Second Sun and Starship Playtest

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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.

Redesigning the Decline & Fall Game (again)

So I am starting work on the redesign of “Housewar”, the decline & fall of the Galactic Empire boardgame I usually play each Christmas.

Objectives

You win if you get the most Glory. The exception to this: the player with the most Blame loses, regardless of their Glory score.  So while players will try and score Glory, they are also trying to shift blame away from themselves and onto the other players.

Conspiracy Cards

Past versions of the game have failed to balance event cards.  So I am trying a new track.  Each turn a player can draw five conspiracy cards, representing plots they can start against other players.  Each plot has two different triggers.  When the target player does either of the triggers, the plotter can reveal the conspiracy and make a die roll to see if the plot succeeds.  There may be a bit of a tradeoff here, between the small easy to get benefit, and the bigger, harder to get benefit.

Rather than have a lot of different cards, I am going for six types of cards, nine versions of each, with three of each flavour (elite, popular and military).

Part of what I am looking for here, is more direct interaction between players that involves contingent events, and the anticipation of something happening in the future.  Some restrictions here: you can start one plot per turn against other players, and you can have a maximum of five plots started against you.

Blame

Blame can be shifted between players, removed, or pinned on a player (i.e. it then becomes part of their permanent blame score and is counting to determine if the player loses the game).  Conspiracy cards can manipulate blame but the three main blame manipulations are:

1. Each player places one blame in front of them each game turn.

2. Each player can move half of the blame in front of another player once each game turn.  Because you cannot move it away from yourself, there are diplomatic oportunities here to form reciprocal arrangements with other players, or to agree to shift all the blame towards a particular player.

3. At the end of each Civil War, the new Emperor gets to allocate blame for the Civil War:

A. The Emperor pins one Blame to one player of their choice (the person they like the most)

B. The Emperor pins all but one Blame to one player of their choice (probably the person they dislike the most)

C. The Emperor does not get any blame pinned.

D. The remaining players pin half (round up) of their Blame.

Confidence Tracks

Working to avoid the yo-yo oscillations of last year, the confidence tracks will be much more negative sum.  Initial confidence value will be 6+ Emperor attribute value (1-6), so a 7-12 range.  However, with each Civil War, the maximum confidence value will be reduced by one.  So the interval between Civil Wars should reduce as the game plays on.

In the Emperor’s turn, they increase a confidence value by one.  All other players reduce a confidence value by one.  All players gain power tokens and a side benefit from adjusting a confidence track.

Military: gain some fleet tokens.

Elite: shift blame.

Popular: pin blame.

Players could run one track down to quickly trigger the next civil war, however, players who defect from this co-operative strategy will gain more power.

Glory

One problem in past Housewar games has been a large degree of variability in glory scored between players.  So in this version all players get at least one opportunity to score glory each turn.

1. The Emperor gets to reign, and score 1-6 glory and possibly generate some power.

2. Non-Emperors get to indulge in decadence, where they score Glory based on the number of blame markers in front of them.

3. Some conspiracies, when triggered, allow a player to score one point of glory.

The sweet spot is for incoming total glory to be just above incoming blame.

Civil Wars/Battles

Not too much to change here, the system worked reasonably well last year, so just some fine tuning.  I’m keeping the requirement to spend power or hold the capital each turn in order to prevent your claimant being killed.  I am adding a power gain at the end of the war based on territorial control.

Counters

I am dithering between having specific House units, or just having Imperial units with markers to indicate control.  The latter probably means less counters overall.  The former makes it much easier to tell at a glance who controls what on the map.

Rather than having a lot of fleet counters, with high value fleets degrading into low value fleets over time, I think I can get away with around 40 fleet units.  Possibly discard one at random from the game after every Civil War.

I am thinking of having House specific leaders (again for the ease of seeing who controls them).  I am also considering permanent removal from the game, if killed in combat (about a 7% chance per battle) or if they become Emperor.  This means a player who is Emperor a lot early on, may hurt in the end-game if all their good leaders are gone.  13 leaders per player should be enough.

Rules

So far, I have managed to keep the rules at four pages in length.  I really miss having my own printer, it was much easier to generate playtest components with one at home.

Decline & Fall Part I: Failure

In the 15 odd years I have been tinkering with my ideas for a Decline & Fall of the Galactic Empire game, I have accumulated a lot of failed designs. This is not a bad thing. I learnt a lot from my failures, and most of the time I had fun along the way.

The original inspiration was to come up with a game around the bits I found interesting in Isaac Asimov’s Foundation novels. This in turned was inspired by the historical events of the fall of the Roman Empire. I did not find the Foundation itself too interesting, it was always the description of the Empire in decline that captivated me, and once the Empire fell and its capital of Trantor was sacked, the rest of the novels held little interest for me. Over the years I found quite a few other books with similar themes, and the artwork of Michael Whelan was pretty inspiring as well.

My original design intent was to create a multiplayer boardgame, that could be finished in an afternoon, was balanced (in that good play would be rewarded, victory required some skill and luck, but so that you had not obviously lost the game before it was half-finished), and that at the end of which the players could survey the debris and wreckage of the Galactic Empire and know, as Seth (a frequent playtester) put it, “That it was all their fault.”

There were many valiant failures. Over the years I have filled close to 4 rubbish sacks with cardboard counters from different design iterations of what the players nicknamed “Housewar” (a reference to an epic hand moderated SF play-by-mail game I had run from 1990-1993). Sometimes I managed to get a few of the design goals right, other times my prototpes were a shambles from beinning to end. I will go through as many of them as I can remember:

(1) A Fleet of a 1,000 Ships: this early version had a big map, a random event deck, and many, many ship counters which had 4-5 variables of strength and quality. In play, the players formed great towering stacks of ships, but avoided combat as the concentrated fleets were both too powerful and too vulnerable.

(2) Paths of Glory: captivated by the World War One card-driven strategy game designed by Ted Racier, I began experimenting with games that focused on cards that let a player choose between an action from a set menu of game actions or an event on the card, or a mixture of both. The problems I ran into were the difficulty of pacing events, as it was hard to encourage the players to play events that damaged the Empire, and the card-driven engine did not work well in a multi-player environment. Unlike a two player game, it was much harder to analyse what might be in an opponent’s hand – and players were always reluctant to ‘waste’ a game action on something as minor as spying on another player. I tried splitting the events into two decks: one common, the other containing the decline events, without success.

(3) Flawed Symmetrical Maps: Many of my early maps featured an extremely symmetrical Galaxy, with a central hub of territory and four identical spiral arms. The Imperial Capital in the middle was the only real geographical feature on the map, other territory might produce an income, but only the capital produced victory points. This featurelessness was a result of two factors (a) my desire for the game to not involve trading resources and (b) the lack of any real geographical or historical context in what was a fantasy game. The major problem I found in a 5+ player game with symmetrical maps, is that three players tended to gain control of a spiral arm each, with the remaining two fighting over the fourth. The two fighting always ended up doing badly. I found in practice that my setup mechanics often produced strong meta-gaming play, where players would growl at each other as they indicated what sectors they wanted to control at the start of the game.

(4) Weak Asymmetrical maps: did this fix the problem? No, instead it revealed a new one. While I could add crinkles and fjords to the map, the dominance of the capital remained strong. What became important was not only the capital, but the small number of sectors immediately adjacent to it. So long as you had the ability to attack the Imperial Capital, you could make yourself Emperor frequently. So the first players to lose these strategic points, started to rapidly fall behind in the accumulation of victory points. I did find that 60 sectors is a good number for random setups, as it divides evenly for 3-6 players.

(5) Republic of Rome in Spaaaaaace: I tried one design with a greater emphasis on politics and voting in an Imperial Senate, but it was so baroque that it collapsed in confusion. I vowed not to try that again. Eventually I came up with my “make one element complex” rule for game design (and its collorary “keep everything else simple”). So I could have complex events, OR complex politics, OR complex combat, OR complex technology, OR complex economics, but not all complex in the same package. Not unless I could find playtesters willing to go into seclusion for a week with me.

(6) Two Track System While in the UK I played with designs where the players controlled both loyal imperial forces, and rebel forces striving to overthrow the empire. The intent here, was that if a player started losing the Imperial game, they could try for a rebel victory by conquering the Imperial Capital with a rebel fleet. At the start the Imperial units were very strong, while the rebel units were very weak. It did not work too well the one time I tested it, and I lost interest in trying to fine tune it. I think this was because I did not really find it plausible that every great noble house of the Galactic Empire would be working hand in glove with rebel scum.

(7) Junta in Spaaaace: While I enjoyed playing the Junta board game it had a few flaws, chief among them being that you often knew you had lost the game before the half-way point if the first President had succeeded in being corrupt. But I liked its coup mechanic, where a short conflict was fought, and then the forces reset. This fit well with the concept of a civil war in the Galactic Empire, with the new Emperor restoring stability for a while. I tested this last year, and parts worked well (although I ignored my one complex thing rule with a ‘blame mechanic’). But it was hard to incorporate the element of decline into a game of shuffling portfolios.

To summarise my key design problems after much trial and error:
(a) setup, mid-game, and end-game balance issues, players had trouble scoring victory points and winning felt very reliant on chance
(b) the map was pretty unexciting as most of it was irrelevant
(c) the decline feel, relying on random cards from a deck, simply didn’t deliver a reliably paced decline and fall sequence.

So after ten months of not doing much tinkering with my design, I decided that what I needed to take the game forward was to go and read a solid history book that looked at the fall of the Roman Empire. What I needed was a concept that I could hang a game mechanic framework off. In my next post, I’ll write about what I found.