Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Thursday, March 3, 2016

Villages of Valeria Kickstarter

Re-reading my last post about Villages of Valeria aka Deckville, I see that I promised to post here when the Kickstarter campaign started. I completely forgot to do that!

The campaign ended just a couple of days ago, and I'm delighted to report that it was a huge success. We needed just $8,000 to fund the project, and wound up with over $200,000! We will be shipping over 7,000 copies to backers, before the game even hits the store shelves. Here are the final results:


We never expected the campaign to be this successful. We had to scurry in mid-campaign to find new stretch goals to offer. Each new goal seemed to be achieved almost the instant we put it up. By the halfway mark, we couldn't offer anything more because the game box was full and within a flea's weight of being too heavy to ship for the pledge amounts we were asking.

Daily Magic Games is nothing if not resourceful. A new pledge level was announced that would get its backers a "Deluxe Box", with room for still more content. The necessarily higher price compensated for the increased shipping price, and of course all backers were notified and allowed to upgrade their pledge to the Deluxe Box if they wished to do so. And then more goals were set, allowing us to put even more content into that bigger box.

In the end, backers got their choice of the standard or Deluxe box, each with lots of extra Building and Adventurer cards from stretch goals. There are three new 12-card expansions (one was a Kickstarter exclusive), and two new mechanisms (Events and Monuments) were added to the game as part of the expansions. Cards were upgraded to top-quality stock, coins were upgraded from cardboard to printed wood. And all backers will be able to download a high-quality digital art book, containing artist Mihajlo Dimitrievski's wonderful artwork without the game's text and iconography blocking the view. (I'm excited about that one myself; the art in this game is fabulous.)

As I write this, we are putting the finishing touches on the artwork and the rules. The goal now is to deliver the product to backers in September 2016, and to retailers a few weeks after that.

I have to give a tremendous shout-out to Daily Magic Games. DMG did a simply amazing job: helping improve the basic design, adding theme, engaging a wonderful artist, promoting the game to reviewers, working the social media, and using their previous successful Valeria: Card Kingdoms campaign as a springboard for the Villages of Valeria campaign.

And I also have to give my profuse thanks to my enthusiastic playtesters. A lot of people kindly tried out this untried game when it was still incomplete, but I am particularly grateful to two groups. One is Helen's and my old gaming group down in San Jose: we miss you guys! The other is our new gaming group up here in Oregon: the gang at Off the Charts Games, and its amazingly welcoming owners Lynn and Ron Brown. Off the Charts is a great place; you should definitely stop in if you're in the area.

What a ride this has been!

Tuesday, November 17, 2015

Villages of Valeria

Sometimes you get good news, but it's not the right time to make noise about it. And then when it is time, you're busy and you don't get around to it. That happened to me this year with this bit of news: I sold a card game design, which we hope will be published in (probably) 2017!

Deckville...
That design was called Deckville: City of Cards, and you can read about my early design work on it here. In March 2015, I went to the excellent GameStorm convention in nearby Vancouver, and showed off three of my designs in their Game Lab area, which is dedicated to as-yet-unpublished games. There were few publishers in attendance that year, but I got lucky: Deckville was noticed by Daily Magic Games. They were looking for card games to publish, and thought that Deckville was a good candidate. I gave them a copy to take home and try out, and soon after we had a deal.

Since then, I've been working with Isaias Vallejo, an experienced designer and founder of Daily Magic Games, to get the game ready for publication. We've made a lot of changes to my original design in order to make the game more suitable for their target audience: they want games that are easy to learn and quick to play. I was a little reluctant at first, thinking that they wanted non-strategic games with little to think about, but happily I was wrong about that. We've worked over the design until its play time is significantly shortened, but it still offers plenty to think about in under an hour of play. It's been a pleasure working with Isaias on this project; it's definitely been a joint effort, and we will both be listed as designers when the game is published.

...is now Villages of Valeria
We also gave the game a new theme (which I admit it desperately needed!) and a new name. It is now Villages of Valeria, with a fantasy theme to match their first-published card game. That game, Valeria: Card Kingdoms, will be available in stores in early 2016. It's a fun, light-weight game featuring wonderful artwork by Mihajlo Dimitrievski, who is also doing the art for Villages of Valeria. Here's a sample, the artwork for the "Witch's Hut" card:


Kickstarter and Print-and-Play
We hope to launch a Kickstarter campaign for Villages of Valeria in early 2016. I'll post here when the Kickstarter is up. In the meantime, a print-and-play version of the game is available now on BoardGameGeek: click here if you're interested, try the game, and send us your feedback!

Related Games
Another of Daily Magic's games is now in the last days of its Kickstarter campaign. Check out Mana Surge on Kickstarter!

Isaias Vallejo is also the designer of the board game Sunrise City, which is a nicely designed game that's a lot of fun. I recommend it.


Press Gang

I have a new boardgame design under development. Its name is “Press Gang”. It got its start several years ago, when I thought up a mechanism for players to select tiles from an array of tiles on the table, by “walking” a pawn from tile to tile to reach the one you want. The cost of acquiring a tile would be the sum of the cost of walking your pawn and the cost of the tile itself. I wrote up a page of notes and thoughts about this mechanism. Here’s a quote from that page:
Players must balance the perceived value of a tile against the expense of acquiring it; and every move will change that equation for the next turn by putting the pawn in a different neighborhood. This sounds like a reasonably rich set of choices.
I filed my write-up, and forgot about it.

In late January of 2015 I was browsing old files out of boredom. I found my page of notes and starting thinking about it. In fairly short order I had the outline of a complete game, got excited, and started developing it.

Tile collection immediately suggests set collection as a goal: there would be different classes of tiles, and different individuals among those classes. Players would score by collecting appropriate sets of tiles.

Variety is important. Without it there is no compelling reason to walk an expensive distance to get a tile over there, instead of grabbing a cheap one nearby. Reiner Knizia’s amazing game Ra was my model for this: scoring would be different for each class of tile, giving players some difficult choices in deciding which tile might be best to acquire on any given turn.

Budget management usually adds interest to a game. I decided that there would be money, which could be spent to gain extra actions and get more done, or saved to be worth points at end of game. (Money is also a nice balancing system: if a choice is so obviously good that it’s a no-brainer, make it cost some money and tune the amount until it becomes a tough choice.)

A lesson learned from the games Ra and Coloretto, among others: it’s good to have “poison pills” in set-collection games. A poison pill is anything that reduces the value of your collection, but that you have to take anyway as part of collecting something good. Poison pills make players balance conflicting goals. Do I want this really good thing even though it comes with this really bad thing, or do I want that lesser good thing that comes with a lesser penalty?

When I’d reached this point in my thinking, I found a good theme for the game. I’m a fan of C. S. Forester’s wonderful novels of Horatio Hornblower, the fictional captain in the British Navy during the Napoleonic Wars. Recruiting a crew for a ship of the line was not an easy business. A captain needed a variety of experienced officers, but he also needed deckhands, which as often as not came from the press gangs.

This gave me thematic classes: each tile was a crewman, who might be a Lieutenant, a Midshipman, a Petty Officer, or a deckhand. And deckhands provided a great poison pill: you must have them, but you must get them from the Press Gang. They are landsmen who know nothing of the sea, and who must be trained in order to become useful.

Each class needed some feature to make it different from the others. For example: I felt that if the entire game were merely a matter of walking around and picking up tiles to fill your collection, it would not be sufficiently interesting. So when your recruit a Midshipman, you get another choice: you can keep the tile for scoring at the end of the game, or immediately sacrifice its score to get a benefit called the Privilege. There are several different Privileges: they can help you move your pawn more quickly, get you money, recruit another officer, change your end-game scoring, and so on. The decision you must make is whether the benefit will eventually be worth more points than the Midshipman’s basic score.

Within a couple of weeks (which is remarkably quick compared to my usual rate of progress), I had a perfectly playable game on my hands. Since then I have been tuning the game: adjusting the costs and values of things, and trying to streamline the rules. I think it’s getting close to done, but it’s not there yet. But more than one knowledgeable person has told me it’s my best design yet, so that’s encouraging!

Thursday, June 19, 2014

More DeckVille

If you read my previous post from two months ago, you know that DeckVille is a euro-style card game that I've been designing in which players compete to build the best districts of a city. Unlike most of my designs, DeckVille seemed to basically work right from the start. But there's a lot of distance between a good start and a finished game, so I've been working on improving that first-cut design.

Since that post, DeckVille has been through several revisions (and I now have an impressively tall stack of obsolete prototype cards that I am using as a scratchpad). For example, one important change has been the addition of "special powers": some cards provide a special power that improves the player's ability to get things done. These give the cards more variety, and give the players more to think about. The list of actions you can take on your turn has also been evolving, and the game now offers some interesting ways to manage your hand.

I took a prototype to the KublaCon game convention, where it got a lot of play and I got a lot of interesting, useful feedback. Because of that, the latest revision is now much better balanced and I think provides more interesting gameplay. (I was listening, guys!)

I still intend to make the game available via TheGameCrafter.com when I think it's ready, but it's certainly not ready yet. Just this afternoon I added two new special powers to the deck, and made some improvements to the iconography. But I may make a print-and-play version available in a few weeks, when I stop feeling the urge to make significant changes after every other play (assuming that ever happens).

In the meantime, here's a sneak peek at a diagram from the rulebook, showing the elements of a card:


Sunday, April 20, 2014

DeckVille

I'm really not keeping up this blog very well, I see. Well, I've been busy, and my other blog over at solitairetilldawn.blogspot.com gets more attention—which is as it should be. But I can't spend every waking moment on solitaire programming, and I've been able to find time for some table-game design lately.

First a glance back: last post, I was talking about recent changes to my Spatial Delivery boardgame. After a lot of playtesting, I'm now pretty satisfied with that design. I think it's done, and I don't expect to do anything more with it. (No publishers in sight, but the market is pretty crowded these days, so I'm not holding my breath.)

And now I'm working on a new design called "DeckVille".

A while back Dice Hate Me Games held a contest for game designers. Entrants were to design games that could be played with only a pack of 54 standard-size cards. I was too busy moving to think about it at the time, and the contest is long over. (You can see a number of the winners on Kickstarter at Big Game for Small Pockets.) But the idea stuck in my head, so I recently set myself a challenge.

I have wanted to create a card game in the style of the kind of board game that Helen and I like best: an "economic builder". Simply put, this is a strategy game where you spend the early part of the game building things that make you efficient, and the late part building things that will make you points.

I wanted this design experience partly for fun, and partly in hopes of getting a compact, portable, playable game out of it. But mainly it's meant as a learning tool. I thought that this exercise in minimalism might give me useful insight into this kind of game.

I didn't worry about coming up with anything original. I happily stole ideas from quite a few different successful games by published designers: 7 Wonders, San Juan, Suburbia, and Ticket to Ride, along with a number of others.

In nearly all games of this type, the player is to jump through some kind of hoops to get <something> that is spendable, and later jump through more hoops to spend the <something> on <something else> that will provide victory points. I decided that DeckVille would be about building a city; that the spendable stuff would be several different kinds of resources (e.g. wood, brick, steel, etc.), and that the victory points would be provided by facilities: residences, shops, businesses, public buildings, and so on.

San Juan provided a crucial notion, one I've also seen in many other games: every card can be used for two or three different purposes, all useful; but in every case you must choose one use per card, and forgo the other possibilities. This gives the players decisions to make. The decisions should be significant (that is, they will affect the outcome of the game), amenable to reason (that is, their effects are somewhat calculable), but not obvious. (Sometimes these are called agonizing decisions.) In DeckVille, a card can be used as a resource or as a facility, but not both. The cost to build a resource is to discard some number of other cards from your hand (another notion from San Juan), while the cost to build a facility is paid by having previously built all the resources that the facility needs (7 Wonders).

Interest and variety come from making every card different, and by making the scoring value of cards interdependent. Every facility has a type, out of eight different types (public, housing, shopping, dining, etc.). The scoring value of a facility might be absolute ("2 points") or conditional ("1 point per public facility you have built"). This kind of variety can be found in quite a few games, but I took most of my inspiration here from Ted Alspach's Suburbia.

Given that basic framework, what's needed for a good game is balanced paths to victory. There should be a number of ways to achieve victory: for example, you might build a lot of business facilities, capping them with a facility whose score depends on that. Or you might build the right combination of public and infrastructure facilities; or a mix of housing and shopping. If the game is balanced, there will be quite a few good ways to make lots of points, none of which are overwhelmingly better than the others, but all of which will be difficult to achieve in the face of intelligent opposition.

I found that the original goal of a 54-card game worked, but only for two players. After some thought, I added a second deck of 54 more cards, with half of that deck marked for "three players" and the rest for "four players". You can still play the two-player game with just the original deck.

It needs more work, probably lots more work. But it actually plays quite nicely, even now, which is encouraging. I think I will eventually spruce up the artwork and post it for print-on-demand at TheGameCrafter, when I'm done with it.

Sunday, December 15, 2013

Spatial Delivery: New Cards in the Works

Recent changes to my boardgame design-in-progress "Spatial Delivery" seem to be working out. Last Thursday, over at Rainy Day Games, three kind people gave it a near-blind playtest. They had a good time (I was watching) and they "got" the game, making the right kind of plays and doing the right kind of thinking. Most of their feedback had to do with ways to make the game more accessible on the first play: quicker setup, better player aids, improvements to the rulebook, and so on. (I screwed up and brought a somewhat out-of-date rulebook, so I had to intercede occasionally to answer questions and make corrections.) The actual rules and gameplay went over well.

Given that, Helen and I decided that it's time to re-think the physical bits, with an eye toward first-time players. We may eventually rework the hex tiles, perhaps eliminating them in favor of an actual board; we're still discussing that. But the urgent priority is a new card deck.

Older versions of the game had very simple cards. Artwork aside, each card just had a color: red, yellow, green, or blue. But when I added the new Card Powers feature (see A Bit of Game Design), the cards became more complex. Each card now has one of nine different Card Powers, each of which can be used only at certain times in the game. Initially I'd hand-scribbled some rough icons for the various powers on my old cards, with explanations in the rulebook. That got us through our recent playtests; but the players always had trouble learning what the powers were and exactly when each one could be used.

So Helen and I are now brainstorming iconography and card layouts, trying to make the cards and their effects as easy to understand as possible.

In general I like to avoid text on cards if possible, because it makes international editions of a game more expensive to produce. But the various card powers are complex enough to need one to three sentences of explanation each. We want new players to be able to understand each power without having to constantly look them up in the rulebook. A separate player aid would be a reasonable compromise, but for our prototypes we've decided to put some text on each card, in addition to the iconography. If the game is ever published, the publisher can decide whether to keep the text or not: the icons are sufficient for players who are already familiar with the game.

We've decided to try a smaller card size, to reduce the area needed for the game on the table. While the card displays aren't the biggest offender, the game does take up a lot of table space so we're trying to minimize that without impacting ease of play.

Even though the cards are smaller, some elements of the card design still have to be reasonably large, because they must be visible from a couple of feet away when the card is lying face-up on the table. At the same time, compact iconography is needed along the left edge of each card (the "index column"), so that players can fan their hands and easily see what they've got. I was originally fixated on point symmetry, which would mean an index column along both sides; but that was taking up too much space. Helen broke my fixation by showing me that an asymmetrical design gave us enough room for a nice layout.

Here's a mockup of the new design. The actual size is a bit bigger than shown here, and of course the printed cards will have finer resolution. We've printed some proofs to be certain that the text will be readable.
The new card layout
Anybody got any suggestions for improvements?

Saturday, November 9, 2013

A Bit of Game Design

It seems ages since I've spent any serious time on any of my own game designs. What with the day job (followed, after retirement, by the exigencies of moving to another state), the two expansions I helped design for Railways of the World, my musical activities, and the need to work hard on Solitaire Till Dawn, my own designs have been given short shrift for the past few years.

But I'm retired now, and we finished moving in a while back, so that's over with. Solitaire Till Dawn isn't done yet and is still getting most of my alert-and-working attention; but all work and no play makes Jack want to stay in bed instead of getting up in the morning. So I've given myself a few evenings and weekends off recently, and put some time in on one of my oldest and best designs.

I started work on Spatial Delivery in 2007, and it won the Game Design Contest at KublaCon in May 2008. At that time I thought it was pretty much done, but it wasn't. Experienced game designers know that you have to playtest a game a lot to discover its warts and inadequacies. Like a software product, a game design must be tested, evaluated, fixed, and refined many times before you can be sure it's done. (Just the other day I saw a major, successful game designer apologizing for a "bug" in one of his new games: he and his testers hadn't found it, but the people who bought the game did. He's working on a fix.)

In the years since that KublaCon, I've revisited Spatial Delivery a number of times. I've been aware of a number of flaws in the design, and searching for ways to fix them. I think I've made some solid progress. I hope to take the game out of the house and have some strangers play it in the next few weeks, after a bit more in-house polish and maybe the making of a revised card deck.

To reach this state I had to make a painful decision: I had to throw out the one really original mechanism in the design. That mechanism wasn't a completely awful idea and I may be able to use it in some other design; but it wasn't a good fit in Spatial Delivery. It had to do with how players acquired cards ("Goods") for delivery to worlds in outer space, and that phase of the game was plagued with a variety of problems. I can't count how many solutions I've looked at for that process; but I'm hoping my new design will stand up.

Without going into too much detail, there had been four different types of Goods (red, green, blue, yellow—they have thematic names and icons, but never mind that). No form of random and semi-random distribution or drafting was working: it was always too easy for a player to get screwed over by an unfortunate shuffle, and there was little challenge or interest in choosing which cards to draft. My nifty mechanism that let players challenge each other over card selections didn't make it any better. I had to throw out the whole notion of shuffling all the Goods cards together.

Instead, I separated them into decks by type, and I invented a bunch of "Card Powers" and gave one power to each card. So now you shuffle just the red Goods cards together in one deck, and the blues in another, and so on. When players draft cards, they can always see one face-up card in each color, and choose any one of them. That way, every player gets the color mix he wants. But the Card Powers come up randomly, because they're scattered evenly among the Goods types.

This gives the players more to think about, even while allowing them easy access to the colors they want. The Card Powers give them new options during the next phase of the game, when they play the cards they've drafted.

This opened the door to a good solution for another of the game's nagging problems: turn order. Turn order is fairly important; it's an advantage to be able to play before anyone else. That means that the turn order needs to change, every round. But the game only lasts for a small and odd number of rounds (too bad, but otherwise the game is too short or too long) so simply rotating the turn order every round isn't really fair. I solved this (I hope) by inventing a Card Power that affects the turn order for the next round. Players can now decide for themselves how important it is to go first rather than last, and do something about it if they're willing to pay the price by grabbing and playing a Turn Order card instead of a different one.

It's surprising how hard it can be to let go of an old design feature. Another change I made recently was to make it cheaper to travel longer distances as your spaceship goes to visit planets in outer space. Originally I felt that it was important to keep travel distances short; I can't even remember why. I had a somewhat cumbersome rule that allowed long-distance travel at a nearly-ruinous price. I've now realized that this was dumb. The price of travel is high enough anyway, and the incentive to make frequent stops is strong. The fancy rule wasn't needed and I threw it out. The game is now easier to understand and more interesting, because long-range travel is now easier to do when a player has good reason to do it.

There's a wonderful company called The Game Crafter that can print and ship single copies of games on demand. It allows new designers to self-publish pretty easily, and it can be a great way to manufacture just a few copies of a game under development. When they started out their offerings were fairly limited, but they've been expanding. I see that I could now self-publish Spatial Delivery there, if I ever decide that it's ready for that. I'd like to license the design to a real game publisher someday, but in the meantime The Game Crafter is a good solution for turning out a few copies for playtests and publisher submissions. I won't do this until the design is a lot more finalized, though, and I'll have to drum up a few bits of artwork that I can legally use for symbols and icons on the cards and such.

Friday, June 3, 2011

Continental Rottweiler at Kublacon 2011

Helen and I were at Kublacon this Memorial Day weekend, as we have been every year for the past several. It wasn't as good a trip for me this year; I was too tired and sleep-deprived before the con even started. But there were a few high points anyway.

Continental Railways of the World
The highest point for me was certainly the four-and-a-half-hour, five-player Continental Railways of the World session that I hosted on Sunday morning. This playtest was very successful in several ways. First off, everybody seemed to have a good time! The game didn't bog down, and was competitive for its entire duration.

The Income Trough
I've been worried about a phenomenon we've been calling the "income trough". As RotW players will know, your income in the game is tied to your score. For most of a normal, one-board game, income rises as your score rises; but then income first tops out, then actually declines as your score continues to rise. In normal games this isn't much of an issue because by the time it happens, you've usually built most of the track you intend to build, and you don't need much money any more. But in the Continental game, you can find your net income dropping to near, or even below, zero just when the West opens up and you suddenly need to build a lot of track as everyone races west! A player who "bottoms out" at this moment can be seriously handicapped, and as a result will have no fun for the next two hours while he sits hopelessly in last place, cash-strapped and in debt, waiting for the game to end.

It would be easy to shrug this off and say "well, Player Red, you should have planned ahead." But I'd rather find a solution that allows such a player to take a less fatal hit, while still rewarding the players that did plan their income curve more successfully. I've had a couple of mechanisms in place for this, but they needed tuning. In this session, I think we finally had it tuned about right. Every player has a financial choice to make at the moment the West opens up; in the past, that "choice" has been a no-brainer. In this session, every player had to think it over, and they didn't all choose the same way. Furthermore, I was the player who was mired in the income trough, and sure enough I didn't win; but I was at least able to survive and progress. I think it worked out pretty well.

Paths to Victory
The winning player built a nearly coast-to-coast network, and one of the largest on the board. This was gratifying to me, simply because I love to see that kind of layout. But the same player won an earlier session by staying close to the Eastern board, with only a small extension across to the Western board. I'm pleased to see that there's no single approach to winning the Continental game.

Rail Baron Cards
Another measure of success for playtests is whether you learned anything new. I think I did. I was a bit shocked at the huge effect that the Rail Baron cards had for the more successful players. They were real game-changers.

I had "scaled up" the bonuses that these cards grant. In a normal game, they're worth (very roughly) 10% of your final score. Because final scores in the Continental game tend to be at least double a typical normal score, I made the Continental Baron bonuses much larger to match. But having seen them in action, I'm inclined to think that this was a mistake. Although the final scores were much larger than in a normal game, the differences between the winning player's score and his nearest competitors were not so much larger. The Baron Cards were overwhelming those differences, more than I think they should.

I plan to sit down soon and re-think those bonuses. I will likely tone them down to something in between their current values and those in a normal game. In addition, I'm tempted to look into making them incremental: instead of getting a single big all-or-nothing bonus, you'd be able to claim a partial bonus for achieving a portion of the goal. This sort of bonus already exists, for example in the Eastern U.S. Rail Baron card that awards 2 points for every connection you own into Chicago. Your bonus from that card can be 0, 2, 4, 6, or 8 points. I may not be able to come up with a full set of such incremental bonuses, but I'll see what I can do.

Sunday, December 19, 2010

In Stores Now

I think most of the regular readers of this blog already know the following from Facebook and Twitter posts and the like, but since I've chronicled the development of this design here from the beginning, I feel that I should wrap things up here as well.

So here's the news: the Railways of the Western U.S. project (which started life as Hammer & Spike and which was known for a while as Rottweiler) is finally complete, and is available for purchase both online and at your favorite FLGS ("friendly local game store").

I received my copies about a week and a half ago; FRED very kindly sent them to me almost as soon as they had arrived from the printer. I am pleased to report that the production quality is excellent. The map neatly matches up with its Eastern U.S. counterpart. The City Rotor pieces are indeed very cool (see photos by my friend Marlin Deckert here and here). Everything's there that should be there, including the Fuel Depot bits that were missing from the Essen copies. And Helen got her urgent request satisfied: the player aid cards have an image of the Rotor Cities' "rainbow pie chart", so you can see the order of the colors.

My copies came before the product had appeared in stores, so I was surprised and gratified when Marlin showed up at game night a few days later with a copy he'd purchased at our own FLGS, Game Kastle in San Jose. This was, in a manner of speaking, the first copy we'd seen "in the wild". We stopped in there last Friday night ourselves, and sure enough, there were two copies sitting out on the Christmas gift suggestion display table.

I've been trying not to pollute this post with a lot of superfluous exclamation points, but they're here in spirit. It's been most gratifying to see the final product, see that people are buying it, and see the ratings going up on its BoardGameGeek page.

So what's next? I'm not sure. I have about a half-dozen half-baked ideas for new game designs, and there is an excellent chance of another expansion for Railways of the World. When I know, I'll let you know!

Saturday, October 30, 2010

News from Essen

Spiel Essen, the world's largest and most prestigious game fair, took place in Essen Germany last weekend. I'd been hoping that Railways of the Western U.S. would be ready in time to be shown there, and it was—just barely!

It seems to be standard practice for the initial printing of a new game product to be very small. This gives the publisher a chance to check the finished product for problems before paying to have thousands of copies made; and if there are no serious problems, the publisher has a few advance copies to show off and/or sell. The first shipment of Railways of the Western U.S. arrived in Essen on the morning of the first day of the show, just in time. It was 60 copies, and they immediately opened one copy and set it up to be shown off.

The BoardGameGeek web site (one of my favorite web destinations) had a presence at the show: they were interviewing publishers, and live-streaming video demos of the new games. Keith Blume demoed RotWUS for them on that first day, and if you're interested you can watch the video here. It's quick, only about three minutes.

The game sold out quickly; all 60 copies were gone by the second day of the show.

There was indeed one problem with those first few copies: there were no Fuel Depot tokens in the boxes. Fortunately those are not necessary components; they are used only with an optional rule, and you can play just fine without them. The people who purchased those copies can get replacement Fuel Depot tokens by contacting FRED Distribution customer service. If you are not one of the lucky few who got to go to Essen you won't have to worry about this, because it will be fixed for the first full print run.

The City Rotor tokens, the other new optional feature in the expansion, were included and apparently are pretty cool. I say "apparently" because I haven't seen them myself. Helen and I didn't go to Essen (we talked about going, but couldn't swing it this year) and so now there are some 60 people in the world who have actual copies of Railways of the Western U.S., and I'm not one of them! I've never even seen a copy I didn't make myself. There's something cosmically unfair about this, or so I keep telling myself.

But FRED says that the first real shipment will arrive soon, in just a couple of weeks. Then I should have my own copy at last, and they'll be available in both brick-and-mortar and online stores. Can't wait!

Sunday, October 10, 2010

Suddenly, Spatial Delivery

I haven't had a lot of time for game design work recently. Until a month or so ago, I was finishing up Railways of the Western U.S. (okay, that's game design, but it's still only an expansion and not a complete game!), and since it was sent to the printers other things have taken precedence.

But now Spatial Delivery has reclaimed my attention, after months and years of neglect. It started when we heard of a publisher that might be interested in it. I emphasize might because so far it's as tenuous as a rumor; but from what we've heard, SD might be the kind of game this publisher is looking for. That set me to thinking again about the game's biggest weaknesses, and how they might be addressed. Then yesterday over lunch, Helen and I were kicking this around, and she had a brilliant-sounding idea. Today we tried it out. A little to my surprise, the part that sounded most brilliant didn't get much play, but after some experiments and more discussion, we developed a new set of rules that feel like a great improvement.

The new rules seem to solve several problems. They added tension, competition, and interest to the card draft. They eliminated a complaint of many playtesters who didn't like that drafted cards remained vulnerable until the draft was over. And it helped balance out the turn-order bias that's been a nagging concern for a while.

Like all new rule ideas, it needs more playtest before we can really assess it. Also I will have to rewrite the rulebook and cheat sheets, and design a side-board to hold a score track, player order track, and round counter. This will take a little while to get together.

But I'm encouraged. Cross your fingers!

(Julie Haehn, if you're reading this, I will send you the copy I promised... after the rules have settled down and the new components are ready!)