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.


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.


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.

Kapcon 2017 AAR – The Colossus of Atlantis

January 23, 2017

img_0259The Colossus of Atlantis Megagame was a success. We had a few last minute registrations that allowed us to run four map tables, with four five player teams and a wandering hero or two in each round. Close to 30 people involved over the entire game. The feedback on the day felt positive, and secondary feedback from other people on Sunday lined up with everyone having a good time and raving about it to their friends.

With the late registrations we started a little late, and halfway through we changed the 30 minute turns to 40 minute turns. We still got through eight of the planned ten turns and were packed up before the LARP needed the space.

The overall outcome was that Atlantis did not sink, and the Atlantean Generals combined their forces and defeated all four of the enemy empires of Leng, Mu, Argartha and Lemuria. The most fun plot element that I observed was the squabbling and plots over who would get one of the five seats on the Ark if Atlantis did sink.

The map game worked well. There is some room for refinement, but I will award myself a B+ for that part of the game. The council game worked okay, but has definite room for significant improvement, so I will only give myself a C+ there. While I had good rules and help sheets for the map game, its clear the Council games needs more support structure to enable the players to make interesting choices, and for Control to be able to stay on top of what is happening. I also need to make the admin more efficient for Control – they had almost no time for breaks.

Now that I have written the above, I will look at the actual feedback sheets the players filled out. I adapted the Megagame Makers feedback sheet, which can be found here.

Enjoyment – did you have fun?

An average of 4.7 (to one decimal place) on a 1-5 scale where 5 is good and 1 is poor. This is an excellent result, and no one rated the game below a 3.

Briefing – how well did the briefing enable you to play the game?

An average of 3.3. Not a great result, so I went and dug a little deeper into the numbers. Seven people did not read the rules before the game – not an unexpected proportion as we had 4-5 people join at the last minute. The average of the six people who did not read the rules for this question and have it a rating was 2.8. The average among the 15 players who did read the rules was 3.5.

Difficulty – how hard did you find the game to play (1 = easy)?

An average of 3, right in the Goldilocks spot. Two people rated the game at 1 (too easy), but no one rated it a 5 (too hard).

Rate of Play – how much pressure (1 = too much 5 = too little)?

Once again a 3, right in the Goldilocks spot. Most people rated it a 3, with five each for 2 and 4, and no one rating it at 1 or 5. we did increase the time for each turn by ten minutes after the lunch break, and there was a bit more pressure on Control than players.

Control – how good a job did they do?

An average of 4.6 is an excellent result. No ratings below 3.

Involvement – how was your involvement with other players?

An average of 4.1. I did not see or hear of any major problems between players and/or control. No one rated this below a 3.

Value – did you get value for money?

4.7. Almost everyone (20 of 23 responses) rated this a 5. At NZ$20 for the weekend convention and no extra fee for the Megagame, its about one-third to one-quarter of the international benchmarks for pricing.

Did you read the rules before playing the game?

15 said YES and six said NO.

Would you be interested in playing Megagames in the future?

22 players said yes and one said no. Looking deeper at the no response, they gave Colossus a 3 for fun and a 5 for value for money. Their specific comment on the game was “Explain how invasions work.” As they were a Philosophos, I was relying on their team Strategos to tell them how invasions worked, as that information was in the Strategos briefing.

Would you be interested in being CONTROL in a future Megagame?

15 people said yes. Which is awesome. Always need more Control players.

How much would you be willing to pay for a Megagame?

I broke this down into two subcategories: day-long and evening length games. For day-long games the range was $15-70, with an average of $32.22. For evening length games the range was $10-50, with an average of $23.83. This is about half the going rate for Megagames in Canada, USA and UK.

This question is of interest to me as hiring a basic conference venue in Wellington starts at around $450 a day. If I have 35 players willing to pay $30 then my budget for running a future Megagame is a little over $1,000. But if I lose about half my players if I charge more than $20 (I had some feedback that the standard LARP charge in NZ is $20), then my budget is only $700. That is enough for one large room in a basic conference venue – which could see a bit of noise pollution in the game. $250 will pay for some printing and game components, but its not going to let you buy premium components or even full colour maps (the last time I got A3 colour printing done a complex map covering a standard gaming table was costing me $150 due to the set up fees for multiple images).

For the immediate future, the safe bet is to attach the game to other conventions, and pass the hat around for donations at the end of the game. I would like to see the community of interested players grow to the point where I can hire my own venue and choose my own dates for running the game. The main disadvantage with Kapcon is that it clashes with Canterbury Faire, the biggest SCA event in New Zealand, and I probably had at least five potential players away at that week long event.


I also asked people to give me feedback on one thing to keep in future games, one thing to stop, and one thing to start doing to make the game better. Original feedback in plain text, my follow up in italics.


More team time for general strategy.

Combat upgrades works well.Council interactions were fun.

Almost all of it.

Timing. Role changing, within reason. Changing roles could break the power balance in councils if a team could have multiple positions in the same game role, and the design intention is that each role is essential to a team, and each role is engaging and fun to play (even if it was not your first choice).

Diplomatic wrangling. More reason to do it. Skulduggery – wandering heroes as empire emissaries (or) incentive cards for treachery. I do intend to add more options for players to choose between altruism and corruption.

Complexity level about right.

Confusion from lack of team communication about NPC enemies, multiple rooms and time pressure.

35 people. At 35 players all the game components fit in one suitcase. The game is designed to be scalable, but once you have more than seven players on a Council they will require more time, or the creation of more Councils.

Simultaneous actions.

Alien armada. I think they meant “enemy empire”.

Having a team to assist victory. Keep being strict on times but maybe expand the length of the rounds a little. Council had some great emergent stuff. Control resetting map was excellent. Yes, Control were tasked with helping players by rubbing all the marks off the players laminated sheets each turn.

Alliances short of joining a house for heroes.

Oversight in each room. Being nice. No swearing.

Empires and monsters. I do wonder if having an ambassador for each of the enemy empires would have been an interesting addition to the game.



Make sure Control on same page.

So many rule changes. One role per region, i.e. not 2 Strategos in one region. Because we had four map tables, not five, each team had a table with two players on it. I left it with the teams, however, as to where they allocated their leaders, and they could change players between map tables if they wanted to (I am not sure any did so).

Additional rules. modify instead of add.

Maybe limit the number of new rules added in a turn.

Need for clearer rules around council meetings.

Team (a) scoring at the end of the game was horrible! By tables? (b) Wonder scoring is BROKEN. VP for BUILDER + VP Contributors (people who supported construction). Some kind of worksheet. Yes, I needed better worksheets for the end of game scoring (the turn by turn sheets for each map table seemed to have worked okay). Wonder scoring was deliberately broken (a feature, not a bug), but at least one team had an Arkitekton who failed to realise they needed to spend money on Wonder construction, so they lost out on the VP race.

Game was too soft/too easy to win? Maybe, maybe not. Maybe we just played well. Yes, you played well.

Rampant player collusion. Although … 5 x str 89 smash 18 monsters … [comment from a Control player].

Time pressure.

Rule change.

Rule changing.

Overspending on wonders.

Dividing the last minute players onto one team was a bit tricky ~one experienced player would have helped. Its hard to find an experienced player when its the first public run of the game – and the one player who had been given a run through the game was promoted to Control when the extras turned up. The problem with rejigging the teams was that many players had already been plotting for a couple of days, and I was loathe to break up their team.

Missing some info that could be on cards i.e. voting cards not clear (I think) that turn values add to VOTE total (and if 1 person [knows?] can get out of hand).

Wonder building as dominant VP. Wonders were intended as a money sink, but I will admit to being surprised at just how altruistic all the players were about giving nearly all their cash to their Arkitekton.


General meetings between rounds for announcements. I had originally wanted to do this, but on the day I was just too busy. With another Control person to help with admin this would be possible.

Show magikos Orichalcum is sum of compared to the number allocated to Hop/Tri/Col. This calculation was too complex/not clear enough on the reference sheet. I will be changing it.

More time to plan unit deployment. I’m not convinced more time is needed for this.

Maybe add extra time to say what rules are changed each round. If a create a lot of the optional changes before the game starts, then I can have prewritten material to be distributed to update people on changes. Another option is to restrict each Council to one rule change per turn.

Permanent Control over card trading. One way of doing this will be to place the cards by the table where the Council meeting for the players allowed to purchase those cards is.

Come to Canberrra! I’m happy to travel and run the game as long as my travel, accommodation and incidental costs are met. I will also work on a licensed version of the game that anyone can download and run for a small fee.

More motivation for skulduggery, [therefore] rules need to be in there. I think the best place for more skulduggery is in the Council meetings, as the map game is already very busy. It is a goal of my design that Colossus  includes some “prisoner’s dilemma” choices and personal goals that can undermine team goals.

More visible timers. Yes, one of the Control team working on an app for more synchronised timekeeping.

A briefing sheet for wandering heroes similar to other roles, but focused on hero. My bad, these did exist, but I failed to put one in your hands when you turned up halfway through the game.


Keep better control of time. And also involve less luck in the win. Time pressure is something Control can always be improving. I don’t think the final win relied much on luck. The wining team had scored well consistently throughout the game.

Refining the voting rules. I think if each Council is given its own rule book with a clear process and flowchart of actions, then a lot of the problems with voting will go away. The player vote cards can definitely be improved with better instructions on the one use vote cards and a clearer display of how many votes each player has.

Online video with rules. I would like to do this, but I would need to get/borrow a decent video camera first.

A DOOM track. Yes, good idea. Need a visual reference for all players/control of what current Atlantis DOOM is. This would also be something that could be tweeted.

More focus on how the council works/voting works – having a GM be able to say do A B C.

Trying to dominate one council completely. I’m pretty sure players were trying to do this, with reasonable success in the game. Allowing a player to permanently dominate a council, makes that part of the game play broken for everyone else.

What next?

I will think about the feedback for a bit longer, and then pen a second post on some possible changes to the rules later this week. I am still committed to running this game at GENCON this year. In the mean time I am keen to hear further comments and suggestions from the players and Control who helped make it all work on the day!

The DOOM Economy

December 3, 2016

I think they key thing about the DOOM economy in Colossus of Atlantis, is that I have absolutely no idea what will happen when the game is actually played. This is equal parts exciting and terrifying.


Made in China as a flower pot holder. Can you spot the Alien influence?

Player actions in the game will increase the DOOM score. If the total DOOM score from all player actions hits a secret and predetermined point, the game ends with Atlantis sinking beneath the waves. The team with the lowest DOOM score wins a moral victory. Up to five players can assure personal survival through the cataclysm if “The Ark” Great Wonder has been built. A couple of the other wonders can influence the Atlantis DOOM score, halting its increase for a turn, a one off reduction in score, or allowing House scores to be reduced through sacrifice (which does not change whether Atlantis sinks, but can boost your chance of a Moral victory).

House and Atlantis DOOM scores are public information.

DOOM is a collective action problem inspired by the Prisoner’s Dilemma. Actions that increase DOOM have the potential to benefit the player whose action has triggered the DOOM increase. If your House nobly eschews the use of actions that increase DOOM, you may well save Atlantis, but your rivals who do increase DOOM may outperform you in the game.

DOOM tokens are also a negative feedback loop. They are a way of giving a boost to a player who has not done well earlier in the game, by giving them an option to catch up in effective game actions. Negative feedback acts to stabilize and prolong the game (See chapter 18 games as Cybernetic Systems in Rules of Play by Salen and Zimmerman MIT Press 2004).

Getting into the gritty detail, DOOM is increased:

  • by the number rolled on a DOOM die (a d13)
  • by the cost of each Sorcery card purchased by a player
  • by the value of any Governance cards that DOOM is used to power up for City options
  • by the value of any Governance cards used to activate Sorcery cards
  • for roleplaying reasons (if Atlantis falls into anarchy, or the players are misbehaving)

Each map table will probably have at least one DOOM die rolled on it each game turn. So if we have five map tables and ten game turns, then that will make the Atlantis DOOM score increase by roughly 380. But a player with a DOOM die involved in multiple conflicts might roll the DOOM die four times in one turn. The DOOM ray technology upgrade also allows more DOOM dice to be rolled. So perhaps the upper range of DOOM from normal combat activities is closer to 1,000.

There are 18 sorcery cards. The cost to buy a complete set is 171 DOOM tokens. So if we have seven factions and all the cards are purchased, that is 1,197 DOOM. That is a large investment of DOOM tokens, when most teams will get perhaps 5-10 tokens a turn between all their players.

The cost of Governance cards used to power up cities and fuel sorcery card use is hard predict. The cards have a value range of 1-10, with an average of around 6.5. Higher value cards have usually (but not always) stronger effects. The limit here is going to be the number of DOOM tokens that can be used as fuel.

You get one DOOM token per conflict you lose, and each time you leave a Council meeting without any rewards. Player choice can see rewards distributed evenly, or hoarded by a few. So social inequality increases the chances of Atlantis sinking – I am okay with that as a design feature. The number of conflicts each turn is variable. Again player choice can lead to conflict free map tables. Or there could be a lot of eris on a table, and a player could get anywhere from 1-4 DOOM tokens.

Finger in air time, I expect most players to use DOOM tokens at least some of the time. The temptation to use DOOM will always be there. Maybe it will be 1,000 points of DOOM over the course of the game.

So, if I pick a secret DOOM threshold of 3,000, then its quite likely that Atlantis will sink. If the threshold is 2,000 it will probably sink quite early. If the DOOM threshold is 4,000 or more, then the chance of Atlantis sinking goes down.

So Sorcery cards are equivalent to nuclear weapons. You want some to act as a deterrent force against other players, but you may not actually want to use them in play. Given human emotions, once one House starts using Sorcery, the other factions may respond in kind. Another possibility is the kind of player who likes smashing sandcastles other players build, deliberately maximizing their DOOM generation (social mechanisms in the game might be able to deal with that – its up to the players to spot it happening and do something about it). A House that feels they are losing badly after a series of betrayals may also feel justified in dragging Atlantis down with them.

In my next post on The Colossus of Atlantis I will address aspects of emergent play in the game.

Conflict in Colossus of Atlantis

November 10, 2016

Let us start with two video clips. The first is the Talos scene from Jason and the Argonauts. It neatly demonstrates a Colossus versus Trireme battle. The second is from Oliver Stone’s Alexander movie, the main battle scene (not the best quality sadly). Which I think is a much better take on Hoplite warfare than in the movies Troy or 300.

Design goals

My design goals for conflict between the forces that players control in The Colossus of Atlantis are for conflict to be:

  • Simple
  • Fun
  • have scope for mastery
  • fit with the theme
  • Quick

I have tried to keep conflict relatively simple by:

  • making conflict automatic if two or more players send units to the same region
    • the only exception to this is if a player declares they are a coward (by saying “Phobos!”), and withdraws their forces back to their home city
    • cowardice has a potential cost – you can be fined by the courts, and if you don’t pay, your home city can be attacked (see below for an image of what that looks like)
  • keeping the maths to simple addition (no subtraction, multiplication or long division)
  • restricting the types of forces and the number of possible attacks to four

The maths is simple – add your strength ratings together for all your controlled units. Roll your dice, and add the two together. Highest player wins, both players lose in a tie.

I have two main ways in which conflict is fun. First, you get to roll dice, and you have a chance that each roll will explode (allowing you to keep rolling until the die stops exploding, and adding all the numbers together). Every now and then the Chaos dice will allow a player to pull off a lucky win against the odds. So there will always be some tension in a dice throw. Secondly, when you win you always get rewarded. You get some money, some victory points (VP), and some other useful game resources.


Course of Empire by Thomas Cole [Public Domain], via Wikimedia Commons

I believe there is scope for mastery of the game to be demonstrated. This arises from observation of the emergent play – if you can see the choices other players are making in how they allocate forces to regions, and react to them with skill, then you should win more conflicts (and earn more rewards). A cautious player may concentrate their forces on one or two areas. A bold player may split them between four areas, hoping to get lucky and find a region no one else is contesting for a cheap victory. Understanding how the dice can work out will also probably help with system mastery.

Exploding Dice

Because the Chaos die generates numbers from 1-4, and explodes on a four, its actually impossible to get a roll of four on the dice. Four +1-4 gets 5-8, and of a course a second four explodes again. You will roll from 1-3 75% of the time, and then 25% of the time you will roll 5+:

  • 75% of the time you will roll from 1-3
  • 18.75% of the time you will roll from 5-7
  • ~4.5% of the time you will roll 9-11
  • ~2% of the time you will roll 13+

One implication here, is that if you have a one bonus die advantage over your enemy, but they have four more combat strength, then you will have roughly a 25% chance of winning.

The DOOM die generates numbers from 1-13, but only explodes on a 13. So it exploding is a rare event – you might not see it happen in the game.

  • 92.3% of the time you will see a roll from 1-12
  • 7% of the time you will see a roll from 14-25
  • less than 1% of the time you will see a roll of 27+

Intuitively you would think that the d13 has a better chance of giving a victory against long odds, but its good to see it confirmed in the math.


I believe that a megagame conflict system trying to model Ancient Greek hoplite combat for a megagame should keep it simple, following a cultural style of combat where both parties agreed to fight at a particular place, the battle was fought quickly, and the defeated party conceded defeat. I thought about incorporating rules for skirmishers, cavalry, chariots and fortifications, but playtesting showed that this made it too complicated.

I added Triremes after the second playtest, as I redrew the maps, splitting them into one set of six land regions, and a second set of coastal regions, plus one gateway to the hollow earth. This reflects the importance of naval warfare in ancient Greece, and also fit with a change to how trading worked in the game – opening up possibilities for blockades and smuggling.


This relates to simple. A few things have been done to keep play fast. First, all players in a region are in conflict with each other. Diplomacy over forming temporary coalitions just takes up too much time in the fifteen minute game turn. With 13 potential conflicts to resolve, battles need to be done in under a minute. Second, players can resolve more than one conflict at a time. If two players are resolving a conflict in region one, three different players with a conflict in region 5 can be working through that. That is another reason why there will be lot of dice for each game table.

I also removed an early playtest option for spending DOOM tokens to adjust combat outcomes. This created an auction bidding mechanic, which just took too much time. Now you need the right Colossus upgrade (the DOOM Ray) and you spend the token before you roll the dice (a DOOM die).

Part of being quick is in constraining the choices the players can make. Most humans can only effectively evaluate three to five options. More than that and they start taking mental short cuts. So while I have 13 colony regions for players to squabble over, and they each offer slightly different rewards, there are only three types: land, coastal, and hollow earth. The fourth option, attack on home cities is constrained by law and politics. I also only allow four attacks maximum – and no splitting up of unit types. All your hoplites go to one region, and all your triremes go to one region (and it could be the same region).

Right, back to editing the game document!


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.


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.


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.