This has all been posted at Board Game Geek already. I'm putting it here for posterity, naturally. :)
Just an update on the game, some big things, some little things. I had
been hampered by some health related issues, but I'm getting better
every day and things have been progressing.
As for the game
itself, I have been giving it a ton of thought. I think I am going to
be putting together the final revision for the game in the next week or
so and solidify some of the things I've been waffling on back and
forth. For those of you who have been playing the game, the changes
will be mostly cosmetic at this point. The bulk of the game works and
I'm quite happy with it. I'm even more ecstatic that people have been
trying this game out and playing it along with me and making it better
along the way. It has been a very rewarding experience all around.
Revision #8 will have:
- The final set of rule changes and clarifications. I can't thank everyone enough on this part.
- A sample game as a separate PDF for download to learn the system.
-
A reference map for all the routes in the game in graphical form -
kinda like the map now except structured more for info instead of as a
battlefield.
- A separate reference sheet will also be made
for each card in the game in chart format so that others may use that
as well in lieu of cards. I never tried the game with dice, but some
parts of it could be intriguing.
- A separate reference sheet
for Private Companies in chart format. The Private Company cards are
staying, but a sheet would also be nice to have and easy enough to
addend onto the game.
- Putting two Public Companies on each
sheet of paper so I can fit the route information on it as well as a
mini-map of where the routes and Private Companies hook up to that
company. (Think of the company mats in Chicago Express)
-
Changing the structure slightly on the stock card - instead of the
$1/$2/$2/$3/$3/$4/$5 ladder, I think I'm going to go
$1/$3/$5/$8/$11/$14/$19 (or whatever it is - can't remember it at the
moment.) The movement up and down the stock ladder will be the same as
it now. This will make it easier to determine the value of the company
and only involves simple math up/down the ladder for manipulating
stock. This also helps in determining company values for buying other
Public and Private Companies.
- Inclusion of art created thus
far into the manual as well as some pictures and other stuff that I
have been meaning to add for card backs, etc.
- Full credits from all who have contributed so far in the game if they wish to be.
Revision #8 will not have:
-
Tech Cards. The tech tree will take over. A tough call on my part, but
I think I can present the tech tree on two 8 x 11's, add graphics, and
generally make it easier to read. I find myself using extra cubes on my
techs so I can count them at the end of the game.
- Game Map:
I wanted a map really bad on this one... due to the way that routes are
created, added, played, etc., it just doesn't flow the way I had wanted
it to. If others want to provide one, that's fine by me. It's been the
most consuming part of the project and if I can get away with a
Ticket/chart based approach, I think that is the way to go.
-
Official multiple player rules. I am not satisfied with the play of the
game beyond solitaire. That's not to say that it can't be done - I
think it just loses some of its luster against others. The events don't
play out as easily and the game feels bland to me. I've tried playing
with a couple other people, gamers, non gamers, kids, hobos, etc., and
the consensus is there. If you guys think the opposite, let me know.
-
Additional expansions, scenarios or rules. Another toughie, but this
can come later and anyone can jump on this one. I had a couple neat
ideas, but the game is pretty much baked and is ready to come out of
the oven now.
What's Next?
I am planning on doing
a 50 game run of the game with a target release for this summer,
hopefully much sooner. I am shopping the game around to get quotes at
the moments for various components, etc. Most publishers request huge
batches of orders (and money up front) to do a game, and I simply don't
have those resources - never was my plan to do so. A small run I could
do and license out the game later at my choosing if that ever should
happen. A guy can dream. In lieu of that, odds are, yours truly will be
putting things together with professionally printed/designed components
and shipping them out personally. Sounds fun, actually.
The main
differences between the self-published and web-published game will be
bits. It will be structurally identical in rules/etc. to the print and
play versions we all have. If you want to buy one later (if this ever
takes off), great, otherwise, well, that's great too.
My main concerns at this point are:
-
Event cards. They need to be durable, rounded, and beautiful. I don't
want to skimp on these. The Goal cards and Manager cards should still
be rounded and beautiful, but can be of lesser quality stock.
-
Public Company mats. I would like something substantial, similar to
Chicago Express. The closest I can come to this at the moment is a
combination of chipboard/cardstock/lamination versus professional
production methods. The mats will be roughly 8 in x 5 in.
- Stock/Turn Mat. See above for composition and size.
- Rule book, examples, etc. Black and white, plain paper.
-
Game box. Durable plastic packaging is the easiest on the environment.
Short of that, I am considering a hard plastic see through box roughly
the size of what you would get a package of paper from at an Office
supply store. Ultimately, I'd like a true game box, but don't know cost
on this and expect it to be waaaaaay too much for me.
- Game
bits. I plan on using plastic 1 cm cubes for all major tracking.
Namely, approximately 12-15 cubes for each Public Company (B&O,
C&O, NYC and PRR), approximately 20-25 black cubes to track
Technologies acquired, approximately 5-10 cubes for tracking turns,
phases, engines and bridges on routes. Wooden cubes are pricey,
however, educational supplies for plastic ones are surprisingly
reasonable.
- Theme. I am in the process of working with a
couple individuals on game art. Theme makes or breaks most games, and
this is the one strength/weakness of the current game. Print and Play
games are economical and you can experiment with things. Art, however,
in proper doses, makes things that much more richer. The one thing that
came up in playtest often was "you should make pictures of X here" or
"it would be cool if you had a train here" or whatnot. I am picturing a
cross of Chicago Express and 1960 in terms of general feel. Not sure
how that's going to work out or who will end up doing it. Limitations
on prior art, copyrighted images, etc. also all come into play.
- Business Crap. No fancy game name for the company, no separate tax stuff.
-
Distribution. Email me. Place an order. Send a money order. Add some
money for shipping and handling. License to someone else to figure out.
Who knows. Avoid checks and credit cards and keep it as low tech as
possible.
- Price. I am aiming to create each game for $20 or less. I am hoping to set a price of $40 + S/H for a completed game.
Beyond Bindle: "Rust Belt Rails"
Another
game project is in the works. More on it later. Suffice to say, it is
meant to be played against others. It will be another rail game. It
will stress city building, resource building (and monopolies), track
rights and dealing with the current realities of shrinking economies
and hard times for the railroad in general. The main components at the
moments are large tiles for track rights, poker chips for cities, small
cubes for actual track and 5 or 6 other cubes for resources. And, of
course, resources lead to each other and can be manipulated.
The
game will have a beginning build phase where cities (small cities, 1 or
2 resources, larger cities, more resources) can be built, track rights
bought. Resouce cubes will be able to be placed in cities. A home base
for your rail empire will be determined. It might be on a random board
or one stretching from Appalachia to the upper Midwest.
This
will be followed by a 'golden age' where your connections to
commodities are rewarded, opponents may be shut out of crucial cities
or be forced to pay more to go on track that you had set up for right
of way. Some resources will surge and earn more VP's, others less.
Cities may flourish.
Finally, there will be an 'age of
decline' where resources begin to dry up and routes that were
profitable before are liabilities and opportunities vanish. Passenger
and mail service? Those cubes start coming off the board. Track will be
ripped up in certain areas to cut losses. Entire groups of resources
may leave the region as well. It'll be like 1970 all over again, except
with less hair.
All tentative at this point, but the webs in
this game are intriguing. Complexity will be slightly more than Bindle,
but for different reasons, namely, there are certain actions per era
and discrete actions that opponents may want to take advantage of. It
will be designed for 3+.
Anyhow, questions, comments welcome. This post ended up being a wee-bit long.