Skip to Content
 

Game #1: WarZone (by Scurra)

23 replies [Last post]
Scurra
Scurra's picture
Offline
Joined: 09/11/2008

The island of K'tann is peaceful, with the original settlers having established their own identity over many centuries. But now the descendents of the original nations that settled the island have rediscovered it. And this time they are bringing weapons of war to seize power. WarZone is a game of strategy, tactics and bluff. Players deploy their forces across the island and try to second-guess their opponents plans. No dice, one results table and a little bit of luck. Can you emerge the victor from the WarZone?

The game is completely untested in any shape or form.
You should be able to find it here:
http://www.scurra.com/warzone/index.htm

Does it make any sense at all?

Brykovian
Brykovian's picture
Offline
Joined: 07/21/2008
Game #1: WarZone (by Scurra)

Straight away: Nicely done, Scurra!! :) It was a pretty easy read and immediately seemed like an interesting game to play.

Here are my two questions:

First: The move tile says that the player *may* move one of their units to an adjacent region. Does this mean that the player can choose to not move? So I can move one of my units into a region that is currently only representing one other player, and I put down my "move" tile for that region. If the other player attacks, I can move my unit back out, but otherwise I just leave it there to collect a point ... is that correct? (Personally, I'm thinking the move should be forced.)

Second: Since the points are scored each turn, doesn't this possibly lead to a run-away leader? Once I have control of a region, if no other player can (or wants to) place a unit in that region, I just keep collecting 4 points? (I guess the other players will have to make sure that doesn't happen, but doing what I suggested in #1 above, eh? ;) )

Looks very good so far ... might be worth mocking-up in Thoth to playtest it a bit.

-Bryk

zaiga
Offline
Joined: 12/31/1969
Game #1: WarZone (by Scurra)

Some first impressions.

Rules are still a bit rough as can be expected with an untested game, but I was able to understand most of it.

Some unclear points:

This process is then repeated but in reverse so that each player has placed two combat tiles, ending with the starting player.

I believe you mean that starting with the starting player and proceeding in a clockwise fashion every player places one tile. Then the last player places a second tile (which means he places two tiles right after another) and then the order is reversed (counterclockwise) ending with the starting player. Right?

After a Region has been contested

What exactly is a contested region? Any region that had tiles in it? Do blank tiles also count?

After a Region has been contested, the player with the most units in the region scores 3 points and the second 1 point. If there is a tie for first place, both players score 2 points (a tie for second scores nothing.) Black units count for this purpose. If a player would score 3 points for a region, they may choose to take a unit from the Discard stock instead of scoring the points. The unit markers are moved the appropriate number of spaces along the scoring track.

What if there is a three-way tie for first? What if there is a tie for second?

Example: Region 2 has 3 red units, 2 black units, 2 blue units and a green unit. Red scores 3 points but Blue doesn’t score because there is a tie with Black. However, if Blue and Green were in Alliance then both Blue and Green would score 2 points as their total is tied with Red (who would also score 2). In the first instance Red could opt to take a unit from the stock instead of scoring, but not in the second instance.

Ah, that clears it up. Perhaps it is better not to hide actual rules in examples.

The game lasts until there are no Black units remaining in the Capitol region after all the regions have been scored (note, there may still be Black units in other regions.)

I think I understand it now, but the "after all the regions have been scored" bit confused me at first. You mean that "at the end of a player's turn (after counting the scores for contested regions) if there are no black units remaining in the Capitol, the game ends". Initially I thought you had to score a region at least once during the game, before the game could end, which didn't make a lot of sense.

Another thing that bugs me about the game ending. Why would anyone bother to attack the Capitol? If there is no incentive to attack the capitol, the game would never end. It should be worthwile to attack the capitol, but not so much that whoever let's the game end by conquering the capitol automatically wins the game. This is something that should be tested.

If I had a majority of units in two area's and I would just keep scoring those areas turn after turn, would that break the game?

You put the results of revealing 2 tiles in a matrix, but I feel this is unnecessary because an attack vs. a defense tile has the same result as a defense tile vs. an attack tile. You could just put them in lines of text.

The black units add a nice twist to the game, but also some complexity. What if you removed them and just started with one unit of each color in each area? Just an idea.

The game looks fun, but I suspect it might also become repetitive after a while. This game should probably last around half an hour or so, but certainly not much longer than an hour.

Brykovian
Brykovian's picture
Offline
Joined: 07/21/2008
Game #1: WarZone (by Scurra)

zaiga wrote:
You put the results of revealing 2 tiles in a matrix, but I feel this is unnecessary because an attack vs. a defense tile has the same result as a defense tile vs. an attack tile. You could just put them in lines of text.

I actually had a similar reaction to the grid. I was thinking that a bulleted list would work good to convey how each combo would result.

-Bryk

jwarrend
Offline
Joined: 08/03/2008
Game #1: WarZone (by Scurra)

Scurra,

I've scanned the rules, and will post a few general remarks, stream-of-conciousness style; I'll try to get something more fleshed out up in the next couple of days.

Why the overt Settlers references? (K'tann, box art, "settlers", etc) -- is this supposed to be tongue in cheek?

WarZone is not a good name, in my opinion. Neither was "Guard Duty", also in my opinion. Neither are the names I come up with for my games. Why is it so hard to come up with a good name for a game?

About the game itself. I really like the core concepts. I think the idea of "place 2 guys, then place 2 tiles" is good, and I can see some agonizing decisions. Since you're stuck where you placed your guys, you have to spend a Move tile to get them in to the center, but that could cost you a chance to Attack/Defend, etc. It does seem that you could Move guys, and then have them end up in a region where you're going to Attack, but since combat doesn't seem to be dependent on force strength, maybe it doesn't matter.

I don't particularly like the combat resolution table; it seems like a clunky thing to include in a game with 3 pages of rules. First off, since "Blank" and "no tile" are the same, get rid of Blank row and column from the table. In fact, why have the Blank tile at all? If you only get two actions, you'd never use Blank.

(Oops, just saw the later rule). Ok, so according to the rules on the 3rd page, you don't get your tiles back until you've used them all, kind of like Dragon's Gold. I don't think this is necessary for this game. For one thing, having only 5 tiles, it's easy to count into other people's hand, so you know what they have and what they don't. Thus, "Blank" really isn't meaningful; it just means one of every 6 of your actions (since actions come in pairs) has to be a non action. That's not necessary; 2 actions per turn is enough of a restriction all by itself.

Coming back to my earlier comment, why not have the effect of the tiles be independent of whatever other tiles are played, with only one exception. So, for example, "Attack" would have the effect "Remove one enemy piece", BUT, if a "Defend" tile is also played in the region, "Attacker also loses one piece", for example. That, I think, would simplify the game tremendously, because then you can print the effects on the tiles themselves, making the game more playable. But you'd still retain some of the bluff aspects, and the multiple tile interaction effects.

I guess I just don't care for the complicated interactions; like, if I choose "Defend" and he chooses "Move", he moves, then I get to return a guy to my hand. It's kind of counter-intuitive, and will be hard to internalize, I think. Much better, I think, to have each card have its stated effect, and then have a special effect if its paired with one other kind of card. You could also add a "Draft" card/tile to allow you to return a guy from the discard pile, or maybe allow you to place a guy on the board. In fact, why not add two of these to the tile mix, and then just give everyone four total actions each turn? (Rather than two placement actions and two tile-based actions).

You should look at a game called Wallenstein (which I'll probably say more about in a separate thread, as I just got it and really like it!). It has some ideas that are very similar to what you're doing here; the idea of acting only once in each region per turn, for example. That game is much more complex than yours, so I think you still have something here.

I think your game shows that incorporating peasants/NPCs into the game is not easy without the rules becoming fiddly. I'm not convinced that having a set of tiles for the peasants is desirable or necessary. I think it could be good, but it could also be clunky; I'm a little worried about how exactly peasants move. It seems like getting to make that decision could be rather powerful.

I agree with Zaiga that you want a clear reason to attack the central region. You don't, in my opinion, want a game-end mechanism that is connected to a board position, because it could make the game drag more; you only want that to be the case if there's a big advantage to going for that board configuration, such that players will want to do it. I think this game feels like it should go about 45-60 minutes. You need to make sure the end game doesn't allow it to drag to 90, that will be too long.

I don't know whether it will get repetitive. I could see some different strategies being viable if the rules are reconfigured a little bit, and perhaps the ways by which one gets VPs. Not sure though.

Either way, I think the game sounds great, and sounds like something I'd definitely buy. I would be interested to hear what others say about the "combat chart". I would like to see it get hacked, but perhaps you'll tell us more about why you went with that system, and what you particularly like about it.

Great job Scurra!

-Jeff

Brykovian
Brykovian's picture
Offline
Joined: 07/21/2008
Game #1: WarZone (by Scurra)

I actually like the concept of a blank tile ... especially with 2 being played per turn and 5 in your hand. This just means that ever-other-turn gives you a bit of an advantage because it reduces what the other players have available in their hands.

With a blank, it gives you a strong bluff ... much better than just not playing a tile into a region. You could use it to force an opponent to burn up an ATTACK/MOVE/DEFEND this turn so they wouldn't have it available next turn. A nice way to simulate a feint, IMO.

But I do like jwarrend's suggestion for simplifying how the tile rules are communicated.

-Bryk

jwarrend
Offline
Joined: 08/03/2008
Game #1: WarZone (by Scurra)

Brykovian wrote:

With a blank, it gives you a strong bluff ... much better than just not playing a tile into a region. You could use it to force an opponent to burn up an ATTACK/MOVE/DEFEND this turn so they wouldn't have it available next turn. A nice way to simulate a feint, IMO.
-Bryk

Ok, I'll buy that. But I still think that in a 4-player game, say, it's easy to remember what people have available, and what they've used (especially if the discards are face up!), so in practice, you can probably have a pretty good idea whether they're actually bluffing or not (Scurra can tell us when he's playtested it). I wouldn't mind it so much if the Bluff tile also gave you something; how about "Bluff" == "return a guy to your hand from the Discard pile"? That way, you're not wasting an action, but you're also not affecting anything on the board. I just don't like the thought of losing one whole action, when you only have 2 per turn. I don't think the benefit of "tricking" someone else really makes up for the penalty of not acting.

I'd like to hear what Scurra thinks about our points, and why he included the bluff card in the first place; it will probably make a whole lot more sense.

-Jeff

zaiga
Offline
Joined: 12/31/1969
Game #1: WarZone (by Scurra)

jwarrend wrote:
I'll try to get something more fleshed out up in the next couple of days

I wonder how long your "fleshed out" posts will be ;)

I like the idea of tiles that allow you to put an unit onto the board instead of it being a different action. That way you can also get rid of the seperation between "discard pool" and the pool of unused units, since putting a unit on the board "costs" you an action anyway. Plus, you can get rid of the "blank" tile and still have bluffing in it. :D

It does mean that a player should get more actions per turn, which probably also means that the number of regions should go up a little (so that there can still be two tiles per region with the maximum number of players).

Maybe it is an idea to not have a "circular" map, but a "normal" map where different regions with weird shapes touch eachother. Perhaps different regions should score different number of points too. This creates a nice bit of tension.

And I really think your current endgame mechanism is flawed. Perhaps it is better to let the game last a set number of turns or something like that.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Re: WarZone

Scurra wrote:
The island of K'tann is peaceful, with the original settlers...

Does it make any sense at all?

Well, I like the idea behind Settlers of K'Tann, though there are a few fine points about the game I'd like to ask about. I am at work, so I may have to do this in parts...

Also I haven't read the other responses yet. I didn't want to bias my response.

Chronologically through the rules:
1. Out of curiosity, what is the reason for the "can't place where another player just placed" rule? I take that to mean that if player 1 places in zone 7, player 2 cannot, but player 3 can if they wish.

2. If I read this right, once you play your "Attack" tile, you won't be able to play it for the next round- so that's where some strategery comes in. However, what happens in round 3 when everyone only has 1 tile left, and everyone knows what it is? Would it be beneficial to do something like give each player 2 of each tile, then get the used ones back every couple of turns so you never can figure out EXACTLY what they have? Or do you want to be able to figure out what they have (either way has merit).

3. Placing Black tiles- at random? That seems odd. Should the "on player" get to choose the placement (so on your turn you have somewhat of an advantage because you play the Black player as well as your own color)? Or not because that advantage is too great? It sounds to me like "Black" is supposed to play like any other color, just controlled by a certain person (which changes throughout the game).

4. Regions "contested in order"... this means you turn over all times in region 1, resolve, then region 2, etc, right?

5. To simplify the rules/chart, perhaps just say that if there is only 1 tile, pretend there is also a blank tile and consult the chart.

6. Regarding the chart- is this a typo? When I play Defend and you play Move, shouldn't I kill a Black unit rather than get one back? Also, is the idea that the Black units will attack people in their regions, therefore "Defending" (without another color present) means fighting off Black (and killing their dude)? In which case Black, as a third party, will sit back and watch if two other colors are fighting in their region (not a bad tactic I would guess). This would be their 'home court advantage' I suppose.

7. Alliance with Black: You get to place the tiles (not at random). So if you DID have the 'on player' placing the Black tiles on purpose rather than at random, it'd be like each player has an alliance with Black on their own turn. That's probably bad. However random placement means there's a common enemy that only has real tactics if their allied with someone- maybe that's good. I don't know what I think about this.

8. Game End: As people have said (I read the responses now), there needs to be some kindof incentive to end the game. Puerto Rico has a game end that will definitely come eventually, but can come faster if people try- such that when a player thinks they're winning they can try and end the game faster, and when a player is losing they can try and prolong the game. Implementing that kind of thing might be nice.

9. Challenge Box: Why not just put the tiles on the board in the appropriate regions?

- Seth

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #1: WarZone (by Scurra)

Brykovian wrote:
Looks very good so far ... might be worth mocking-up in Thoth to playtest it a bit.

-Bryk

Excuse me while I display my ignorance...

What is Thoth?

phpbbadmin
Offline
Joined: 04/23/2013
Game #1: WarZone (by Scurra)

sedjtroll wrote:

Excuse me while I display my ignorance...

What is Thoth?

Check the downloads section.

-Darke

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #1: WarZone (by Scurra)

Wow - lots of interesting comments in a short space of time. So, a long response too.

0. The title. Hey, it's no a big deal. I don't like the title either :) (I actually don't usually have trouble with titles, but this one has caused me trouble. Suggestions?)

1. The whole K'tann thing. That was intended mostly as a joke. I just wanted to draw the players attention to the setting being an island, and that was the obvious prior example. This links to:

2. The Combat Table. This was also partly intended as a joke, since this is sort of a parody wargame, and all wargames have combat tables. I understand perfectly that most of the entries are redundant, that was sort of the intent. However, everyone does seem to have an opinion about it.

3. The Game End issue. I had misgivings about this ending too - I think there are almost certainly better ones. The bonus scoring at the end was supposed to give people an incentive to try and get into the Capitol. but it may not be enough. I will have a think about this one.

4. The Blank tile. I see that some people have picked up on why it's there, but nobody seems to have completey registered the Alliance business yet, which means that some people will only have four tiles anyway during some turns, so they need a blank one. Plus, it certainly was intended as a bluff mechanism. I quite like the idea of it being a "reclaim" mechanism, but I was deliberately making that difficult because I wanted people to think really hard about where and how they used their units. Indeed, I think that nine units may actually be too many.

5. The Black units. I really want the "natives" to be a significant factor in the game. I was trying to find a way of ensuring that people who just "sat around" would get picked off by them, but I don't think I've got it yet. I will note that it is complicated trying to figure out how to use them.

6. The action tiles. Yes, there are five of them so that it doesn't become a major memory issue (most people can remember two tiles!), it keeps the interactions to a minimum, and it makes for tough choices as you try to decide when to use certain tiles.

7. The map. I wanted a three-ring map (outer, inner and centre) simply to make my life easier. It's the same reason why there aren't rules about mountains and rivers, even though I would expect the actual gameboard to map to have topological features. But the borders on the map I did draw for it are certainly slightly more irregular than the "abstract" sketch I did for the posted rule-set.

8. Scoring. Yes, if someone can sit in a region uncontested they will consistently score. I don't anticipate this happening (even in a three-player game) as I don't think you have enough units to do it without letting other players do the same thing elsewhere and essentially negate that strategy. Note that the scores are only for presence, not for size of presence (iyswim.) Zaiga (I think): it was a typo regarding the "tied for first" issue, since it was supposed to apply to everyone tied for first. And the rule already covers ties for second! (no-one scores.)

9. (jwarrend) The "four actions" idea is very interesting - I will have to give that some thought. I do think it might add too much analysis paralysis to the game though. By making everyone place two guys and take two actions (from a very restricted pool), the idea was to speed the game up.

10. (sedjtroll) The "can't place" rule was just to stop everyone piling their units into the same region on the first turn! And as for putting the tiles directly on the regions - That was to help make it obvious which regions had two tiles in them already and so on.

Thank you for all the interesting comments. I shall maybe have a play with the Combat Table (see if some of the interactions can be made clearer or more intuitive). Ideas for fixing the Game End dilemma would be gratefully received!

Anonymous
Game #1: WarZone (by Scurra)

I just read the rules so I want to post with my own impressions fresh in my mind. I did give a quick read to the other replies, but I'll read them more closely later, so if I'm redundant, please bare with me.

First of all, I like the simplicity of the combat mechanics. The hidden actions alllow for a bit of mental guessing and tile counting.

However, is a challange box really necessary? Why not just put the combat tiles on the board?

Also, I don't think the native units should be treated the same as the players. I don't think native units should get an alliance or blank tile. That implies that the native armies can get units back from the discard pool, but if they do, then how do they use them? Not to mention the ideas of the alliance with a player is kind of shaky to me. I like the idea of an alliance with black giving "control" over the placement of the black tiles to the alliance player, but the strategy isn't strong here, but essentially you're just playing with chaos, and hoping for the best.

The native system seems to need work in this regard. Unfortunately no good suggestions come to mind.

On the topic of the "camping" player who sits on a region uncontested collecting his 4 points per turn. Why not make going uncontested a one time bonus per region. There are 9 region supremecy markers that the players collect for dominating a region uncontested for two turns. The first turn they get the marker, then at the end of the second turn the marker is turned over to show it was rewarded. This marker could be worth a substantial bonus (awarded at the end of the game). After the marker is awarded though, it can be taken away simply by having an opposing color with a unit there at the end of your turn. If you lose it, you can collect the marker again. And since the markers bonus are awarded post game, it won't give any bonuses for getting it multiple times.

Also with 6 players the game kind of breaks down a bit... there are 9 regions, but if 6 players try to put down 2 tiles each, then that means there are 3 players who can only place 1 tile and no black tiles are placed.

I'm not sure what would be a good solution for that, and I'm only assuming that there can possibly be 6 players because there are six colors in addition to black.

I think the concept is solid though, and I like the mechanics. I'm sure the region map is only preliminary, and a larger island shouldn't be too large of a change. I'm sure the victory points and scoring system will have to be tweaked slightly through playtesting.

The biggest problem I percieve are how the natives play into the game. There doesn't seem to be enough strategy there (being as how they dictate how long the game lasts). More should be explored with the native alliance, and their interaction with the players. The player laid down tiles of a "game character" never sits well with me unless I feel there is equal opportunity for all players... but it seems to me the chance of a player and the native to place an alliance token down at the same region are pretty slim, thus the "start" player will get "control" over the native for practically the entire game. The number of combat tiles seems perfectly balanced in terms of players with players, but when you through the natives into the mix it starts to feel muddy to me.

All in all very good, and with some tweaking and playtesting and balancing, it could prove very fun.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #1: WarZone (by Scurra)

> Also with 6 players the game kind of breaks down a bit... there are 9
> regions, but if 6 players try to put down 2 tiles each, then that means
> there are 3 players who can only place 1 tile and no black tiles are
> placed.

There is room for 18 tiles - 9 regions, each with two tiles. With six players, that uses 12 spaces, leaving six for the four Black tiles.
Now I realise that not all the spaces can be used by all the players, but on the whole there should always be room for them.
And, as I said elsewhere, I used the separate box idea to make it easier for people to see where tiles had been previously placed.

Now I really like your "Region control marker" idea. Although I worry that this would simply make the end game a matter of people trying to grab regions for the bonuses. It depends on how the end game is done I suppose.

I would also note that since the Start player changes each round, then control of the Black markers will also change - since I don't expect an alliance to happen too often either. I did toy with the idea of letting the Start player choose where the Black tiles wents, but that seemed to lead to them going into an Alliance with Black immediately which was a bad idea :)

jwarrend
Offline
Joined: 08/03/2008
Game #1: WarZone (by Scurra)

Scurra wrote:

2. The Combat Table. This was also partly intended as a joke, since this is sort of a parody wargame, and all wargames have combat tables. I understand perfectly that most of the entries are redundant, that was sort of the intent. However, everyone does seem to have an opinion about it.

The parody aspect was completely lost on me. I think a game like Munchkin is obviously intended to be a parody of RPGs. It was not obvious to me that your game is a parody of anything -- it's much too serious, and much too legitimate a game. I don't think there's anything wrong with that. But I think if you want it to be a parody, it should be far more obvious. Having a lookup table, with redundant entries, wasn't obviously funny enough for me to make the connection.

Quote:

3. The Game End issue. I had misgivings about this ending too - I think there are almost certainly better ones. The bonus scoring at the end was supposed to give people an incentive to try and get into the Capitol. but it may not be enough. I will have a think about this one.

The problem seems to be that the bonus comes after the game ends. Thus, a good player might find a way to delay the onset of the game end condition. I think that a better way might be to have a "first person to do X gets a Y VP bonus", eg. Another idea might be to restrict movement outward, ie, movement must go along the same circle, or inward. That might have other negative effects as well, though...

Quote:

4. The Blank tile. I see that some people have picked up on why it's there, but nobody seems to have completey registered the Alliance business yet, which means that some people will only have four tiles anyway during some turns, so they need a blank one. Plus, it certainly was intended as a bluff mechanism. I quite like the idea of it being a "reclaim" mechanism, but I was deliberately making that difficult because I wanted people to think really hard about where and how they used their units. Indeed, I think that nine units may actually be too many.

Regarding alliances, are players allowed to negotiate during/between turns? Otherwise, it seems like managing to enter an alliance at all would be a kind of lucky occurence, where both players managed to drop an Alliance token. Otherwise, you'd be reluctant to do so, since if the other player drops an Attack, you're punished devastatingly for that.

Regarding units, I typically think of units as corresponding to strength, but here, it's more about position; ie, units give you flexibility of operations, but don't necessarily confer strength (ie, having 10 guys in a space doesn't make you fight any better, although it does make you harder to remove). There's some things that I'm not yet able to wrap my head around, but I think with actually playing the game, it would make more sense. I really think there are some great and subtle concepts going on here.

Quote:

9. (jwarrend) The "four actions" idea is very interesting - I will have to give that some thought. I do think it might add too much analysis paralysis to the game though. By making everyone place two guys and take two actions (from a very restricted pool), the idea was to speed the game up.

I do think it's worth trying it both ways to see which is "better". I could see that late in the game, when you're less interested in placement, having four actions rather than 2 (useless) placement actions and 2 (good) real actions could be advantageous. But on the other hand, maybe you want the choices to become more difficult later on. I wouldn't change it before you playtest...

Quote:

Thank you for all the interesting comments. I shall maybe have a play with the Combat Table (see if some of the interactions can be made clearer or more intuitive).

Looking at the table again, there's actually very little in the way of interaction. Most of the effects seem to just be combinations of carrying out the individual effects of the tiles, with the order specified. For example, you could remove "Move" from the table altogether by just saying "the Move player always acts first", and that covers the entire Move row and column. The only complicated interactions are Attack/Attack (who goes first)?
Attack/Alliance (I don't like this at all -- penalizes the olive branch way too heavily; people will never extend it)
Attack/Defend (how about just "can't remove from the Defend player?" -- otherwise, it seems other players benefit too much from the "umbrella" protection of the Defend player; had they wanted protection, they should have placed their tile there!)

So, I really do think that the Combat table is unnecessary; it's daunting, when in fact, Combat resolution is really pretty simple. I would just print the "normal" effect on the tiles, and note that Attack interacts with the other tiles somewhat differently. The combat table makes it seem way more complicated than it really is.

Again, I really like the game, and think there is a lot of interesting stuff going on here. Great show!

-Jeff

Anonymous
Game #1: WarZone (by Scurra)

Initial Thoughts:

I liked the layout of the manual. Font was easy to read, and the wording was concise enough without sounding really monotone or dull. I don't think there were any bits that I felt I had to really wade through, which is quite an accomplishment in itself. :-)

Even in a manual as small as this, however, I'd have liked a teensy bit of help with navigation. A table of contents would've been welcome; having the manual in .PDF format with bookmarks would've been ever moreso. Just my opinion (the manual wasn't actually difficult to navigate through, but some navigational tools might've made it ever the more elegant).

What I Liked:

- The blank tiles. I can already imagine the fun and havok that a player could cause with a few good bluffs, especially with the tile-burning rules in place.
- In spite of even your own judgement, and the opinions of those here, I've gotta say that I like the current end game. That's just me (I enjoy endings that cause a lot of tension - and I imagine capturing that capitol would get a few players sweating).
- I'm afraid that I'm at the polar opposite end of the scale with jwarrend on the business of Alliances. I love the idea! It compounds an already good bluffing mechanic into a really EXCELLENT bluffing mechanic. Slip someone a note, tell them that you'll drop an Alliance token with them - then wink to your REAL partner in crime, and let commence the subterfuge. IMHO, these are the kind of rules that seperate the good players from the l33t players in any game.
- No dice! If I had it my way, dice would be stricken from the planet. ;-)
- Speed. This game just looks plain fast. Personally, I find fast games to be the most enjoyable ones.

What I Didn't Like:

- All of the 'parody' elements. From my perspective, this gave a really bad first impression (if we hadn't been workshopping here, I wouldn't even have looked at your rules. Just sighed, 'Oh boy, another fangame' and moved on).
- The natives. Alas, I don't have a solution here, either... but it seems that something has to be done about them. I'm not sure about being 'clunky' or 'fiddly' (which seem to be very broad terms to me); but they do seem to be a big drag on what would otherwise be fairly swift play. It seems like they could be removed altogether... would you be willing to cut them off? Other than penalizing 'campers', and offering an endgame scenario, what were you hoping to accomplish with them?
- Lack of accomplishment (something that Guard Duty also suffered from). During the course of the game, it seems that players won't really feel like they're making any 'mini-accomplishments' as they go along (sure, they'll be collecting VPs and removing other player's units, but - IMHO - there should be a few things that're 'bigger' than that). For instance, in Monopoly, there's all those special little regions on the board that you hope you hit and have the money to buy - and even 'collectible' regions. If a player snatches them up, they'll feel like they've managed to really accomplish something (note that this isn't to say that the player really has accomplished anything, other than rolling lucky, or that Monopoly is a good game to follow the examples of; it's just a handy reference). If a player doesn't feel like they're gaining power as they proceed, it won't take long before they become disinterested in the game.

Well, that's about it, as far as my opinions can stretch from just a read. :-) . Good job, Scurra; this game could definately become something with a little polish.

- Ender

zaiga
Offline
Joined: 12/31/1969
Game #1: WarZone (by Scurra)

I wouldn't worry too much about the end condition right now. The base mechanics look pretty solid right now and if I were Scurra I'd assemble a prototype and simply try it out. A good endgame condition will become clear when actually plaing the game, I think. I would leave out the natives for the first few testsessions, just to see if the mechanic of placing tiles, bluffing and alliances actually works and is fun and then add stuff on top of that.

The game looks a bit flat right now. It is probably fast and that is a good thing, but I don't think it could hold my interest for longer than an hour. All you actually do is place tiles and then hopefully score some points, repeat. This is not bad in itself (Carcassonne is little more than place tiles, score points), but it does mean that either the game should be relatively short or the mechanic should be part of a "larger" game.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #1: WarZone (by Scurra)

Yeah, I know it looks a bit "flat" - that's partly what comes of a design that is basically one mechanic and nothing else!
I'm not sure that omitting the natives for the first test is a good idea though, since it may distort the intent of the game too much.
OTOH I see why you suggest it.

As far as length goes, it should be a 45-60 minute game - it doesn't feel like a longer game and even with some extra scoring tweaks it doesn't really want to be longer.

I expect the first revision to go up over the weekend after my first proper testing session, which will incorporate some of the (many excellent!) suggestions made here.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #1: WarZone (by Scurra)

How about making it a planet instead of an island, which is essentially the same thing. Then you can use the Space motif to explain away anything that doesn't make sense, the natives can be aliens, etc.

Also, while you said Warzone isn't really accurate (I agree), perhaps battlefield is. I thought of that this morning, and Battlefield Earth popped into my head. Obviously that's no good for a name, but maybe Battlefield X, where X is something interesting...

That by the way is how I started thinking about planet vs island.

- Seth

Anonymous
Game #1: WarZone (by Scurra)

Scurra wrote:
> Also with 6 players the game kind of breaks down a bit... there are 9
> regions, but if 6 players try to put down 2 tiles each, then that means
> there are 3 players who can only place 1 tile and no black tiles are
> placed.

There is room for 18 tiles - 9 regions, each with two tiles. With six players, that uses 12 spaces, leaving six for the four Black tiles.
Now I realise that not all the spaces can be used by all the players, but on the whole there should always be room for them.
And, as I said elsewhere, I used the separate box idea to make it easier for people to see where tiles had been previously placed.

Yeah, my math was embarrassingly off on that. Eek I say, eek.

Ken
Offline
Joined: 12/31/1969
Game #1: WarZone (by Scurra)

David,

I too liked the fast play and bluffing natures of the game. It seems to me that the black units feel a little like they are simply tacked on the end of the turn (which is maybe why people feel disjointed about them.)

What if you made them a part of the decision making process ... For example: Each player, at the beginning of the turn draws one of the Black unit combat tiles at random and then DECIDES (as per their own tiles) where and how they would like to play this. It would make the Black Units a more dynamic force in the game, without making them into a whole separate player/entity controlled by any one player, or a simply random factor that may or may not get in the way.

For games with less than 5 players you could have the starting player draw 2 Black units, or you could simply have some of the actions open to the Black units not used in a given turn.

I think this approach might also add to the whole "Bluffing" aspect of the game.

Not sure what anyone else might think, just throwing out some ideas...

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #1: WarZone (by Scurra)

Ken wrote:

Not sure what anyone else might think, just throwing out some ideas...

That's exactly what this project is all about - throwing in ideas based on just the rules. And I can certainly see some scope for the one you suggested; it would certainly get the "native" units more integrated into the game. I'd have to think about the black "Alliance" tile though, although people have already pointed out that it doesn't really fit anyway.
Look for a rules revision sometime on Sunday.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #1: WarZone (by Scurra)

OK, I want to say thank-you to everyone who contributed to this discussion, as a result of which quite a number of things changed. :)

Firstly, I have had a playtest of the game as it stood, and it went fine but there was something missing - because every turn was pretty much like the last, it was hard to get excited about it. However, the central "tile-placing" mechanic worked perfectly, with a couple of alliances and one great stab moment that nearly won the game for one player.

However, we all agreed that the "natives" weren't functioning properly, which was something that comments in here made clear.
So there was some over the table talk too, as a result of which the game now has a new name, "Conquistadores", and the whole concept of the "native" tiles has been revamped. Instead of being the same as the player tiles, they now offer sources of bonus VPs *if* the players make the right tactical choices themselves (for instance, capturing the native leader and so on.)
This has also simplified the end-game a touch and made the game faster and more interactive, which is good (since there are now deeper implications for the choice of tiles that players use.)

Once again, I'd like to thank everyone who took the time out to read the rules, make comments and offer constructive criticism. I shall post the full details of the revisions on my website and in a journal at some point in the next few weeks.

jwarrend
Offline
Joined: 08/03/2008
Game #1: WarZone (by Scurra)

Glad to hear the game playtest went well. I was concerned about the natives, and I think you've demonstrated that building AI into a game is hard. I really like the mechanic in Wallenstein, where natives are a nuisance but not a hindrance.

I like the retheme (or rather, the theme, since WarZone didn't really have a theme per se). I'm a little concerned about what you mean by "making the right tactical choices". Before, players placed their tiles, and then the start player placed the native tiles sight-unseen. Does this still happen? I didn't like that mechanic, and to replace with a system where instead of making an alliance with the NPCs, you now get VPs if you happen to luckily choose the right action, is a step backwards in my opinion. However, my strong suspicion is that there's something more to this new mechanic that makes it different from the old style, so I'll be interested to hear more about it.

As I said from the start, this game sounds like a lot of fun, and I'd be interested to hear if you ever have a prototype you'd consider selling. Keep us posted on the development. (and post an occasional note to this thread, since some of us -- or me, at least -- don't always check everyone's game journals that frequently...)

-Jeff

Syndicate content


forum | by Dr. Radut