Two Playtests

by jack 6/29/2009 12:34:00 AM

These are posted over at BGG, but since I had some space to fill and megabytes to spare, here goes nothing...

"I set up the game at 11:00 or so, still waiting to play Steam but not able to get my wife or kids into starting a game earlier in the evening. I decided to set up my second two player game and begin play after spending part of the evening marking up a paper copy of the rules with grammar mistakes, etc.

This game was much different in character than the first, mainly because the investment track stayed within the top two rungs. Morale-crushing events simply didn't come around and it seemed to be within each side's best interest to keep cube values higher so their investments didn't tank. The only hiccup involved one bankruptcy played by a card early on which was reverse easily enough by the 'Oil Prices Falls' event - the only one that boosts the Investment Track. Each player typically used their shares like crazy to get shares, then try to boost their majority company. The first turn ended with Yellow taking an early 10-8 lead, then 18-16, then 24-21 in the third turn.

On the final turn, Green had 4 Personal Shares compared to Yellow's 1 Personal Share - since Yellow won the right to go first on turn #3, Green elected to keep his Personal Shares. More relatively benign events were played at the top of the turn. Yellow was set on padding his lead, but Green laid a card that caused remaining regional and personal investments to require one Personal Share to play. This was a big blow to Yellow since he couldn't easily pad his lead. Green and Yellow made investments. Yellow opted to buy a share in one remaining bank and played an event card which added red and yellow cubes to each Bank. Funny thing is, this event is usually a mean one late in the game because red cubes are usually tanked - but in this game it boosted a few of the banks that Yellow was the majority owner in - and if you own the Bank with the highest value then you earn another 3 VP with the Minority Owner receiving 1 VP.

Green did not have enough events to bring down the market. Instead, he decided to add shares in the remaining banks where he could. At the end of the game, he made one final move to move one red cube from the Midwest to a bank that he had majority ownership in.

At the end of the game, the top three banks had values of $34, $33 and $25. The last red cube was enough to put that last move to good use. By the time it was all said and done, Green won 30-29.

A few lessons on this play:

- I need to add some details to the rules as to what to do with discarded cubes from events. The idea is to bleed the bag dry, but I realized that I didn't explicitly state this.

- Some of the Event Cards need some more text on them to explain where things should go.

- I ignored some rules that I had written - which usually means if you didn't miss them, they weren't important enough to keep. I had neglected to play an Event Card of a listed region for some of the regional investment options. I think my aim was to use the Region portion of the Event Card more, however, I think it's an unnecessary condition to remember for these events so the rules will be amended. I also failed to properly enforce my minimums when scoring banks for the players and simply tallied up shares. I don't want to get rid of the minimum dividend (cube scoring) mechanism for the banks, so I will have to observe this next time. I'm not sure what effect in this game it would have had in the end since most banks usually had a good combination of cards and cubes. But since the end of the game was so close, everything counts in large amounts.

- The game played much differently this time - the market never tanked. It could have easily done so if the cards were played differently, but the mechanism to tip markets early never pulled the market down. It created a different dynamic than what I was hoping to play against, i.e. declining markets, red cubes being slashed, etc. The play was tentative and revolved around making risky investments and having them pay off.

- The Bond play in a boom market is particularly strong as it throws yellow cubes into the bond area in turns #2 and #3. Typically, it seemed like players would burn through their personal shares quickly early and budget later on. It seems like in boom times, if one player took from the bond area (the first player usually), it created a run on the bond market which would drain players of yet more Personal Shares. At first I wasn't sure if I wanted to keep this dynamic in there, but I'm actually amazed at how it works. If you decide not to take the riskier bonds, you are probably more likely to want to kill the market.

- In two games so far, I haven't even bothered with the Reorganization player action (trading three cards for a Personal Share). I have rarely moved cubes between banks although it did come in handy for some positioning in the later rounds of this game. I still want these options in place.

- I rarely moved cubes from regions to banks. This nullifies the effects of about a third of the event cards that involve messing with the regional cubes. The main reason for this is because it is cheap for players to throw in their own event cards into whatever bank they own. The cards typically have a good spread of values and since the majority of the cards favor yellow and red cubes in larger amounts, it makes sense to play them. However, the cards go away and cubes stay and the end game was decided in part by regional cubes and permanent investments that had been made through the game. Again, this is a point of interest to me. It almost seems like a waste to expend a card for the sake of moving a cube, but the cube tends to stay in place and if conditions change, it is very difficult to back out of that investment. I thought about scaling back the cube values on the event cards, but I really like the distribution that is on there now and it makes deciding short/long term that much harder to judge.

- Game clocked in at one hour from set up to shut down. I can live with that.

In short, the game is progressing well. I still have to try this game with the wife and I doubt I will try this out with my 7 and 10 year old kids simply because I think there's a lot going on.

I am pretty pleased with the way this game plays so far. There are moments near the beginning and middle game where shares are flying and most of the moves have high short term benefit - almost to the point of feeling worthless. However, there are a number of options on any given play that compound and gain worth regardless of the worth of the investments.

Next play tomorrow night with a simulated three person game - or if I can convince the wife to help out, I'd much rather have her input on things. She is savvy on the mood and feel of a game and she usually articulates any nagging suspicions I may have."

* * * *

"Well, managed to start a three player game tonight and the game turned into a bloodbath and wrapped up in 45 minutes or so.

The first turn was incredibly cordial and Green was able to get a jump on Yellow and Red and go up 10/9/7 thanks to owning a bank all by himself and having a minority share in the biggest producer. The Investment Track stayed at the top and the Stability Track was close to the next level.

Next turn Yellow and Red attempted to outmaneuver Green and began bringing values down. Green drew a 'Credit Swap' event that allowed him to move up to five permanent shares to any bank he owned so he moved them to a bank in the Plains - these were all red and the value of assets started dropping. This was brought about by Yellow calling shenanigans and dropping an 'Overnight Bail Out' card which caught Green by surprise. Before long everybody was piling on and dropping the Investment Track lower. Red played a card that allowed everybody to remove one share from every bank and Green was last in turn order, so the Plains bank was left with 6 Red Cubes with negative value and no other owners. Green countered by dropping event cards to hurt banks in the Midwest and Northeast and tried to put in enough cards to shift the bank's assets above -$5 at the end of the match. Unfortunately, another event card was played that brought cube values to $1/-$1/$-2 and the final value for Red's solo bank was at the cutoff for the final bankruptcy. The market slipped to the lowest level.

At this point, the game was originally designed to cut off the moment the third bankruptcy happened. I changed the rule (and it is uploaded to the site) so that scoring is done at the end of the turn of the final bankruptcy or the fourth turn. Green was in the process of bolstering up other Banks to get a final 3 VP. It felt unfair to not allow this VP scoring for the highest bank especially since once the market hits the lowest rung, all bets are off and the game is virtually over as there are yellow and red cubes strewn all over the board. With the change in the rule, Green won by 2 VP over Yellow. Red limped in last 6 VP behind. No one played bonds and again there were few regional investments done.

The game advanced quickly. I liked having the players clobbering each other and it was death by a thousand cuts towards the end. I imagine this will probably turn some people off to the game, but it is an incentive for people to work together. I did end up playing this game as a bunch of jerks pitted against each other. Maybe a friendly group of gamers would be a lot nicer to each other.

There were definitely some interesting card combinations coming up that would have surprised players in real life. The drawing of negative regional cubes was great, but having the guy they were aimed at turn around and group those all into one shared bank by everybody with the intention to eventually pull out was even better - but then the third owner deciding to play a card that allowed people to pull out so that the original target was screwed based on the original turn order? Just plain awesome - even if it did send the game on a quicker spiral. At that point I figure most gamers would just go into attack mode - and rightfully so.

Other changes involved some cosmetic changes to make the cards easier to read. The bank card is much more easy to read and the event card cubes at the top of the card are now the same size as the 1 cm cubes. It requires fanning the cards out more, but since you are reading text for the events anyways, I didn't see this as an impediment.



and



The cards will be spruced up with images and backgrounds, but for now I am trying to get the effects down pat. I did change text on some of the cards mostly to clarify events, but I did decide to make the 'Market Crash' events drop the Investment Track down by at least one rung and possibly two rungs. These cards were not drawing consistently enough to match the urgency on the title - and the game is all about trying to avoid a bubble. If it unbalances the game too much, I'll change it back.

Next up is seeing if I can get the wife to play. I'd also like to get Steam on the table in the worst way, but I feel like this might be easier to explain. Who knows. If I can't get her on board, I will take the next step and try to simulate a four person game. My sense is that things could get entirely too chaotic - and I haven't figured out a way around this if this happens."

 

Tiger Woods Disc Golf Review (Wii)

by jack 6/28/2009 1:04:00 AM

I haven't seen a review online yet for this game from the perspective of a disc golfer.  Admittedly, disc golf is like arena football to real football - a few more gimmicks and a poorer clientelle.  Nonetheless, I was looking forward to EA's interpretation of the sport.  I expect that my feelings below are similar to how golfers take to the video interpretation of their sport... so here we go...

The Good:

  • You now have a video game that features disc golf.  And I'm not talking about something any old monkey could put together.  The graphics are crisp, almost cartoonish, but clear.
  • Three discs - driver, mid range and putter.  They look nice.
  • Fairly realistic trajectories and throws.  Wind plays a minor factor in the throws, but the disc goes through the air pretty well.  It'll even roll some times.
  • Playing frolf on a ball course is funny if not for any other reason that you're out there pitching into chains.  I'd like to see a disc golfer attempt to make his way until the K-Club's course without getting escorted by police.
  • The Wii controller mirrors your movements and shows you immediate feedback on the screen.  Just plain awesome.  I always wondered what the inside of my polygonal-shaded wrist looked like.

The Bad:

  • The courses were made for ball golf.  This means:
    • As such, the hazards you find at your local disc golf course simply aren't on these courses.  They tried to make things more interesting by giving you a one stroke penalty if you land in the sand trap, but there aren't any trees on the greens to really stop you from knocking it in. 
    • Once you are on the green, there is nothing to stop you from knocking it in.
    • The course pars are geared for ball golf.  One one of the courses I played tonight, a par 5 hole was 156 yards (essentially a two-shot hole).  Westchester had a hole that was 28 yards - something I could recreate in my backyard.  Not pretty.
    • The places where trees would come in handy (tee shots, off-fairway shots) are not used.  Most courses have the tee in the middle of the fairway. 
    • No classic disc golf courses.  Hopefully the next version puts some courses made special for disc golf together.
  • Putting is automatic and also based on the same throwing motion as you would off the tee.  I tend to throw my putts up, flat and vertical.  Doing this on the Wii confuses the hell out of it.  A simple flick will get you in the middle of the pin every time.  I find putting in disc golf to be just as mental as regular golf, and that tension simply isn't here.
  • Ranges for your discs are in yards, namely 150, 75 and 20.  You can't throw the putter more than 60 feet. A mid-range doesn't go more than 220 and you can park the disc by going 450 feet.  I realize this was probably to make the courses more playable, but it messes with your head when you're trying to estimate things out based on your own experience.
  • Throws are consistent.  Very consistent.  Almost too consistent.  Always consistent.  My game has a boatload of inconsistency, but that's mostly because I'm awful.  Nonetheless, this seems a lot less real to me to reliably peg my targets dead center every time.
  • Each disc golf round is a one-off.  No tournament or anything.  You are a second class citizen (still).  Kind of a let down, but, again, golf is the main attraction here.  I can manage.
  • A nitpick, but hitting the '+' button to move to the next hole is irritating considering almost every other Wii title I have bought to date uses the 'A' to move on.  The 'B' to scroll windows down in the game is irritating as well - but in the disc golf portion, you don't have to do that.

That said, is it worth getting?  Definitely!  It's a great way to expose others to disc golf and it's a great ambassador to that end.  It's great to have a game to play when itsraining outside that you can pop in and get a quick fix off of it.  Be sure if you do pick it up that you get the enhanced motion sensor to go with it, otherwise you will not be able to play the game.  If you treat it like wiffleball is to baseball, you'll like the game - and that's alright.  Heaven knows there's enough other material on the game to play.

Downturn Playtesting - Early Release...

by jack 6/23/2009 11:50:00 PM

Playtesting ensuing for my latest design called Downturn.  It is a game that details the recent financial crisis.  The object is to manage risk, make investments and own the most shares of the most profitable companies without losing your shirt.  Picture below; files downloadable below that.

The Rules 

The Cards

The Game Board

Good Weekend.....

by jack 6/22/2009 9:14:00 AM

It was a great weekend.  Father's Day lasted over two days.  Day #1 as I had a chance to go disc golfing at Sims Park (did pretty well for me), Cuyahoga County Airport (did awful on two or three holes due to wind) and had Texas Roadhouse for dinner which was an absolute treat.  I ended up getting my cards that night and Tiger Woods Golf 10 for the Wii which has - yes - more disc golf!  Sunday we went to church, had a quick lunch and then went out to Morraine State Park in PA where I got to play on the course out there and then come back to the beach with the kids.  We didn't get back until around 10:30 or so.

Friday night was pretty good as well now that I think about it as I got to playtest my next game design.  More on this later, but it is extremely promising.

More on the TWG10 game as well at some point.  There are some things they got right, but I'm still a big fan of 07 on the PS3.

Bindle Rails Express

by jack 6/14/2009 10:03:00 PM

Just a quick note that Bindle Rails will have a younger brother in the near future - Bindle Rails Express.  The current incarnation of the game can be found at Board Game Geek at http://www.boardgamegeek.com/article/3560312#3560312 with a link to Google Docs for the Basic and Advanced edition of the rules so far at http://docs.google.com/View?id=ddbhs2vn_26gq34rvhn.  I'm pretty happy with how it turned out and I will probably try doing a limited edition run with a professionally done dice.

I know, I know - dice?  Despite the fact its dice, it's pretty strategic and has a lot of the same tension and dynamic as the card game with less set up time and half the play time as well.

Check it out if you're up for it.

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Bindle Rails - Second Edition Released!

by jack 6/8/2009 10:29:00 PM
The Second Edition Rules, Event Cards and Mats have been posted to my website at http://www.jkntech.com/blog/page/Bindle-Rails-Board-Game.aspx.

Biggest changes include:
- More clarifications and examples.
- Beginner's scenarios.
- Advanced scenarios including two new Public Companies, the New Haven Railroad and the Erie and Lackawanna (Nickel Plate Road).
- Event Cards (same as first editions with better explanations on some of them).

Feel free to print it out and try it. The game is free for download.

As a reminder, the Third Expansion set featuring new rules for hex-based route building and market-based resource is availabe here at http://www.jkntech.com/blog/page/Bindle-Rails-Board-Game---Expansion-3.aspx.

A session report detailing play of one of the expansion mats will be up by the end of the week.


Thanks to all for all the contributions!

Bindle Rails - Second Edition Rules Draft - Take 2

by jack 6/2/2009 9:52:00 PM

A section on how the Company Route Mat should look after you add routes, both as a competitor and as yourself is included in the latest version of the rules available for download here.

I imagine this will probably be the final version of the rulebook for now.  We'll see if it holds water this week.

"What Are You Doing?" Not Much....

by jack 6/1/2009 1:07:00 PM

It always seems like I'm thinking I'm not doing anything, but truth is, I guess I have....  Since Memorial Day...

  • Did the Towpath Trail twice, once with a whole swath of friends and their kids, once just our own little family...
  • Two or three softball games (and Breanna's been swinging the bat a lot better)...
  • A quick trip down to West Virginia's Donlinson Run State Park for a refresher course in mountain bike climbing and handling.
  • A quick trip down the road from my house to Atchinson County Park to ride on the renewed and refurbished trail through there.
  • A few soggy trips (Thompson Park - West Liverpool and Pymatuning State Park in PA) for disc golf where I actually shot pretty well for me (no double-bogeys, a few pars, over 3/4 bogeys and an occasional duece).
  • Playtesting the last Bindle Rails Expansion Set by putting together an Ireland map to round out Canada and Colorado.
  • Bouncing around with kids on trampolines.
  • Losing my first bet with Breanna over Blue Moon Ice Cream (yes, kids, it exists).
  • Watching Jackie doing gymnastics and drawing a lot more lately...
I still need to finish up some things, but this summer is shaping up to be pretty fun.  I have a few ideas for some games that I'm looking forward to putting up on the site soon and I've been toying with doing a few more maps for Bindle Rails.  All good.

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Life

Expansion #3 Complete!

by jack 5/26/2009 10:27:00 PM

Complete rules, mats and maps are available for the latest expansion set for Bindle Rails from this location!  It features maps for Eastern Canada, Colorado/Utah and Ireland. 

There are a couple of changes in the system that make this expansion worth picking up.  For one, instead of building down the route card as you do in the original Bindle Rails, you build across of landscape of hexes to reach different cities and resources.  Resources such as ore and coal, grain and lumber are placed on certain hexes on each of these maps at the beginning of the game.  You then proceed to research technology which will give you the chance to buy locomotives that can carry these resources back to the cities that demand them.

The value of your resources is driven by how often you deliver the resource, the terrain you are transporting your resource over and the capacity of your locomotives.  Certain resources like ore and coal typically earn more money and drop less in value while grain and lumber and tender to be more volitile.  The Company Value mat is replaced by a Resource Mat which marks the rise and fall of your commodities.  Resources can appear and disappear over time.  Due to the probability of the Event Cards, some areas may be more likely than others for this to happen. 

The technology tree is streamlined and is linear in design, much like the Louisville and Nashville Expansion.  Locomotives are researched and the more expensive engines can carry more cargo and are worth more VP at the end of the game.  Managers are not used in this edition nor are the Goal Cards - merely the Event Cards.  

The game plays more like a "train" game like 1830 or Silverton but is easier to set up and take down and plays quickly enough for three or four plays in a single evening.  It is currently only a solitaire game, however, playtesting is planned to open up the game.

The good news is if you have Bindle Rails already, you already have all the pieces ready to play the expansion... so give it a try and download it!

Pick it up here!

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Bindle Rails - Second Edition Rules Draft....

by jack 5/19/2009 10:35:00 PM

In PDF form is here for the taking.... 

If you like Open Office formatted stuff, I've got that too.

Final versions hopefully up at the end of the week with slight changes to cards as well.  Nothing that breaks the game for those of you who play the game at home, mainly clarifications.

 

 

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