Feedback on Colossus of Atlantis

October 26, 2017

Over the last month, Seattle Megagames have run The Colossus of Atlantis on two occasions. This was a milestone for me, in that its the first time I have been paid a license fee for the use of a game I designed (I have in the past been reimbursed part of the cost of running a game at a convention). They have been kind enough to share some feedback on their games.

The first game was run with a set of game components close to the version of the game I ran at GENCON 2017. The second game made quite a few changes to fix problems identified in the first game, changing a lot of the cards and council options, and also added a major assembly phase every three game turns. Apparently a lot of the players had an improv background, so the chance for speeches and roleplaying helped make the game fun for them.

Major Themes in the Control Feedback

My top level reaction to an element of feedback is in (brackets):

  • Cogs appear to be either one resource too many in a game with a lot of different resources, or just not intrinsically useful enough (As much as I love the steampunk feel of Cogs, I am leaning towards dropping them from my next version of Colossus. I am also thinking of cutting Talents – despite all the time I spent finding a font that would accurately display the correct Attic Greek Talent symbol for the various talent values. While it was interesting trying to have a unique resource type for each player role in the game, I now think its adding complexity without adding more fun)
  • Balance between number of map regions and number of players, and the degree of combat that follows (dropping the number of regions will increase the amount of combat, ideally the number of regions should be such that the players at that map table cannot share them evenly, e.g. if there are six players, then a map with nine regions is going to divide the players into “haves” with two regions and “have-nots” with only one region)
  • Kudos – too abstract for a victory condition, it needed some use within the game system itself (I am thinking about how Kudos might be a “wild” resource that teams can use to purchase other game resources during the team meeting phase. This also adds a specific decision point to team meetings beyond meet and share information, resources, and plan future actions)
  • Feedback to the players on DOOM and Kudos totals, and other game announcements (I think an ideal set up is a combination of whiteboards, projector screens, and a PA system, plus making someone on the Control team, or a player role like Media in Watch the Skies, responsible for feedback).
  • Oaths are not getting much use (In my games they have only been used two to four times per game. I put oaths in the game for thematic colour, and to allow an option for player creativity. They are a bit fiddly in terms of creating a conditional effect that needs to be tracked by players/Control, so a simpler approach is to encourage it for roleplaying, but drop it as an explicit game mechanic).
  • Lack of interaction between maps, or a reason to really pay attention to what was happening at other maps (I agree that I need to add something here to enhance opportunities for diplomacy and team cooperation, such as the ability to move units between maps or some kind of trade )
  • More goals and directions for Houses (I have been working on an extended set of goals, where each House gets to pick five goals at the start of the game. Adding cults and secret factions with their own hidden goals can add some depth to the diplomacy in the game)
  • More time for player interactions (Time constraints are a feature of Megagames, there are always more people than you can talk to, more deals that could be made, more information that could be obtained… That said, there may be a better way to structure the turn sequence to facilitate conversation between players)
  • A game role like Press/media in WTS (I am thinking about how “Historians” or “Poets” could be added to the game. They could be a role attached to each team, with no map position to play. For the map phase of the game they become observers/couriers/spies and then in the diplomatic phase of the game they could have some strong asymmetric abilities, such as the ability to shift blame (DOOM) between factions)
  • More quests and artifact hunting (I could adapt the relic hunting mechanic used in Aquila Rift easily enough, and there are a lot of Greek myths that could be turned into quests. In my working draft of the rules I have been working on an “expedition” mini-game where you could run into a Cyclops or Amazon tribe, with a range of different outcomes)
  • Limit the number of cards/wonders that can be used in a phase (I agree that it can get just a bit to much. I am thinking that power cards purchased from Councils should be both awesome and one-use, while Wonders are more of a slight bonus that can be used more than once)
  • Adopt simultaneous action planning and resolution for Councils, like the map game has (Great idea, wish I had thought of this earlier)
  • Trade options were either underpowered or hard to implement (agree, still thinking about ways to improve this)
  • Bloated economy (this is partly intended as a feature of the game, Atlantis should feel like a runaway train wreck of an economy about to have its burst bubble moment. In my working draft I have changed resource spawn to only have one type of resource per region. So land regions have Arete cards, coastal regions have orichalcum, and rival empire regions have Vril. This should make resource management easier for Control and more intuitive for players. Reducing the impact of power cards/wonders will also help)
  • Monster strength versus players (its hard to keep consistently challenging, this is likely to be a game element where a short intention statement to guide Control adjudication works better than a rigid set of rules for determining strength. The same could apply to Rival Empire strength)
  • Information packs sent to players a week before the game (a good goal, I am somewhat frustrated by late player sign-ups, and random player additions on the day of the game, which make casting and team composition more complicated)
  • Call the small Colossi units Automatons, make it explicit that the “hero” token is a giant Colossus being piloted by the player’s character in the game (sounds good to me, the Automatons could be thought of as a range of small size steampunk machines,  such as submersibles, flyers, rapid fire siege engines, autoplaying bagpipes, etc).

Feedback from Players of the Game

  • Add defensive options for cities and colonies (Balance is needed, if defence is too strong, then city attacks become impossible and players will turtle up)
  • Balancing the upgrade cards, some were always useful, others only situationally useful (Its hard to playtest Megagames and all their myriad gameplay options. I think that reducing the overall number of cards will make it easier to balance, and I can cut out boring/under powered cards.)
  • more consistency between Control at different map tables (Control experience will vary. It is always good to have all the Control team taught their roles before the game day, but sometimes you need to sub in a Control player at the last moment. This was pretty much the most common comment from the players.)
  • more time on training players at the start of the game (One thing I want to try is to put a video of a turn of gameplay online)
  • provide a gameplay overview before people buy their tickets, not all megagames are the same (A problem when running a Megagame as one part of a convention rather than a unique event, is that the con will filter a lot of the information reaching players)
  • Rewrite the rules for clarity (There is a definite art to writing rules. Too concise and important information is missed. Too long and some players will not read all of them. In the next rulebook, I want to add more pictures of gameplay, and the training video idea mentioned above. What would be good for me to know here is exactly which parts of the rules were confusing or needed clarification)
  • Mixups with rules from previous editions (Probably due to running Colossus twice in quick succession.)
  • More order, less free-for-all in upgrade card purchase (Giving everyone a turn to make card purchases takes a lot more time.)
  • Atlantis sank without being aware how close it was to sinking (There needs to be feedback on DOOM. Initially I only had a warning about DOOM when it crossed 50% of the sinking threshold, I intend to make a DOOM track more like the WTS Terror Track that has at least three warning steps before the deluge. It is also my design intent that DOOM is easy to acquire, hard to get rid of)
  • Inability to split units of the same type made it hard to defend (Working as intended, in that offence should be stronger – otherwise everyone can turtle up, which is dull gameplay – and splitting forces makes the strategy phase immensely more complicated, and I was deliberately trying to keep the number of major decisions a player makes each planning phase to eight, with the ability to split forces you end up with perhaps 20 decisions to make)
  • The spy role was tacked on, less powerful and influential (yes, it was the last role developed. The role could be dropped or reworked. If there are secret factions and hidden goals, then spies with information revealing powers will be much more useful)
  • Map turns often ran late (its possible that processes that worked well for 20-30 players may have stalled a bit with 40-45 players)
  • More enforcement of time limits (I think my ideal set up now is a dedicated Control time keeper with a microphone and a PA system)
  • Councils were less interactive than the map or the assembly (This is true. I cut back on extensive voting mechanics because they consumed too much time. My current rule draft requires the Council President to consult and listen to the Council before choosing an assembly motion. I also want each Council to have a choice that interacts with the game map, and to have a major project that requires contributions from multiple players to have a chance of success. I did intend for the Spy Council to act as a Monkeywrench in other councils, but time sequencing is hard to get right. The War and Trade Councils have actions that are in opposition to each other, and I do not think I have the balance for that right)
  • Unit building was tedious (Not sure exactly which mechanic was used here, I have had simple build systems and build systems that required cross-referencing several numbers and a chart. I am now thinking about only having one counter for each unit type, and the main form of improvement being quality improvement, not quantity improvement)
  • Lots of positive comments about assemblies (and other bits of the game, but I am focusing on the feedback that indicates where the game can be made better)
  • A longer lunch break please
  • Unexpected Control intervention and scope of adjudication was frustrating – extent of Control power should have been made clear at the start of the game (Yes, a feature of this Golden Age of megagaming is there are a lot of new players who do not share the assumptions that veteran players have)
  • Map game varied a lot between tables based on players (experience, rule understanding, team instructions) and Control (Yes, different tables will have different outcomes. Its possible what is needed is one briefing where its Control to all players, followed by one Control briefing each team, then a third stage of initial briefing which is one Control and each table group of players)
  • Not enough time with team to plan or learn how other roles worked, learnt more about the game AFTER it had finished (I think role specialisation is part of the team element of Megagames, but when running my games I do put all the role briefings online in a way that all players can read them. Time pressure is also an important element of Megagames. The post-game discussion can be part of the best moments of a Megagame, as you find out what really happened)
  • I would have liked a two minute regional council before the map phase started (Could be possible to add this. Essentially its adding an opportunity for collusion about who is going for which bits of territory, but it might also be useful for coordinating monster hunting and rival empire attacks. But those two minutes are two minutes less for everything else)
  • Make alliances an option earlier on (I think my versions of the game were different on this point)
  • More guidance on goals
  • I do wish there was a bit more of a focus on creativity. It seemed like things were focused on getting resources and spending resources. (I am trying to add a creative project option to each Council. A major part of the game is the map/resource game, so having some non-map roles may be a better fit for some players)
  • It was hard to counteract the damage done by traitors (this sounds like a secret faction addition to the game by the Seattle Megagames crew)
  • Too much variability in fight outcomes (either all die or none die) (Working as intended in an attempt to simulate the decisive battles of the bronze age)
  • the final round – it encourages complete chaos and not in a fun way. (Last turn madness is a feature of Megagames as play behaviour changes now that there is no tomorrow)
  • Role balance at tables – hard to compete with the military upgrades of three Strategos players (Balance is possible – but should the game also be open to players moving between tables?)
  • The narrative needs to be stronger (Certainly room for adding more elements from Greek myth/history to the game, but narrative is also in part a player construct)
  • Make dishonour mean something, I avoided it but in the end it didn’t matter (I think the idea of dishonour is important for the Greek theme, but its not connecting to the game adequately yet.)
  • Interactions with foreign empires could have been more interesting, perhaps they could offer sanctuary if Atlantis sinks (Sanctuary is a nice idea. Resource bribes would be more meaningful if resources were harder to get. I might have to experiment with having players in charge of the rival empires, as the current model puts a lot of stress on the Control player in charge of them)
  • Once I had a max size army and all the upgrade cards I ran out of things to do (I hope adding more team goals into the game will help here. At the same time at least one other player struggled to build up, and felt pretty insignificant for most of the game.)
  • Attacking foreign empires and Atlantean cities should be harder and provide more meaningful rewards.

My Thoughts on the Next Version of Colossus

I have been working on a few broad changes to the game:

  1. Reducing the flow of resources into the game (its always easier to increase resource flow midgame, then to try and reverse a resource glut)
  2. Only having one type of reward for each type of region, Land = Arete cards, Coast = Orichalcum, Rival Empire = Vril. This makes admin easier for Control, and should be easier for players at the start of the game. Kudos cards come from battle victory, DOOM tokens from battle defeat.
  3. Experimenting with planning/reveal/resolve system so that Council meetings work a bit more like the map game (see first image below)
  4. Adding an Assembly Phase
  5. Changing from improving unit quantity to improving unit quality (see second image below)
  6. Trying to make combat easier to run.
  7. With only one unit counter per unit type, most units roll 2d4 in appropriate terrain (e.g. Triremes in Coastal regions) or 1d4 if not. The Colossus unit rolls 1d13 and 1d4.
  8. Make upgrade power cards great, but one use. Make wonders good (but not great) and multi-use/permanent.

Experimental Council Template


Plan by playing Arete cards and DOOM tokens face down in options (one minute timer). Start on top left and work clockwise (i.e President first, DOOM last) to resolve. All players reveal Arete cards for an option. Highest value of card + DOOM tokens wins the option.

Experimental City Template


In the planning phase, spend resources to improve quality (pictures indicate resources you cannot spend to upgrade quality). In combat, if you have a higher quality type of unit (e.g. your Hoplites are the best, even though their Triremes are better) then upgrade a Chaos die (d4) to a DOOM die (d13) (so if the Hoplites were in Land, they would now roll 1d13 and 1d4, elsewhere 1d13 rather than 1d4, while a high quality Colossus will roll 2d13). City defence quality is added to other units present and defending the city.


Chopping the Tech Tree down

October 26, 2017

Having made the decision to make the trading mini-game in The Galaxy Will Burn simple, its natural to also take an axe to the grand visions I had for a technology mini-game. So what might have been a very long post will now be a very short post.

A lot of games use technology as a form of awesome progression that unlocks amazing abilities. Few games capture how technology advances tend to be both fleeting, difficult to implement, and/or expensive. It is also rare for games to have technological dead ends, new designs that are worse than old designs or black holes that continue to suck funding long after its clear its a dead end.

So my plan for playtesting technology in TGWB will be to have a number of Technology cards that players can compete for. The cards should be fairly powerful and nice to have. But once you have a Technology card, the cost of keeping the card in your hand increases by one per turn. After a couple of turns the cost of being the leader in a particular technological capability will probably get too high. So no one will dominate the game via technology, which I think fits with the general declining empire theme.


Jenga and Galactic Trade

October 2, 2017

For The Galaxy Will Burn I am planning to use the tower building and collapse game of Jenga as part of the game mechanics. This is to represent the collapse of bubble economies. As the Jenga tower grows higher, players can gain a bonus when they trade, and the bonus gets bigger as the tower gets higher. When the tower falls, that ends trading at that game table until the central government intervenes to get the trade mini-game up and running again (in the grand tradition of privatising profits and socialising losses). I am hoping that this creates some of the emotional tension of market trading.

As some people have pointed out, there is the sandbox problem of what to do with the kid who likes knocking sandcastles over. I think the best solution to that is to make it clear to the players that the spirit of the game is to do your best not to knock the tower over, and have a little in-game penalty for when it does happen. I think that is the 99% solution for 50 cents, or two lines of rules rather than two pages of rules.

Image result for jenga

I spent a lot of time last weekend thinking through the rest of the trade process. My conclusion today is that making trade a 20 minute mini-game is not going to work. This is partly because of the process elements. If you need to collect trade resources at table A, take them to table B, and then put them through process C, before taking resource D back to table A, then you have a lot of components which Control needs to be tracking. It is also because unless there are a lot of resources to trade and a lot of potential rewards to buy – on par with the complexity of the old Advanced Civilization boardgame – then there is not enough important stuff for the trade mini-game to actually resolve.

Remembering that less can be more in Megagame design, my design intent is for there to only be half-a-dozen rewards from trade, but for each reward to be quite powerful. It will also be simple enough to be handled at each map table, during normal gameplay. This means trade competes with the other gameplay options, i.e. you have to fit trade in and around options for building and moving units, fighting battles, etc.

The Jenga tower is the key chokepoint for mechanical resolution. If a standard turn of player action is resolving six-nine actions in 20 minutes, then the number of draws from the Jenga tower needs to be limited. While I would like the granuality of letting a player make multiple draws based on the number of hyperlane bases they control, its too high a bottleneck potential. I could make an exception for a draw based on Megapower, and allow that to have a double draw.

I still want Hyperlanes to influence trade, so I could limit the number of trade actions based on how many hypelane bases you have (zero bases = no trade, one base = one trade action, three bases = two trade actions, six or more bases = three trade actions). Another way of representing this could be to have just one trade action option, but to increase track values by the number of hyperlanes bases controlled.

For example, if you controlled three hyperlanes and did a normal trade action, you could boost a trade track by three. If it was a Megapower action, then you could increase two tracks by three, or one track by six.

The Jenga bars will each have a sticker on the end, indicating the reward it offers. Each time you draw a bar, increase the corresponding track on a player record display by one.

Bubble – for every 12 bars drawn, each player who completes a trade action gets one bonus atomic power counter. I do not expect this bonus to stack more than three times. The best estimate of number of draws to Jenga collapse I have found is a range of 12-35. When the market crashes, reduce the trade track scores, with the highest players being reduced to zero, and other players losing half of their position (round up).

Rewards – you need the highest score at the table to benefit. Rather than handing out dozens of cards, the trade system just needs to keep track of five reminder cards and a few counters on the player record track.

  • Green – military, your lock on defence contracts for parts and logistics lets you move more units and draw an extra battle card
  • Red – disruption, your economic stranglehold on the markets for new goods and services allows you to reduce the budget of another player by one (or two with a Megapower) when you undertake future trade actions
  • Silver – industry, your hold on cutting edge manufacturing lets you build additional units
  • Gold – political influence, the spice must flow, this increases the influence gained for the imperial politics mini-game
  • Blue – technology, exploiting intellectual property laws allows you to take technology cards from other players.

You can also choose to reduce a trade track score by four and collect a Megapower token. Cashing out of the market before it collapses will be an element of system mastery for the players. Cashing out of the market in a way that “bankrupts” other players by reducing their track value to zero, leaving you still dominant in the market … that should be a priceless experience.

My next post will probably be on how I plan to do the technology/research side of the game.

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.


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.


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?



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).


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).


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:


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?

Colossus of Atlantis at GENCON

August 23, 2017

So I went to GENCON and ran my Colossus of Atlantis Megagame with 27 players and a control team of eight players (including myself). The game mostly worked, most of the time, which is about as good as you can hope for a Megagame.

The overall outcome was that Atlantis did not sink, but Europe did, and the two high-Kudos teams merged together to dominate that generation of Atlantean politics (with a Kudos score of 12,261). As in the previous game, players started changing the rules so that DOOM tokens were treated as an efficient energy resource, being renamed mid-game as “Destiny” rather than DOOM. The final Destiny score was 1,517, and the Destiny score required to sink Atlantis was 2,000. Over half of the Destiny points were gained in the last turn, due to the sinking of Europe.

Possibly the best compliment I had came a couple of days after the game, when one of the players said to me that while the game was complicated, it had worked smoothly. The half hour lunch break proved essential, given the distance to food vendors and washrooms. One team turned up in full on ancient costumes, a trident, and brought delicious cupcakes and other treats with them that they shared around.

2017-08-17 14.13.12That the game went well was in no small part due to the Control team, with Catherine McNamara doing number collation for DOOM and Kudos, Witt Yao handling hatred scores and the rival empires, and Jesse, Jessica, Peter, Joseph, and Benjamin on map table duties. This is the biggest control team I have had for a game, and everyone did well for not having been run through how the game worked prior to GENCON. It is a blessing back in Wellington, that I can often recruit my mini-game playtesters for Control duty.

2017-08-17 14.13.46I think I definitely want to be using a PA system again in the future, if I have a large hall space. Otherwise my voice would have been lost in the vast space of the Lucas oil Stadium. The PA let me focus on timekeeping, along with using a countdown timer on my smartphone, to keep things mostly moving along after the long first turn. We finished seven complete turns, rather than the hoped for eight turns, a result similar to the last play at Kapcon in January. The projector screen that the Megagames Coalition hoped to have for GENCON fell through, and another suggestion at one of the design seminars was to play countdown videos off You Tube to help with time keeping.

2017-08-17 14.14.08Now for the initial feedback from players and Control broken down into Keep, Stop, Start themes, with my own comments following in italics:


  • Council options – after looking at how these played out, I think the game would play better with a reduction in the overall number of options (and many of them were duplicated between Councils)
  • Separate map tables – after looking at the size of the tables we had at GENCON and the maps the other coalition games had, I wish my map tiles were bigger, but back in Wellington there was only just enough room for the map tiles, player cities, and other game resources.
  • modifying and writing laws – I had some feedback that the delay in getting a law ratified by the Council of Law made some players uninterested in trying this option. The problem with a same turn change lies in communicating the change to all of the other Councils, players and Control (possibly this could be done in something like the Watch the Skies press conference/media phase).

2017-08-17 14.45.03STOP

  • too many tokens – I agree with this, but I need to think about which tokens can be dropped. I can also just try and reduce the rate at which tokens fountain into the game so that handling them is easier.
  • too many rules – see comment on rules clarifications below
  • unit caps made armies depend on upgrades too much – one problem here was a hard limit on the number of counters (everything for the game had to fit in one suitcase), if I had dropped to five players per faction, everyone could have had an extra token of each of the three unit types, but increasing maximum force sizes makes it harder for players who have been defeated to make a come back later in the game
  • the d4 was too weak – another way of doing dice for the game would be to use d6s and d12s, this would also be cheaper. I did have exploding d4s in the previous version of Colossus but this tended to extend combat time rather than change combat outcomes.
  • factions having two players at one map table (and thus dominating that table) – this was a feature of having five map tables and teams with six players, I was dithering over whether or not to drop the spy player role and have five teams of five rather than four teams of six, and went for the latter option on the day. If I had one more Control available I could have run a sixth map table.
  • wonder stacking – this would have been less problematic if each House could only buy each Wonder once, and I note here that the Council of Wonder unanimously passed a resolution to allow players more flexibility in the purchases (i.e. making it easier to stack wonders).

2017-08-17 14.45.48START

  • some people liked the abstract region map, others wanted something more like a contemporary map
  • make chaos happen earlier – Colossus is a very player driven game, so if the players choose to cooperate over territory division, not a lot happens. I did have feedback that the rival empires needed to be stronger/scarier (and I was deliberately avoiding making them too strong in this game)
  • more time for discussion planning and trading – another good reason to try and trim some parts of the game
  • more rule clarifications – this makes the rules longer, and I am not sure what a good length for a Megagames rule book is and I was aiming to keep the main rules to 13-14 pages. It will always be too short for some players, and too long for others.
  • Kudos cards drawn over a certain amount should give a static result – because of the number of cards drawn due to some wonder stacking, some people ended up having to count 160 Kudos cards in one game turn.
  • upgrade cards should be single use – I agree with this, but worry about them being hoarded for the last turn (I don’t think people carrying 20+ cards in their pocket is elegant design) so another option is to require them to be used in the following game turn (or to pay a higher cost for a more flexible use)

2017-08-17 14.14.27


After this game, and the opportunity to see several other Megagames in action I have some thoughts on what to do for the next iteration of Colossus:

  • In some ways the easiest resource token to drop is Talents. Each of the remaining six resources could then be the key resource for one of the six player roles (Kudos for Generals, Cogs for Spies, Arete for Kings, DOOM for Sorcerers, Vril for Architects, and Orichalcum for Merchants) with that resource being needed to purchase/use upgrade cards or to activate certain Council options.
  • Player role briefs should have more information on council options and upgrade cards.
  • To make the map easier to understand in the early-game, each region should only spawn one type of resource. So land would spawn Arete cards, coastal regions spawn Orichalcum, rival empires spawn Vril, cities spawn Cogs, and Kudos and DOOM tokens depend on winning/losing battles.
  • To make dividing the map up evenly between layers less dominant as a strategy, Control will vary the number of resource tokens/cards each region spawns.
  • Oaths did not get a lot of use, perhaps half a dozen times in the game. Perhaps I should drop that mechanic?
  • Perhaps rival empire attacks should be driven by player bribes?

2017-08-17 14.45.13

Colossus is next going to be run in the Seattle region in the next few months, so I am going to be trying to do a quick turn around on small changes to the rules by mid-September. Feedback is welcome here, as are any stories about events that happened in the game which I missed.


Settlers of R’lyeh

July 12, 2017

This is a hack of the Settlers of Cattan game, using some of the figures from Cthulhu Wars. Although I see dreams of madness have inspired other designers along similar lines, what I offer here is a small island somewhere in the South Pacific, some fever dream ridden settlers, in a desperate race to complete a great temple and then join their Deep One cousins forever before R’lyeh sinks beneath waves again.

Shoggoth by Nottsuo <; CC 3.0 License.

Prepare to play Settlers of Cattan as normal, but grab the Cthulhu figure from your Cthulhu Wars set and replace the Robber pawn with Great Cthulhu. Place Cthulhu beneath the sands that cover the city of R’lyeh (i.e. on the Desert tile). Replace the Knight cards with Cultists from Cthulhu Wars, and grab a High Priest figure if available.

To set the right tone, I suggest playing at night, with candles, while playing A Shoggoth on the Roof.

The Stars are Right

When a player rolls a seven, the stars are right, and Cthulhu wakes. Move Cthulhu to any hex tile on the Cattan map. Do not discard Resource cards. Instead the player who rolled the seven has a number of destruction points equal to the lowest die on their dice roll that turn. For example, if a player rolled a 5 and a 2 for the stars are right, then they have two destruction points.

For each destruction point the player must either:

  • remove one road
  • downgrade a city to a village
  • remove one village

All tokens removed or downgraded must be adjacent to the tile that Cthulhu now occupies. All destruction points must be used if possible, even if this means a player must remove or downgrade their own game tokens, or must place Cthulhu to revel and slay in gay abandon in a tile that is not the player’s preferred choice. You cannot move Cthulhu to a tile where it inflicts no destruction, unless there are no player tokens left on the map.

If you downgrade a city and the player controlling the city has no village token that can replace it with, then that player must place a village token from another player of their choice, as the inhabitants join another splinter sect of the cult of Great Cthulhu.

The stars are right effect is also triggered if a player must apply the deluge effect due to inability to acquire resource cards (see The Deluge section below).


When you play a cultist card you dream of Great Cthulhu, and then move the Cthulhu figure and apply all of the stars are right effects with the dice roll you made that turn.

Tip: for maximum impact, wait until a turn where you roll a double 4, 5 or 6 before using your cultists.

The first player to gain three Cultists gains the High Priest figure (if you do not have one, use a Cultist figure of a different colour). This does not count as an extra Cultist and merely serves as a reminder that you have the biggest cult. If another player ever has more Cultists than the player with the High Priest figure, they immediately take the High Priest figure.

High Priest

If you have the High priest when the stars are right, then your destruction points are equal to the higher of the two dice. For example, if a player with the High priest rolled a 5 and a 2 for the stars are right, then they have five destruction points.

Note: unlike the bonus for holding the largest Army card in a regular Settlers of Cattan game, holding the High Priest does not grant two bonus VP.

2017-07-12 15.35.30

Cultist, Cthulhu, and High Priest figures from Cthulhu Wars

The Deluge

If a player has no village or city tokens on the game map when the stars are right, or they no longer have the ability to get any resource cards from their remaining villages or cities when it is their turn, they must apply the deluge effect:

  • after moving Cthulhu and applying destruction effects from the stars are right, invert the tile Cthulhu occupies. This represents R’lyeh slowly sliding back beneath the waves and is a permanent change.
  • remove the circular numbered token from the inverted tile – it no longer generates resources.
  • if any road token now has inverted tiles on both sides, remove it from the board as the local geometry becomes non-Euclidean.
  • if any village or City is now completely surrounded by inverted tiles, remove it from the board. Their inhabitants have gone to join the Deep Ones.
  • road, village and city tokens removed by deluge effects are removed permanently and cannot be rebuilt later in the game.

Winning the Game

It is possible no player will reach 10 victory points before the deluge effect sinks R’lyeh below the waves, in which case dread Cthulhu wins. If a player reaches 10 VP first, they complete the great temple, and join the Deep Ones below the waves forever. All the other players should make “glub blub blub” noises as their settlers drown.