will be two ships, and in turn seven the recruitment rate will be three ships. If there is a second Strong Emperor at the end of turn seven, the recruitment rate in game turn eight will be three ships.

Each time a Strong Emperor is declared, the number of chairs around the Imperial Capital table is permanently reduced by one. This represents the trend in political systems to become closed to outsiders.

The Imperial Capital

At the start of the game there are 13 seats around the Imperial Cabinet table. These seats are given to the players willing to commit the most money. This is a one round auction – everyone writes and reveals their bid at the same time. The money spent is also your voting power while on the Committee (and you spend some on every vote you take part in). The chair of the committee is the player spending the most money on getting a seat at the table.
Each Cabinet session can address a range of topics, most of which channel perks and kickbacks to the players, but the crucial one is choosing a Strong Emperor. If this option passes, the Cabinet meeting immediately ends.

The Strong Emperor

The appointment of a Strong Emperor immediately ends the actions of all Raider players for the rest of the game turn, and removes all Raider ships from play.

The Emperor then has one minute to make any changes they deem necessary for the continued security of the Empire. Each change must be clearly enunciated and each change must be specific.

  • “mumble taxes mumble rhubarb atomic power mumble” – nothing happens because no one knows what the heck the Emperor meant
  • “The Dagobah system is now controlled by Governor Tarkin” – control of the named system changes to that of the named player
  • “All systems in the Coriolis Cluster are now controlled by Governor Cook” – change is too broad, each of the systems needs to be individually named.
  • “The Sixth Fleet moves to the Hoth system” – the move happens
  • “The Moth ball Fleet moves to the second map table” – change is not specific enough, a system name is needed.

After their minute of glory, each Emperor secretly chooses one of the possible endgame victory conditions and places it in a ballot box. When there is 30 minutes of game time remaining, one of these ballots is picked at random and announced to all players. The Emperor can tell people what option they chose, but is not required to tell the truth!

Victory Conditions

The game could end in any of the following ways:

  1. A civil war – players split into factions, and fight until only one candidate to the throne survives.
  2. Successor states – the faction controlling the most territory at the end of the game wins.
  3. Dark age – the faction with the most atomic power wins.
  4. Hedonistic twilight – the faction with the most money wins.
  5. Republic – the faction with the most status wins.

Combat

My plan is to keep combat simple.

  • Raiders and Battleships roll 1d6 per ship
  • Imperial Dreadnoughts roll 2+d12 per ship

For each matching die roll you have, you lose one ship. Yes, the more ships you have in a battle, the more ships you will lose. The rationale is that the battle is the result of the logistics cost of multiple small encounters.

Highest roll wins the battle.

Resources

Raiding gets you cash, and reduces the resource base of other players. Being Governor gets you a mixture of cash, atomic power, some status, and the chance to gain influence with the Imperial Fleet through successful combat operations against Raiders. Imperial politics can get you any of the above.


10 Megagame Concepts

June 12, 2016

Here are ten concept outlines for different megagame scenarios. Some are revamps of games I have run in the past, others are new. I am posting these so I can get a sense of what sounds interesting to potential players, so expressions of “like” and “dislike” would both be useful.

I am also making a decision to “pivot” and “rebrand”. In the past I have called these “Grand Strategy” games, often shortened to “Grand Strat” by the Buckets of Dice crowd. The world wide success of Jim Wallman’s Watch the Skies game leads me to think I should adopt what appears to be the global brand name, in order to boost recognition and hopefully attract a few more players.

1. Warring States

This is a historical scenario, set in the Warring States period of Chinese history, from roughly 320 to 220 BCE. I once ran a play-by-mail game of Diplomacy set in this period of history, so I have done some of the needed research in the past. During this era seven major kingdoms competed to be the first to unify the land that became known as China. It was a time of great development in literature, philosophy, technology, economic and military affairs. At the start of the game, armies would be small and based on chariot borne nobles supported by poor infantry. As the game progresses, cavalry, crossbows, iron weapons, and mass conscript armies would be developed.

EN-WarringStatesAll260BCEKey elements of this game:

  1. Combat resolution will be inspired by Sun Zi’s Art of War, i.e. it will rely strongly on psychological factors and bluffing.
  2. Kingdoms will have to make tradeoffs between trying to expand the territory they control, and trying to develop their Kingdom – the surplus from the rice harvest will only go so far
  3. At the start of the game, changes to the map state can only be done by the King (team leader) but only if one of their advisors (other team members) recommends the move. As the Kingdom develops, new developments will allow more options for map interactions. For example, developing professional generals will allow advisors to move armies on the map.
  4. Diplomacy is crucial to success.

2. Sun and Starship II

This is a revamp of the 2012 Buckets of Dice game, and on a theme I have used several times before. It is a space opera scenario in which noble houses in a great space empire compete for power, wealth and glory, while pirates and warlords gnaw away at the borders of the empire. Most (80%) of the players will be nobles organised in teams and some (20%) will be independent “raiders”. Noble team goal is to gain control of the empire, all players are trying to get the most wealth, and glory (from combat victories).

2000px-Spaceship_and_Sun_emblem.svgKey elements of this game:

  1. universal basic income – every player gets $1 of game currency per minute of game time
  2. to represent the decadence of the Empire, whoever is currently Emperor (and a few of their friends) will have access to a table of food and drink
  3. nobles will alternate between time in committee meetings, team meetings, diplomacy and the map, raiders will spend nearly all their time on the map or diplomacy
  4. rather than one committee, there will be seven committees with the following broad functions: Justice – $ fines for nobles. Trade – creates new movement and trade routes on the map. Colonies – appoints/recalls sector governors. Intelligence – determines which “Black Swan” events occur next. Atomic Power – provides the atomic power that makes Dreadnoughts awesome. Defence – appoints/recalls fleet Admirals. Apparatus – screws around with the other committees.
  5. combat will be based on a “bucket of dice” resolution: Battleships roll 1d6 each. Dreadnoughts roll 1d12 per point of atomic power spent. The side with the highest score wins. Battleships with matching die rolls in your fleet are eliminated as casualties (yes, this hurts the stronger side more). Dreadnoughts are never destroyed – they just go to the repair yard for a length of time based on battle damage.

3. Fall of the Elder

This is a new fantasy scenario with teams of elves, dwarves, humans and individual dragons. The different Kingdoms are competing for magic, gold, and land. It is based on the 1970s boardgame “the Decline and Fall of the Roman Empire”. The elves and dwarves start with all the good farming land under their control and control most of the ancient fortresses. Humans start in the miserable wastelands, where the dragons also dwell.

Roberts_Siege_and_Destruction_of_Jerusalem

Key elements of gameplay:

  1. 20 minutes of gameplay represents roughly twenty years of gametime
  2. the elves score points for accumulating magic power (and not using it)
  3. the humans score points for gaining land and breeding more humans
  4. the dwarves score points for accumulating gold (and not spending it)
  5. Dragons score points for eating elves, dwarves and humans, stealing their stuff and destroying anything they can’t eat or steal. You can think of them as 100 ton vultures.
  6. heroes are important, Elves train heroes with magic, Dwarves buy heroes with gold, Humans find heroes when they are defeated, and Dragons … well, they are more anti-heroes.

4. Operation Unthinkable

This is a new alternate history scenario based on the actual British plan to attack the USSR in July 1945, following the defeat of Nazi Germany. Teams are based on the combatant nations at the time (USSR, USA, UK, and France). Most (80%) of the players will be military officers working at the Army level with the other players filling political, naval, or air command roles.

Marcia_nel_fangoKey game elements

  1. this will be a double blind map system, i.e. the teams will have maps in different rooms, and will have limited information on enemy dispositions (fog of war)
  2. the game will last from midsummer 1945 to early winter 1945
  3. army officers will have one of three roles: logistics – making sure the army has enough supplies, intelligence – team communications, command – making attack/defence decisions
  4. air command chooses between battling for air superiority, ground support, or strategic attacks on logistics
  5. yes, the allies will get the nuclear option (at a cost of VP)
  6. the game will focus primarily on the front in north Germany, other theatres of operations (e.g. Italy, Japan, Greece, Iran) will be handled in an abstract manner.

5. The Crescent Stars

This is a new space opera scenario, set in a future where humanity has colonised the stars but is just as disorganised as it was on Earth. The main teams are the Solar Union Colonial Committee, the trading Combines, and the Comitas (the free traders). Independent players are the mercenary captains and the system Dictators. The Solar Union tries to maintain peace and stability while encouraging free trade, while everyone else is trying to make money and gain power over the booming sector trade.

Artist’s_Impression_of_a_Baby_Star_Still_Surrounded_by_a_Protoplanetary_DiscKey game elements:

  1. rather than trading cards, trade deals require the signatures of the players who control the systems the trade route requires. Each trade deal is worth a fixed sum of cash, split between the signatories in an agreed way. Each trade deal has a time limit within which is must be successfully negotiated.
  2. As the game develops new movement and trade routes appear
  3. universal basic income (see above)
  4. the combat system will involve very small numbers of units (not more than a dozen tokens per side) and a conflict between two systems should be resolved in under ten minutes through a card play system
  5. technological research.

6. The Colossus of Atlantis II

This is a bronze age steampunk Cthulhu mythos fantasy game, first run in 2010. At the start of the game the players are all members of an Atlantean noble House, as it starts to use its superior technology to conquer the world. Atlantis being Atlantis, corruption will set in and eventually doom will fall on Atlantis.

Atlantis_map_1882_crop

Key game elements:

  1. robust Athenian style Greek politics (this time we will make sure the democratic constitution cannot be destroyed by the players at the first assembly meeting)
  2. profiting from trade routes, using the negotiation system outlined in Crescent Stars (see above)
  3. universal basic income (as above)
  4. technological research with the goal of building the best giant bronze colossus to smash your way across the landscape
  5. occult research with the goal of summoning the best eldritch horror to devour your enemies with.

7. Pax Victoria II/Flower Power II

SAMSUNGThese are retro-future grand strategy battles for fantasy worlds with World War I to World War II technology. The main change from earlier games is to greatly reduce the number of units, for each player on your team you should only have 2-5 units to keep track of, and to place more of an emphasis on sea power.

Key game elements:

  1. alliance diplomacy and coalition warfare
  2. making tradeoffs between importing off-world technology or mercenaries, and developing you economy or expanding your own military.

8. Crusades II

Revisiting a scenario last used in the 1990s, its a medieval holy war to liberate/defend the sacred sites of several major religions. Within each broad coalition of coreligionists are smaller teams that have their own goals and hidden agendas.

Key game elements:

  1. diplomacy and arguing about religious doctrine
  2. trading spice and sacred relics
  3. rare and relatively important battles, as big armies are fragile
  4. lots of sieges and raiding
  5. limited information about where the enemy armies are (so lots of opportunity for selling information and double crossing).

9. Revelations

And the heaven departed as a scroll when it is rolled together; and every mountain and island were moved out of their places.

A modern day apocalypse with the armies of Heaven and Hell fighting it out over what is left of humanity. Humans can pick a side or go it alone. Did I mention the zombie hordes? Yes, there will be zombie hordes. Learning from the 2011 Apocalypse America game, the economy will not collapse in turn one and leaders should be able to feed their armies for a while.

John_Martin_-_The_Great_Day_of_His_Wrath_-_Google_Art_ProjectKey game elements:

  1. as much gonzo pop culture kitsch as we can cram in
  2. resource scarcity, supplies are unreliable and will be fought over
  3. the map of Earth will be global, but the landscape will have been altered by various disasters and calamities
  4. the number of combat units will be kept at a manageable number (2-5 per player)
  5. to represent the scale of mundane, divine and infernal powers, a polyhedral dice pool “roll and keep best two” combat system will be used, e.g. if ordinary three human armies roll d6s and two Angels roll d12s you might roll a 3, 5, and a 6 for the humans and a 2 and 12 for the Angels, so you keep the rolls of 6 and 12 for a total of 18.

10. The Cold Stars

…the cold stars shone in mockery… – Mary Shelley

This is a bleak post-apocalyptic space opera. Humanity colonised the stars, but then something happened to sweep away most of human civilisation. The survivors hide in deep space or hidden outposts, because they know they are being hunted.

Alcyon_(star)Key game elements:

  1. isolation – this is a limited information game, with different teams being placed in different rooms
  2. exploration – if you make contact with other human survivors, you can start talking with them again, if they don’t kill you first
  3. hidden information, while the broad shape of the map will be clear, small boxes will be used to conceal information
  4. trade – everyone has a clue in the great puzzle, and everyone has something useful for survival, but every trade you make increases the chance that the hunters will find you
  5. the combat system is based on avoiding combat – whatever is hunting humanity has more advanced technology and outnumbers humanity a million to one.

Professionals talk about logistics

October 2, 2015

Christmas is coming, and with it Big Gaming Week. So its time to start putting together my Christmas games for playing with friends both old and new. Somewhat at random, while focused on studying roleplaying games, my brain clicked into place with a couple of problems I had been having with boardgame design. Namely, how to balance income and costs, with fleet strengths and map positions.

Wordpress examples

First a quick recap on an approach to combining a decline theme with players gaining control of parts of the Imperial bureaucracy.  For the last playtest I built a track on which Dreadnoughts could be purchased, with each purchase bumping the Dreadnoughts not chosen down the track (making them cheaper). This worked pretty well. In the example above, the first choice is made to buy the Dreadnought in the value 8 slot, the value 7, 9, 10, 11 and 12 cards all slide down the track one space, and a new card spawns in slot 12.  Then someone buys the 10 slot Dreadnought, and the process repeats.  It puts the onus on the players of figuring out what different cards are worth. As long as a card is worth something, a player should pick it up. If a card did hit zero, that implies the players see it as worthless (and you should probably do something to make it more desirable).

I also linked purchases to decline, by making the value of the purchases trigger events every time 13 points of corruption occurred. This worked, but it tended to trigger off every second purchase, so the granuality of the 1-12 track was not actually having much effect on play.

As usually happens, I spent a fair bt of time thinking about how other games handle this problem. A Republic of Rome approach is just too complex. A Junta approach is too simple (and gives the portfolio allocater too much power IMO). So I scratched my head and tried to figure out a Goldilocks spot of interesting decisions but not too much paperwork.

First evolutionary step from there, was realising that I did not need to restrict the track to Dreadnoughts. I could put pretty much any game resource on the track that I wanted to: Atomic Power, Monuments, Imperial Ninja, it could all go onto the Corruption Track.

Second evolutionary step was decoupling events from the Corruption track, by instead creating a Crisis track.

Wordpress examples crisis

So the card shuffling and refresh is like the Corruption track, but its an increasing value over time. If a crisis goes off the top of the track, then bad things happen to the Galactic Empire. One of the considerations in the game is figuring out how players get the income they are spending on the corruption cards. In most of my playtests this income has come from control of territory on the game map. Which in multiplayer games always leads to players who fall behind in territory getting hit by the feedback loop (the poor stay poor, while the rich get richer).

So, I am going to try making the main source of income, the player choice to exploit a crisis in a specific sector on the galactic map. Exploit a value 7 crisis, and get $7, exploit a value 5 crisis and get $5. The crisis is also how you deploy combat units on to the game map. So territory becomes more a consideration of positioning for the next civil war, and not a matter of life or death for the flow of income. Because there will always be six crises on the crisis track, no player can ever permanently run out of credits. Because you can always exploit a future crisis, no player can ever be permanently pushed off the game map.

So now we get an interesting tension for player decision-making: do you spend your credit reserves on the tempting resources of the Corruption track, or do you go for more credits in the bank, plus some ships on the map.

Risk and Opportunity

Exploiting a crisis that threatens the pax galactica is mainly a player versus the environment (PVE) decision, although this may be influenced by anticipating future player versus player (PVP) conflict in the next civil war. My design goals here are:

  1. There should be some element of risk, that the player will fail to successfully resolve the crisis
  2. The crises should get harder as the game progresses
  3. There should be a reason to want to succeed beyond just getting some credits and ships on the board.

Working backwards:

  • The reason to succeed is to gain the “Strong Admiral” buff that lets you try and usurp the throne (gaining Victory Points).
  • Each crisis has a strength rating, which is adjusted by the stage of the game (easy in early game, hard in end-game)
  • Success/failure is determined by a dice roll.

Placing the logistic restraint into the combat die rolls

Its definitely more elegant if I can get the PVE and PVP cmbat systems in alignment. While I was thinking about this and different ways I could have dice rolled I had a bit of a brainwave. Logistics like fuel, ammunition and troop movement are a major constraint on real world operations. You can’t keep marching forward forever, soldiers need to sleep and machines break down. Keeping track of logistics in games, however, is deathly dull. I am not sure I can make bean counting decisions interesting for players, and counting stuff is time consuming.

One of the things you see in history, is that people often kept their armies in the field at a smaller level of troops than what their maximum potential field force was. This saved you money, and reduced the chance of your army starving mid-campaign.

A definite problem in space games, is that absent the terrain choke points of planets, the naval engagements reward concentration of force. This is what I think of as the “Supreme Annihilation Fleet problem”. The only viable operational deployment, is to concentrate your fleet in one space, and move it around destroying all weaker formations. This can lead to a strategic sitzkrieg of combat avoidance.

So I am thinking of trying this for combat:

  1. Roll 1d6 for each ship token, and 1d12 for each Dreadnought token
  2. Find all the matched dice. Eliminate all but one of the matched dice.
  3. Add the remaining dice together.
  4. The side with the highest score wins (attacker wins ties).
  5. Those matched dice not included in the scoring, are the ships you lose in battle.

For example, two forces, each with three ships fight a battle:

  1. Side A rolls 4, 4, and 2.
  2. Side B rolls 4, 4, and 1.
  3. Side A eliminates one 4 die, and scores 4+2 = 6.
  4. Side B eliminates one 4 die and scores 4+1 = 5.
  5. Side A wins, Side B retreats.
  6. Both sides lose one ship each.

With six ships, your maximum score in battle would be 21. Dreadnoughts with their big d12 extend the range of possible combat scores massively to 78. So bringing a bigger force to battle, definitely increases your chances of winning that battle. But beyond a certain force strength, there are diminishing returns and increasing risk of casualties. I will need to math out the probabilities and look to see if there are any weird breakpoints or outliers.

I would let other game resources, such as Technology cards, adjust the die rolls, scoring and casualties. As a small raider force could be quite potent, a rule allowing a defender to retreat instead of giving battle may be needed for balance.


Second Sun and Starship Playtest

January 4, 2015

SAMSUNG

Over the Christmas break four of my friends at Big Gaming Week agreed to give the prototype a quick go, as we only had two hours available the goal was to see who could accumulate the most glory.  We managed to complete four game turns.

Turn one everyone started with nine Atomic Power. In turn 2 Alan and Dennis remained on nine Atomic Power, while Tim and Tony had 12. In turn 3 the Atomic Power spread was 10-14, after Tony attacked Tim’s territory. For turn 4 the range was tighter, 12-14 Atomic Power. Turn 4 saw an effort to unseat Dennis from the Imperial Throne,  which saw his Atomic Power income for a hypothetical fifth turn drop to 11, with the rest of the players on 15-21 Atomic Power.

In terms of what Atomic Power could be spent on, I had changed the rules from one Atomic Power per unit moved, to one Atomic Power per type of unit moved. This allows a lot more movement, at the cost of each game turn taking a little longer.

The variable cost of Dreadnoughts, however, was found to have too great a chance of rendering someone powerless and unable to act. The design also greatly limited what you could do in another player’s turn (very little unless actually attacked). So being powerless could trigger a karmic death spiral. While the Atomic Power mechanic is based on Cthulhu Wars, it is being used to purchase the equivalent of six Great Old Ones over the course of the game, rather than just one stompy beast of destruction and horror.

The final glory scores were:

  • Alan – 15
  • Tim – 25
  • Tony – 32
  • Dennis – 63

Dennis’ score came mainly from passive Infinite Actions of reigning while in control of the Imperial Capital for almost the entire game. While only +1 point per action, the other players found themselves in a weak position to attack the Imperial Capital, and reluctant to commit to an action that helped all of the other players, but would place them in a position of weakness.

We hit a final Fall value of 3-4, and only had a few Dreadnoughts per player on the map. So in a time sense it still feels like it is taking too long.

The feedback on what was fun:

  • choosing Dreadnoughts
  • dice mechanic in combat

Based on feedback from the last playtest I capped the number of dice that could be rolled in combat (weaker side rolls two dice, stronger side rolls three dice) and gave the winner a clear bonus (choose loser retreat destination, or double Glory, or use a Power die number to increase damage).

The feedback on what was NOT fun:

  • Emperor control was too important
  • downtime between player turns was too long
  • movement is “sticky” (if a Dreadnought was in the wrong place it took several actions to rectify)
  • inability to defend territory/fight defensively when attacked
  • falling behind on power.

I was asked why I didn’t allocate all Bases in the set up. The answer to that is that years ago I had an extensive set up process for Housewar, on a map that had four distinct spiral arms and playtest groups of five players. You tended to win the game in the set up, by dominating one spiral arm and forcing other groups of players to fight in their respective spiral arms. This lead to intense meta-gaming in the initial set up (one playtester used to growl at other players if they dared look at “his” spiral arm, and some playtesters would form set up alliances that lasted the rest of the game).

Tech cards were okay, but there were way too many of them. The number of bonus combinations should be reduced.

Ideas for the next playtest

In order for the Dreadnought purchase mechanic to work, I think I should design the rest of the game economy around the fact that players need to spend either big lumps of power, or little lumps of power, depending on the situation.  So what I am thinking of having is:

  • representing Atomic Power as a six sided die placed on the map (using something like the Dice Dock from Corsec Engineering)
  • the rules would refer to the die as a “Base”
  • when a player spends Atomic Power, they remove dice pips until the cost is met
  • as an action a player can increase Atomic Power at one controlled Base
  • My current idea for exactly how much power that increase should be is that the target Base is increased to six, and roll a die (Skull = reduce another player’s Atomic Power by one, Starburst = +1 Glory, number = increase Atomic Power at a second base by that number), so the Atomic Power gain is likely to be 6-9 points.

Rolling just one die keeps things simple. As a bonus the granularity of the 1-6 range of the Base compared to the binary 0/1 of a Base counter is that it is easier to develop Decline/Fall or Pirate stuff in the game to adjust Atomic Power by +/- 1 than it is to place/remove Base counters.

King of Tokyo

The next big idea is to borrow from the King of Tokyo game, where the Monster in Tokyo scores more points, but is vulnerable to all the other players in the game.  I will do this by making it so that the Emperor cannot use the Increase Atomic Power action while Emperor. There will still be useful bonuses from being Emperor, but it should be a case of play the role until kicked out or reduced in power and forced to flee into exile.

I can also make the Imperial Capital more vulnerable by making it have Wormhole Gateways to every sector on the map.  This makes it so that all players will nearly always be able to attack the Imperial Capital (a major problem in this game has always been players being locked out of geographical proximity to the Imperial Capital, which I have mitigated by increasing the number of Glory sources and the flow of points from those sources). Then there is the idea of Plot tokens (see below).

Pacing of the Game

While the Dreadnought build increasing Decline and eventually causing the Fall is a good mechanic, it is still on the long side.  So my new idea is to keep that mechanic but add the following:

  • when the Emperor takes a turn, they MUST increase either Decline by +1 or Fall by +1
  • each time Decline is increased, draw a “minor” Decline event card (only one card, regardless of how many points Decline increases by) that has a one-off effect on the game
  • each time Fall is increased, draw one to three “major” Fall event cards that have persistent rule changing effects on the game.

I expect an Emperor with a substantial lead advantage to start pushing the Fall counter up the track to try and trigger the End Game in an advantageous position.

The Decline events should do things like:

  • all players place a Pirate token
  • all players remove a Battleship
  • all players lose one Atomic Power
  • change the Monument Track value (needed as the play sequence no longer needs an end of turn phase)
  • trigger Fall (could have one such event for each player in the game, as more players always extend the game playing time)
  • all players gain a Plot token (see below)

Reducing Downtime between Turns

My idea here is to allow each player one simple Reaction move each time another player takes a Turn. These reaction moves are intended to be quick … if you have not done it by the time the active player finishes their move, then you don’t get the reaction move (with perhaps a five second count down for anyone still dithering).  My current ideas for reaction moves are:

  • move one Battleship one sector
  • build one Battleship in one sector (this reinforces the idea of Battleships as “popcorn”)
  • take a Plot token (these can be used to boost your effective combat strength for attacks against the Emperor only, but are discarded when the Emperor changes or when used)
  • use Pirate to steal one Atomic Power.

Movement and Combat

I still lean towards a player’s turn being either Movement or Combat, not a combination of the two.  If this is the case, then I am happy to expand movement so Dreadnought positions are less “sticky”, allowing players to move as many units as they are willing to spend Atomic Power on moving.

Map-wise, I am thinking about building hex tiles, and having the number of tiles based on the number of players in the game. This makes the map scale to the number of players. The other option (which requires a lot more hard thinking) is a double sided map cut in two large sections, flipping the sections to get a map for 2, 3, 4, or 5 players (the approach taken in Cthulhu Wars).

Combat – I am pretty happy with the way this is working out.

Endgame

With the Base die idea, the current method of determining End Game power (Glory score at start of the End Game) will not work.  So what I can do instead is:

  • the player with the most Glory when the End Game is triggered is the Last Emperor
  • only the Last Emperor can gain Glory (+1 each time they take a turn only), and the last Emperor still wins automatically at 100 Glory
  • only the Last Emperor can build Dreadnoughts (but no new Dreadnoughts are placed in the Shipyards)
  • Starbursts now reduce enemy Glory in combat rather than increasing your own Glory (and if you roll more Starbursts you can double the enemy’s loss of Glory)
  • Strength lost in combat also reduces Glory
  • any player reduced to zero Glory or zero Dreadnoughts is eliminated
  • once any player is eliminated, the Final Countdown begins (there are 13 remaining player turns in the game) and the player with the most Glory at the end of that is the winner of the game.

Back to the drawing board

June 15, 2014

2014-0~1

So the last version of Housewar was taking 4+ hours to play.  It was fun, but not as quick as I want (sub-two hours with 5 players), so back to the drawing board we go.

Some changes to the map. Part of the design is to have only 20 areas on the map (and then using a rough rule of thumb from Diplomacy of only having infrastructure tokens for 2/3 of the map areas (13 in this case, which is a flavourful number for a Decline & Fall game).  The other is to see what happens when I surround the central Glory point territory (Core Sector) by exactly ONE sector (the Heartland Sectors on the above map).  In past versions of the map there have been 4+ sectors adjacent to the Core, but it was always liable to end up being controlled by 1-2 players, excluding other players from scoring opportunities.  So I am thinking this version of the map might see players contesting the approaches a little more.

I also got to experiment with the function of the art package that lets me draw text along a curve easily. Once I do a test print to see if I have the dimensions right, I can tidy up this package.

Overall conceptual change is to just the player locus from being powers within the Empire, to being Pirates from outside the Empire. Over the course of the game the Pirates gain recognition (i.e. Glory) within the Empire, and at a certain point the player with the most Glory becomes the Last Strong Emperor. This triggers the endgame, where the Emperor must defeat all of the other players to win the game.

For the initial game flow, I am borrowing the power generation mechanics from Cthulhu Wars.  So the early game is about expanding as fast as possible to capture territory and build Bases to increase power income. All the power is used each turn on game actions.  The mid-game is triggered when people start building Dreadnoughts, expensive units with special powers.  Each Dreadnought is generated randomly, by drawing two random technology counters. Its a bit like the civilisation tiles in Vinci. So one counter might be “Move +1” and another counter is “Repair damage as a free action”.  Each counter will have a cost of 1-6 power, combining for a total Dreadnought cost of 2-12.  Each time a Dreadnought is built, all the existing combinations that were passed over get a cumulative one power discount to purchase.

I have found a pack of ~144 plastic spaceship models, in eight types and six colours, which sells for around $10 on Ebay/Amazon (plus shipping). So I will have lots of cool tokens to represent the Dreadnoughts.  They should hopefully turn up in a couple of weeks.

61p8zjYvSkL._SL1500_

I also grabbed a couple of packs of old Silent Death fighters (upper picture below) and some space ship tokens from a Buck Rodgers boardgame (which will provide the “popcorn” Pirate and Battleship units).

$(KGrHqNHJC8E7z!vfpilBPHOD+MlI!~~60_57 $(KGrHqZHJFcFF2YHNkTEBRgDmPzO4!~~60_57

In past versions of the game, the Decline was usually based on random event cards, or capture of the Core sector.  This could be too random (too slow/fast) or too easy for the players to stop altogether.  This time around I am going to try linking Decline to Dreadnought construction, i.e. linking it directly to an action the players will all really want to do.  So the Decline marker starts on the zero box of the Decline and Fall track, while the Fall marker starts on the 13 box.  Each time a Dreadnought is built, move the Decline marker up the track by a number of boxes equal to the power spent on the Dreadnought.  If the Decline marker reaches or passes the Fall marker, reset the Decline marker to zero and shift the Fall marker down one space.  When the Fall marker hits zero the endgame is triggered and the player with the most Glory becomes Emperor.

The Empire defends its territory. Borrowing a mechanic from an old 1970s kids game with a WWII Pacific theme, Hit the Beach, each time a player eliminates Imperial units, they get to place those units in a sector of their choice that the Empire still controls. So as the Empire shrinks its gets a little tougher, but you also get to place units to try and slow down the growth of other players.

How to get Glory:

  • Decadence: spend power equal to the Decadence Track value and score Glory equal to the Decadence track value (the track value reduces by 1 each turn, and increases by 1 every time someone is decadent), I plan to start the track at a high value (i.e. costing more Power than the players have in turn 1) so the initial turn order is not advantageous to some players
  • Monuments: you must own a Dreadnought to do this action, score one Glory for each Base, Dreadnought, and Monument you own, build one Monument as part of the action. All players score one Glory for each Monument they own. Costs power equal to the number of times Monument actions have been done, so it can only happen 13-14 times per game.
  • Winning battles (possibly one point per battle and/or one point per Dreadnought destroyed)
  • Reigning in control of Core sector (one point per action)

For the Endgame, your Glory is converted into Power, and this is your only source of power for actions in the final turn of the game. So all players will want as much Glory as they can get.

Blame mechanics: last few versions of the game had Glory resetting to zero, what I want to do this time is to reset it to one point below the lowest player (which could be yourself).  Blame comes mainly from rolling Skulls in combat, or from being Corrupt to try and increase power income.

I have also splashed out and ordered some plastic game markers from LITKO Game Accessories

JPL1115-product-main__08779_zoom

These ones will be good for representing Bases in the game (I already have some Parthenon style plastic markers for Monuments).  The ones below could be used to represent sectors devastated by combat involving Dreadnoughts (Nuclear hazard marker) or the Power income tokens (atomic power symbol).  These were not cheap, but they should make the game a bit more fun.

TS008_miva__30413_zoom TS060-FGR-250__97994_zoom