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Game #4: Profit and Provenance by jwarrend

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FastLearner
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Game #4: Profit and Provenance by jwarrend

sedjtroll wrote:
FL wrote:
I think a fun idea would be to have sets and runs count every exhibit but have the single value only count at the end. That gets players to work hard on building sets and runs all the time, while knowing that every acquisition will be worth at least something at the end. I also think it's fine if the sets and runs count every round.

I think that's what I said before. I suppose that means I agree again :)

Sorry, I must have missed it. That, or I meant to say "I agree with Seth." :)

sedjtroll wrote:
Also, I don't think "slowing the leader" is really necessary for the same reason. If the game is fair to begin with, then the loser shouldn't need extra help, and the leader wouldn't need to be hindered.

This I don't necessarily agree with. A game can be "fair" while still having a runaway leader problem. There are many games that make it a little harder for the leader to take too much advantage of his leadership position. When it's done well it's very smooth and almost invisible. When it's done poorly (as in Age of Steam) it's very obvious and a bit clunky.

sedjtroll
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Game #4: Profit and Provenance by jwarrend

FastLearner wrote:
This I don't necessarily agree with. A game can be "fair" while still having a runaway leader problem.

I'd say ignore the "problem" until it is shown to actually BE a problem.

This doesn't mean don't say stuff like "That rule might create a runaway leader problem," it just means don't add rules to quell a problem that may not even be a problem.

- Seth

FastLearner
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Game #4: Profit and Provenance by jwarrend

I can't disagree with that. I assumed Jeff had added the Last Player rule because of a perceived problem (hence my suggestion for replacing it with a leader retardation rule), but based on previous comments it might just have been to have something to do with the set breakup cards.

jwarrend
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Game #4: Profit and Provenance by jwarrend

Let me respond to a couple of points that FL and seth have raised.

First, I still don't think you guys are completely understanding the function of the "Artifact values". Let me explain again (and let me know if you got it already...)

For each location, the "strength", if you will, of your Exhibit is determined by the sum of the values of your Artifacts and the number of coin symbols on the Bid Card you associate with your exhibit.

For each location, players compare the strengths of their Exhibits, and the player with the strongest Exhibit scores Victory Points. (equal to the number of coin symbols on Bid Cards played by players with weaker exhibits at this location)

The point I'm trying to be crystal clear on is there is no point in the game currently where you score points directly for the value of your Artifacts (ie, the number printed on the Artifact). The *only* exception to this is when you sell to the Black Market. The reason I'm reluctant to go to a "you score VP for the value of your Artifacts at the end game" is that in renders the Black Market superfluous, unless some additional mechanic is created whereby having VPs early on is important (like if you need them to pay for something).

So, again, the "value" of your Artifacts never directly translates into Victory Points. This may be a bit counter-intuitive, but I think it actually leads to a more subtle and interesting scoring system. It's a design principle I sometimes use that rewards *relative* strengths rather than *absolute* strengths. So, I score points if I have a "stronger" hand than you, but the number of points by which my score exceeds yours isn't directly related to the absolute strengths of our hands, nor, necessarily the relative strength. For this game, it's actually somewhat of an abstract correspondence, the key point being that if I have a stronger exhibit, I'll score more than you.

The impact that I want this to have on the game is the core concept that having the best collection of Artifacts at a Location that lots of people are exhibiting at is more valuable than having the only Exhibit from a given Location. It rewards you more for competing and rising to the top than for creating a monopoly. You may or may not like this, but it's absolutely central to the design, and I think, creates a lot of tension (as long as there is a steady enough influx of Artifacts to players' hands that relative strengths can change every turn, otherwise, it's not so interesting...)

Now, as to the other point of "runaway leader" and "bringing up the rear". Let me again be clear that the redistribution mechanic was simply meant to prevent someone from scoring bonus points for the set repeatedly; that person need not have been the leader. And a simple way to do that seemed to be to force the person to give up an Artifact. And who should he give it to? Why not the person who is in Last Place, if anyone?

I couldn't disagree more with Seth's "the last place player should have played better". I think this has merit in the final analysis, but if someone is getting killed, and can be brought back into the pack simply and cleanly, I don't think that is necessarily a bad thing. It's no fun to have no chance of getting back into the game, even if it's due to making mistakes. That said, it's a flaw if "be the loser" is a viable strategy, because then the reward for being in last is too generous. Such may be the case here.

There shouldn't be a runaway leader problem in this game, because your scoring so depends on other players. People can slow down your scoring by shunning your auctions, which prevents you from getting mucho VP for winning auctions (although it gives you easier choices of Artifacts...the decisions!); or they can shun Exhibiting at a Location where you're strong, to slow down your point scoring there...

So, I think there are enough ways to slow down a leader without resorting to an explicit "hit the leader" mechanic. Furthermore, because everyone has the same Bid Cards every turn, there's no chance of a "rich get richer" system because VPs (money) can't currently be directly translated into buying power. Money doesn't beget more money.

And, I should point out, in the current "closed holdings" game, no one actually knows who the leader is, although it's probably knowable if people keep track. Yet, the consensus seems to be for open holdings, so maybe that will change.

So, I'm still not satisfied with a good mechanic to keep a player from scoring a set repeatedly. Maybe a simple system would be that once you score a set, you set it aside, and at the end of the game, all Sets played during the game are compared and the best one gets extra VP or something. Or perhaps there's a diminishing returns effect, whereby the first set cashed in gets X VP, the second gets X-1, the third X-2, etc. This adds additional bookkeeping, and again, wouldn't keep a player from scoring repeatedly, unless again you only let the player score once for that set...

Or maybe having a Set doesn't actually net you points, but lets you draw a special card that is worth extra VP at the end or something...

I don't know. I guess that this problem is only created as a result of my "exhibit every turn" rule, but since people seem to like that, I don't have a great system for how to prevent a player from scoring a set repeatedly. Maybe instead of "give one of your Artifacts to the Last Place Player", it should be "give one to a player of your choice". Inevitably, you'll give to the player who has no Artifacts from the same location, yet, that's ok; the person could either sell it to the Black Market, for quick VP, or could start trying to build a collection at that Location...

The third alternative is to just make Sets worth less, eg "Sets are worth the number of Artifacts in the Set". But maybe that doesn't incentivize Set collection enough, and anyway, it's still a steady supply of points that can never be stopped by other players, unless I add FastLearner's "steal an artifact" mechanic.

Anyway, another long post from me, but hopefully I've clarified a couple of things in my thought process...

Let me know what you think!
-Jeff

Scurra
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Game #4: Profit and Provenance by jwarrend

I certainly think that breaking up sets is important to the flow of the game - I think all our suggestions are trying to find ways of ensuring that those artifacts are brought back into the game in some way, rather than being stuck in someone's collection permanently.

Hence the "return an artifact" suggestion as well as the "black market" suggestion.

Adding another mechanic merely to fix this seems superfluous when there are plenty of methods for redistribution - I rather like your "give it to someone else" idea, although that can lead to closet signalling (you know "I'm giving you this to tell you that I'm going to be investing there rather than here" and so on.)

Can't really comment on the game-end dilemma at the moment, although if some artifacts were being returned to locations, then exhausting a location pile might be a way to do it (since people could play to keep the game going longer and so on.)

jwarrend
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Game #4: Profit and Provenance by jwarrend

Scurra wrote:
I certainly think that breaking up sets is important to the flow of the game

I agree; in principle, I think breaking up sets is a better solution to the problem of repeated scoring than "sets devalue with time". I think that will lead to some flux with your artifacts that isn't otherwise a part of the game. (In the original version, players could trade artifacts, but the first round of playtesters agreed this wasn't necessary or desirable; it would add length without adding much depth...)

Quote:
I rather like your "give it to someone else" idea, although that can lead to closet signalling (you know "I'm giving you this to tell you that I'm going to be investing there rather than here" and so on.)

I agree that this is probably the simplest and cleanest, but it also can lead to "signaling", as you describe, or perhaps deal-making -- "I'll break up my set by giving you this, if you give me that from your set", which is not necessarily in the spirit of the game. I don't want to have to add rules to limit that stuff, but it's a mild concern that it could happen...

Quote:

Can't really comment on the game-end dilemma at the moment, although if some artifacts were being returned to locations, then exhausting a location pile might be a way to do it (since people could play to keep the game going longer and so on.)

In principle, you can play to lengthen the game just by restricting the number of Artifacts you're taking each turn. In the first game I playtested, we have 7 players, and due to a bug in the bluff card, most everyone used the "0" card to commission Expeditions, and since that card has 3 coins, we were pulling 18-21 Artifacts every turn; the full game ended in 4 turns. I think that was too short, however it suggests to me that if players are conserative with Expeditions, then the game won't be too short, although it could end up being too long. But, under the current rules, with no re-seeding of the draw piles, eventually, a player determined to end the game could do so, whereas in the "return cards to the piles" system, it could be prolonged indefinitely. So, I think I prefer a system where you can move more slowly in order to delay the endgame condition being met, moreso than one where you can actively prevent the game from ending. I think the game end condition should be inevitable and inescapable. I think then that the three best choices (in no particular order) are "First to reach X VPs", "Every player gets to be start player once", or "Deplete Y draw piles completely". I think the third may be the best choice because it does let you tailor the game length a bit, although perhaps there also needs to be a minimum game length (like 5 or 6 turns) just so it doesn't end too abruptly.

-Jeff

FastLearner
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Game #4: Profit and Provenance by jwarrend

I must have absorbed that there was non-set scoring from Seth. Yeah, that's who I'll blame. :)

I think it would be a mistake to put the artifacts back into the location decks, btw, hence my "or perhaps it's just removed from the game. Or something." The worst part about it, as you noted Jeff, is that it makes no sense theme-wise: what, the item was re-buried?

I can think of two other game ending mechanisms: one will add tension but randomness, the other seems pretty strong at first blush. Both fit the theme well, I think.

One ending option is that when the major artifact (the one with the highest number) for each area has been shown the game ends. This would reflect the idea that each area has now been pretty much panned-out -- no greater item will later be revealed. The downside it that it's somewhat random, but on the plus side there'd be tension every time an artifact was revealed and the "secret" archaeologist superpowers would become more interesting.

The other ending option ties in with set-breaking. One item from each set must be donated to the National Gallery, a special area where artifacts are permanently moved. The National Gallery is a form of permanent exhibit. Ideally the players would receive a small number of points for donating something to the Gallery, ideally based on the number on the artifact (making it even more meaningful) -- this tempts players to put in certain items rather than others, which becomes meaningful because of the endgame condition: when the Gallery is displaying a full set or run (or two sets/runs or whatever is appropriate) the game ends. This reflects a sort of goal for all of the museums, or a goal to be avoided.

All of that said, I am curious: is scoring multiple times for the same exhibit game-breaking? How does it cause a problem, out of curiousity? Practically, that is.

sedjtroll
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Game #4: Profit and Provenance by jwarrend

jwarrend wrote:
I agree that this is probably the simplest and cleanest, but it also can lead to "signaling", as you describe, or perhaps deal-making -- "I'll break up my set by giving you this, if you give me that from your set", which is not necessarily in the spirit of the game. I don't want to have to add rules to limit that stuff, but it's a mild concern that it could happen...

What exactly is the problem with this? It looks to me like it fits right in. Museum Curators probably do make deals and trade exhibits or artifacts with each other in order to better their own exhibits.

So what does this lead to? I get a good "Chartruse" collection while you get a good "Vermillion" one (please excuse subtle commentary on color choices)? I don't see how that would be bad. Except the way it's done shoudl probably try and avoid interminable turns where people beg and plead with each other to make the same trade over and over. Settlers and Monopoly get away with it though...

As far as ending the game, I have no real suggestion there. I think I like depleting a draw stack. I don't like depleting multiple draw stacks as much, just personal preference. Then you can add artifacts if you think the game ends too quickly.

jwarrend
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Game #4: Profit and Provenance by jwarrend

These are nice! I'll make a couple of comments...

FastLearner wrote:

One ending option is that when the major artifact (the one with the highest number) for each area has been shown the game ends.

By "shown" do you mean "is excavated by an Archaeologist", or "is exhibited by a player"? I could see merits and detriments to both. The former could result in a game that ended too unexpectedly; the latter could result in one player locking up the game forever, unless there was an additional rule that required a player to Exhibit as much as he possibly could (like in Puerto Rico; you can't hold back on shipping, even if you want to...)

I like the idea, but am concerned that it might require a host of fiddly rules. But, it works well with the theme. And I agree, it would be awesome with the Archaeologist who allows you to keep one recovered item secret...

This idea could also work with Scurra's "wild card" idea, that at each site, there is one "uber-artifact" that isn't associated with a Site, but can be used to make a Set. Or, maybe it's just a mega-artifact that is really important. Something like "the Ark of the Covenant" or something of similar scope...

One way to control the randomness a bit is to do a prescribed shuffle. So, you shuffle each pile, then you shuffle the "special artifact" into the last 5 Artifacts of the pile. That way, you know roughly when it's going to appear, but not exactly...

I agree it would add a lot to the tension. The big difficulty I see is just defining what the Artifact should be, and whether it should have special properties or anything...

Quote:

The other ending option ties in with set-breaking. One item from each set must be donated to the National Gallery, a special area where artifacts are permanently moved. The National Gallery is a form of permanent exhibit. Ideally the players would receive a small number of points for donating something to the Gallery, ideally based on the number on the artifact (making it even more meaningful) -- this tempts players to put in certain items rather than others, which becomes meaningful because of the endgame condition: when the Gallery is displaying a full set or run (or two sets/runs or whatever is appropriate) the game ends. This reflects a sort of goal for all of the museums, or a goal to be avoided.

This is also a neat idea, although it requires a little bit more thought. Technically, under the current rules, a "Set" is 3, 4, or 5 Artifacts from the same Location and Site. So, under that definition, the National Gallery could never amass a full "set". But, if the definition was relaxed for the National Gallery to be "one Artifact from each Site from one Location" or "X Artifacts from the same *color* from any Locations", then it might work.

I think the principle is sound: when you score for a Set, donate one of the items to the National Gallery (and maybe score points for that...). When the Artifacts in the National Gallery meet some condition, the game ends.

I like both of these suggestions a lot! Well done!

I have to say, though, that for simplicity, I still think "game ends when one draw pile is exhausted" and "when you score points for a Set, give an artifact to another player" is really the simplest and cleanest way of doing things. So, I think the thing to do, for a first go, is to playtest the game again with that scheme (probably), and if it doesn't work, or if I can settle on the "perfect" realization of the mechanics you describe above, I can switch to your suggestion and see if it's an improvement.

Again, thanks for great ideas! As I IM-ed you, I am at a point now where it's hard for me to step back from the game and propose new systems, because I am so overly familiar with the current form of the game. It's great to have you guys, who have a fresh perspective, and thus can make really innovative suggestions. Thanks!

-Jeff

All of that said, I am curious: is scoring multiple times for the same exhibit game-breaking? How does it cause a problem, out of curiousity? Practically, that is.

sedjtroll
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Game #4: Profit and Provenance by jwarrend

jwarrend wrote:

The point I'm trying to be crystal clear on is there is no point in the game currently where you score points directly for the value of your Artifacts (ie, the number printed on the Artifact). The *only* exception to this is when you sell to the Black Market. The reason I'm reluctant to go to a "you score VP for the value of your Artifacts at the end game" is that in renders the Black Market superfluous, unless some additional mechanic is created whereby having VPs early on is important (like if you need them to pay for something).

I think we got that, but I was thinking maybe it'd be good to pay for things. It seems a little odd that you commission Archies, acquire Artifacts, and run your exhibits, all at no cost to you. However perhaps that's not a big deal after all.

Quote:

So, again, the "value" of your Artifacts never directly translates into Victory Points. This may be a bit counter-intuitive, but I think it actually leads to a more subtle and interesting scoring system.

I think I like your scoring system well enough- with the relative strengths and whatnot. It is a little counterintuitive that someone could "win" an exhibit by a very narrow margin, and someone else by a lot, and both score the same amount.

Quote:
...the key point being that if I have a stronger exhibit, I'll score more than you.

You score only for the bids, so yes, if I have a stronger exhibit than you, I will score and you will not. But it's the same if my exhibit is 1 point stronger as if my exhibit is 100 points stronger.

Quote:
The impact that I want this to have on the game is the core concept that having the best collection of Artifacts at a Location that lots of people are exhibiting at is more valuable than having the only Exhibit from a given Location.

I like that a lot.

Quote:
Now, as to the other point of "runaway leader" and "bringing up the rear". Let me again be clear that the redistribution mechanic was simply meant to prevent someone from scoring bonus points for the set repeatedly; that person need not have been the leader. And a simple way to do that seemed to be to force the person to give up an Artifact. And who should he give it to? Why not the person who is in Last Place, if anyone?

I still think there are better ways to keep people from scoring a bonus over and over that both make more sense in the theme and also don't feel like a band-aid solution.

Quote:
I couldn't disagree more with Seth's "the last place player should have played better". I think this has merit in the final analysis, but if someone is getting killed, and can be brought back into the pack simply and cleanly, I don't think that is necessarily a bad thing. It's no fun to have no chance of getting back into the game, even if it's due to making mistakes. That said, it's a flaw if "be the loser" is a viable strategy, because then the reward for being in last is too generous. Such may be the case here.

[this is a long point about "help the loser" mechanics in general] Exactly. Players should not be rewarded for bad play. It is no fun to not be allowed back in the game- this is true. I don't advocate a mechanic to KEEP the loser in last place. That should be up to them and how they proceed in the game. I don't think it's the responsibility of other players to keep the loser in the game. Personally I dislike the idea of a game that constantly forces the last place player back into the running... why play at all if someone can just go along for the ride and make one or two key plays at the end to win- even against people who have played very carefully all game?

So to re-cap: The last place (at any given time) player should have played better. They should start playing better if they intend to end the game anywhere other than last place. It's not the responsibility of the rest of the group to make sure the last place player does better- they are busy trying themselves to win, or at least not be the last place player.

This is a game, not a popularity contest. Having fun is one object, and winning the game is the other. People, as they often say, have fun even if they lose (as an indication of a good game). If a player is losing they should try to not lose (this should be possible, to a point. If I haven't shipped anything in Puerto Rico, nor built any buildings, but I have a pile of money and there are 4 colonists left, I can't expect to catch up), and/or try to do better next game.

Quote:
There shouldn't be a runaway leader problem in this game, because your scoring so depends on other players. People can slow down your scoring...

Wonderful. So why make rules to thwart a possible runaway leader? Or even a "Runaway scorer"... it would seem that scoring a set more than once shouldn't be a big problem for the very reason you describe (people exhibiting elsewhere)

Quote:
Money doesn't beget more money.

This is a very good idea, and a very good argument against having VPs as a commodity.

Quote:
So, I'm still not satisfied with a good mechanic to keep a player from scoring a set repeatedly.

I say either let them score repeatedly, or once you score a set, you don't get that bonus anymore (leave it face-up on the table, next time you exhibit there you could score for the exhibit, but no bonus for the set). To avoid confusion you can disallow sets to be broken up, so you can't rearrange the cards and end up scoring the same set again later.

- Seth

jwarrend
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Game #4: Profit and Provenance by jwarrend

sedjtroll wrote:
jwarrend wrote:
I agree that this is probably the simplest and cleanest, but it also can lead to "signaling", as you describe, or perhaps deal-making -- "I'll break up my set by giving you this, if you give me that from your set", which is not necessarily in the spirit of the game. I don't want to have to add rules to limit that stuff, but it's a mild concern that it could happen...

What exactly is the problem with this? It looks to me like it fits right in. Museum Curators probably do make deals and trade exhibits or artifacts with each other in order to better their own exhibits.

I guess the problem I could envision is that in principle, you ought to just follow the rules and when you score a Set, you give your Artifact to someone else, yet in practice, you might try to give it to someone who also scored a set with the prearranged understanding that they will give you an Artifact in return. Thus, people with Sets protect each other, and people who don't are left cold.

I don't have a problem if it works out this way, but I do have a problem, I guess, with people *arranging* to make a trade in this way because this is not, in its current form, a deal-making game, and to have a mechanic that implicitly allows you to circumvent a "punishment" in the rules (loss of a card) by arranging a "trade" seems to me not in the spirit of the game. That's not to say it isn't consistent with the theme; indeed, as I said, I think negotiation would definitely fit thematically. I'm just concerned that since it isn't a part of the game anywhere else, it probably shouldn't be here either, but this mechanic definitely makes it a possibility, unless it is explicitly proscribed, which I'm also reluctant to do...

Quote:

So what does this lead to? I get a good "Chartruse" collection while you get a good "Vermillion" one (please excuse subtle commentary on color choices)?

Hey, come on now! There are only so many colors. FastLearner is right, there is a LOT of color in this game. 7 colors for Archaeologists, 7 more for the player cards, 4 for the different "sites"...yikes! So I had to give them all different names...

In principle, the Archaeologists and player cards really could have similar colors, but I didn't do that because I don't want people associating one of the Archaeologists as being "theirs". Ideally, I'd like to remove color as the distinction between "sites", but to do so with icons would mean coming up with a scheme that unifies a different *kind* of site across all five Locations. One possibility could be that the "Brown" site at each Location could be a "tomb", and the "Orange" site could be a "temple", etc, in which case I could easily switch over to icons. But I haven't done anything that elaborate simply because finding all of the pictures for 18 different artifacts for each of 5 Locations (90 pictures!) on the internet was enough of a pain all by itself, let alone trying to group the sub-categories across locations! But in the "published" version of the game, I would envision more detailed research going into the archaeology aspects, and hopefully that would result in a more logical scheme for presenting information, removing the need for some of the color...

Quote:

I don't see how that would be bad. Except the way it's done shoudl probably try and avoid interminable turns where people beg and plead with each other to make the same trade over and over. Settlers and Monopoly get away with it though...

Right; part of the problem with negotiation games is that negotiation takes time, and I think this one is already bordering on too long. The individual actions go quickly, but resolving the Bids and the Exhibitions takes time, so adding negotiation time I think would add length without really making the game more strategic or fun. For people who think it would improve the game, I did include it as a "variant" in the last line of the rules...

Quote:

As far as ending the game, I have no real suggestion there. I think I like depleting a draw stack. I don't like depleting multiple draw stacks as much, just personal preference. Then you can add artifacts if you think the game ends too quickly.

Certainly, this is the easiest game end condition. It's just too soon to know whether the game is too short or too long, but as a start, it's certainly easy to implement, and I think I'll stick with it for now until it's proven to be inadequate. (I have a tough time taking my one 7-player playtest as a valid benchmark for almost anything....)

-jeff

jwarrend
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Game #4: Profit and Provenance by jwarrend

FastLearner wrote:

All of that said, I am curious: is scoring multiple times for the same exhibit game-breaking? How does it cause a problem, out of curiousity? Practically, that is.

The current bonus for having a Set (3+ Artifacts from the same Location and Site) is +1VP/player in the game. Thus, in a 6 player game, you get 6 points if you have a Set. And if you could keep scoring that bonus every turn, that is a lot of points; certainly as many or maybe more than you're likely to get for having a ranking exhibit at a Location.

How does it cause a problem? I'm not really sure...just something about being able to collect a big bonus over and over seems problematic to me. Maybe it's actually ok. Are you saying that you don't think Sets actually need to be broken up? That players could continue to get full credit for them for the rest of the game? I admit I've never actually considered this as a possibility. I don't think I like it, but I'm afraid I can't say exactly why. I think it would just feel very stale. If I get a set in the third turn, and the game lasts 7 turns, I could see it being very ho-hum after a while -- "Gee, Jeff gets 6 bonus VP ...again". I think part of what could make the game interesting is that if you have a valuable exhibit at one location, people can slow you down by refusing to exhibit at that location. But under a "perpetually scoring Set bonus" system, you could be unstoppable, and wouldn't need the other players to exhibit at your location in order for you to score. And that seems at odds with what I'm trying to create.

One thing I haven't addressed is that a Set = 3 or more cards, yet all sets are equally valuable. Should this be the case? And if you score for a 4-card set, should you only have to give away one Card (in which case you could score the set bonus again next turn?)

-J

FastLearner
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Game #4: Profit and Provenance by jwarrend

The reason I don't like the "stack is depleted" mechanic is that it makes it too easy (it seems) for the person losing to work to end the game as quickly as possible, effectively "spoiling" it for the other players. We have a couple of semi-regular players in our group who do everything they can to end the game quickly if they don't think they're going to win. I understand that you can't make a game that's immune to poor sportsmanship but I certainly like to design games that make it more difficult, just as I try to avoid mechanics that allow for easy cheating and for kingmaking.

If you're going to go with one of the simpler endgame mechanics then I recommend a VP goal as it has two real advantages: it can't be easily manipulated by a player and it allows you to set different VP goals depending on the number of players, thus evening-out total play time.

jwarrend
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Game #4: Profit and Provenance by jwarrend

sedjtroll wrote:

I think we got that, but I was thinking maybe it'd be good to pay for things. It seems a little odd that you commission Archies, acquire Artifacts, and run your exhibits, all at no cost to you. However perhaps that's not a big deal after all.

It's just the way the game is built. Most auction games are about using your money to get stuff that you want, and depend on how much you're willing to pay for that stuff. This game is more about managing your resources, which are identical to everyone else's every turn, in a more efficient way than everyone else, to maximize your VPs. Nothing comes "at no cost"; rather, the "cost" just is measured in a different commodity than the cost that wins you the game.

The only possible flaw I see is there's no reward for winning bids cheaply. You don't "have more money left over" if you win an Acquisition with a 5 card rather than an 8. But maybe, in a sense, you do, as you can then use that 8 to Exhibit, in which case you make more VPs.

In fact, maybe I should do something like this:

If you win an Archaeologist auction in Phase 2: Acquisition, you get VP equal to the Gold coins on other players' bid cards. But if you win an Exhibit at a Location, you get VP equal to the Coin symbols on other players' Bid Cards AND your own bid card. Thus, Exhibitions are slightly more valuable at generating VP than Acquisitions, which is not only in keeping with the theme, but also would make more sense from the resource management aspect -- you can use your valuable cards to win Auctions, but they give you a higher payoff if you hold back and Exhibit with them.

Of course, the game may already do this just by virtue of the fact that if you Exhibit, you're guaranteed to get some VP, whereas when you bid to Acquire, you're only going to get VP if you win. So, being able to hang on to your high value cards to Exhibit will net you more VP in the sense that if you can use a 5 card to come in 2nd place in an Auction rather than a 7 card, you not only give the auction winner one fewer VP, but you retain for yourself a more valuable card which you can exhibit and guarantee yourself an extra VP.

This effect could also be achieved by adding more "Red Coins" to the cards.

So, I'm rambling quite a bit here, but the point I'm trying to make is that this game has bidding, but it's deliberately a very unconventional bidding game, and attempts rather to merge bidding with hand management. I very much like the idea of giving people the same set of resources and seeing who uses them the best, as opposed to letting people who win early auctions end up with more money and thus have more money to commit to future auctions, and so on...The only real bug in my system is that since you only get one bid per Archaeologist, there will be a lot of ties. And that's a real pain from a design standpoint.

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I think I like your scoring system well enough- with the relative strengths and whatnot. It is a little counterintuitive that someone could "win" an exhibit by a very narrow margin, and someone else by a lot, and both score the same amount.

I don't know that this is necessarily a flaw, though. For example, if you win in the Olympics, you get a Gold Medal, regardless of whether you won by a little or a lot (unless of course you broke a World Record, which is icing on the cake...). The point is that this is the structure the game imposes on you; can you, through clever play, negotiate it? For example, I might conclude that since obliterating everyone in China exhibits will net me the same points as having a narrow lead (or, indeed, less points, since people may shun China exhibits), perhaps I should maintain a small advantage in China Artifacts and start diversifying so I start scoring some points in other Locations as well. In short, the game doesn't reward hoarding as a strategy. But I don't think it breaks the game; it just is a structure the players must plan around. But I think it's ok.

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You score only for the bids, so yes, if I have a stronger exhibit than you, I will score and you will not. But it's the same if my exhibit is 1 point stronger as if my exhibit is 100 points stronger.

I think we may be using "bid" differently; maybe not. The point is that we compare the "strengths" of our exhibits, then the stronger player gets VP equal to the Coin symbols on all of the cards played by people at that location. Then 2nd gets VP for coins on his Bid Card and everyone below him. So, everyone scores at least for coins on their own Bid Card (I've modified your procedure because I'm concerned that if it was possible to get completely "closed out" of scoring, people would stop exhibiting if they thought they were going to lose. As it is, people may not Exhibit if they feel they'll be throwing points to someone else, but the key consideration ought to be "who else is exhibiting? And even if I lose, I will make points that the people who are NOT exhibiting won't make...")

But yes, if your exhibit is 1 point stronger or 100 points stronger than mine (and we're hypothetically the only two exhibitors for a Location), you'll make only as many VPs as the sum of the Coin symbols on our Bid Cards. And you'll only exceed me by the number of VPs on your own Card.

But there's no way to do it differently and still retain the effect whereby you only score big points by competing with other people; having the market cornered on China artifacts, e.g., is not a winning strategy. So, to retain that effect, you can't also have the effect of "if I beat Joe by a lot, I get a lot more points than him", since by defintion, you're beating everyone who didn't exhibit there by a lot as well. See the difficulty? And the competition effect, I think, is more important to the design than the "if I beat him by a lot, I score a lot" effect, even though it is counterintuitive.
Heck, you have to be different somewhere!

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Personally I dislike the idea of a game that constantly forces the last place player back into the running... why play at all if someone can just go along for the ride and make one or two key plays at the end to win- even against people who have played very carefully all game?

This is very much a matter of taste. I think it depends a lot on the nature and length of the game. For example, Axis and Allies is one of my favorite games, but it has a very big problem whereby the result of the game is pretty much determined by the end of the 2nd or 3rd turn, and from that point on, it's just details of the side with the momentum to complete its victory condition. That's not a lot of fun in a 2 hour game (although, as I said, I enjoy the game). And I think it's callous to say "well, if you didn't want to lose, you should have played better." In a game like A&A, you may have just had bad luck, and it may not be entirely your fault that you are losing.

We're not talking about a luck-heavy game like that. We're talking about a situation where a player may not have played well in the early game. Does the game system offer him a chance of recovering under the same rules that apply to everyone else, or is his situation hopeless? If it's the latter, the game should end as soon as possible, because nothing is worse than being out of it and having to carry out the game for another hour. It it's possible to win, how likely is it? It should definitely be difficult (or else the early game didn't matter), yet if it's trivial to win, then what was the point of playing?

One thing I don't mind is where a player is apparently in poor shape early on, but this is because he has sacrificed something for something else that will pay off in the end. A good example is Acquire; I played one game where I ran out of money early on and never had any cash for the rest of the game because my chains weren't merging. I watched the other players merge left and right and cash in, and keep buying stock. Yet, in the end, the chain I had initially invested in turned out to be one of the big ones, and I did respectably in the game, even though during the game, it seemed that I was out of it.

My point here is that I'm all for removing the "throw a bone to the last place player" rule in this case, if there's a better way to achieve the goal I have in mind (preventing repetitive scoring). Yet in general, I think it's overly simplistic to say "if you're in last place, you just aren't playing well". A person can end up in last for factors beyond his control, or at least, for minor miscalculations that lead to big swings in scoring. In Puerto Rico, if the builder comes up and I have 9 doubloons, I can't buy a Big Building, but someone who has 10 can. I was only one doubloon short of that player, yet the scoring different between us may be several VP as a result. Did I necessarily play "worse" than that player in proportion to the difference between our scores? In some sense yes, and in some sense no.

I guess in general, I agree that mechanics that allow the last place player to catch up should be adopted cautiously and in proportion to how much control a person had in their own fate anyway. But I think to paint with the broad brush of "however you fare in the game, it's your own fault" is a bit callous and fails to recognize the extremely complex nature of games, in the sense that there are in general so many variables that everyone's calculations on how to max out on VP will inevitably be off in one place or another. So I don't think we need to always reward the last place player, but neither do we need to blame him for being such a loser!

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There shouldn't be a runaway leader problem in this game, because your scoring so depends on other players. People can slow down your scoring...

Wonderful. So why make rules to thwart a possible runaway leader? Or even a "Runaway scorer"... it would seem that scoring a set more than once shouldn't be a big problem for the very reason you describe (people exhibiting elsewhere)

I don't advocate rules to stop a runaway leader (I don't think there will be one). As for scoring a set more than once, see my reply to FastLearner. People can't stop you from scoring your set repeatedly simply by exhibiting elsewhere. A formal rule is needed to stop someone from scoring a set over and over, and I think that in a game where a player can score a Set over and over, the first player with a Set will have a huge advantage at winning. To this, you might say "well, the other players should have gotten Sets earlier if they wanted to win", but again, if the game is effectively won (or at least it's a huge step forward towards that) when a player gets a Set, why not just stop then?

I'm not just trying to stop a player from scoring the same Set over and over, but also trying to model the effect that if a museum exhibits the same exact collection over and over and over, then no matter how great it is, it will lose interest. So think of it like this: standard scoring simulates the influx into your museum based on the quality of your collection; it will be pretty steady. Yet, when you have a "Set", you have a "special exhibit" -- a group of Artifacts from the same Site! "King Tut's Tomb - revealed", for example. This creates extra interest, and thus, extra VP. But, it's more transient. Once everyone has come to see your special exhibit, interest wanes.

So, thematically, you shouldn't be able to score repeatedly.

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I say either let them score repeatedly, or once you score a set, you don't get that bonus anymore (leave it face-up on the table, next time you exhibit there you could score for the exhibit, but no bonus for the set). To avoid confusion you can disallow sets to be broken up, so you can't rearrange the cards and end up scoring the same set again later.

Maybe this is a good solution. You can keep including the Artifacts in your collection, you simply can't get bonus VP for the Set anymore (whereas in the "give away one Artifact", you actually could score for that Set again, if you could get another Artifact from that Site...). I'm concerned that it would be a pain to do the bookkeeping, yet your solution (put the artifacts directly in front of you) seems to solve that problem. It also lifts the "deal making problem" I'm concerned about with redistribution. Maybe this is the way to go!

Thanks again Seth for some great ideas!

-Jeff

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Game #4: Profit and Provenance by jwarrend

FastLearner wrote:
The reason I don't like the "stack is depleted" mechanic is that it makes it too easy (it seems) for the person losing to work to end the game as quickly as possible, effectively "spoiling" it for the other players.

How does that Spoil anything? In Puerto Rico you can speed the game up if you think you're losing (Choose Mayor a lot, build but don't man buildings in the process)- noone complains about that. If you're the guy losing, it might make sense to end the game fast so you can start again and try to do better next time.

How fast can one person end the gam, really? Under the current rules they can get a max of 3 artifacts at a certain location, coupled with at least one other player at an average of 2 Artifacts for 5 Artifacts a turn fromthe stack. This would take like 4 turns, where everyone else still gets to play, and i wouldn't start right away (noone's losing at the beginning).

If that's too quick, increase the number of artifacts at each location to 30 or something- then it takes 6 turns.

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Game #4: Profit and Provenance by jwarrend

FastLearner wrote:
The reason I don't like the "stack is depleted" mechanic is that it makes it too easy (it seems) for the person losing to work to end the game as quickly as possible, effectively "spoiling" it for the other players. We have a couple of semi-regular players in our group who do everything they can to end the game quickly if they don't think they're going to win. I understand that you can't make a game that's immune to poor sportsmanship but I certainly like to design games that make it more difficult, just as I try to avoid mechanics that allow for easy cheating and for kingmaking.

Ah...I see. I was thinking more that someone could end the game quickly if they were winning, to try to seal their win. You point out an opposite problem. That someone who is losing will try to end the game to "stop the bleeding".

I honestly think this is a problem more with the individual players than with the game. I think most games presuppose that all players are trying to win, and that a lot of games break when people give up and try to sabotage the game (for example, to end it just so they don't have to play anymore, which I think is quite childish).

That said, there are some games where "trying to win" can drag the game out. I watched a game of Settlers of the Stone Age where one player had 9 points after about 50 minutes, yet by making "the best" moves, the other players were able to drag the game out for another hour, at which point the player who was in the lead originally finally won. I think that's a flaw in the game, because 2 hours for a game that was basically done at 50 minutes is certainly ridiculous! Yet, I think for a player who thinks he is losing to attempt to abort the game just to not have to play is totally inappropriate, and I'm reluctant to design a game based around the preferences of someone who I deem to be a poor sport (apologies if you're the person you're talking about!)

What do you think? How much consideration should you give in the game to the way different play styles could sabotage the game? For example, I rarely design "fixes" for cheating because I just assume that everyone is adult enough that they won't cheat. If someone wants to cheat, why bother playing in the first place?

I think that a "minimum number of turns" could mitigate the problem you describe. eg, the game lasts at least as many turns as there are players, but after that, as soon as one of the decks is exhausted, it ends.

I sort of like a game end mechanic where the players have some control (like in Puerto Rico), yet it isn't just a "race" to get the most points. So that's why I went with the "deck depletion" system. Yet I see your point, also, as reluctant as I am to design around it.

Thanks!

-Jeff

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Game #4: Profit and Provenance by jwarrend

sedjtroll wrote:
FastLearner wrote:
The reason I don't like the "stack is depleted" mechanic is that it makes it too easy (it seems) for the person losing to work to end the game as quickly as possible, effectively "spoiling" it for the other players.

How does that Spoil anything? In Puerto Rico you can speed the game up if you think you're losing (Choose Mayor a lot, build but don't man buildings in the process)- noone complains about that. If you're the guy losing, it might make sense to end the game fast so you can start again and try to do better next time.

See my reply to Fast for my opinion, but in short, I think that it's poor form to "give up" in a game, and even poorer form to then try to force everyone else to conform to your opinion. Sure, in PR, you can speed the game, but the point is, if you deliberately play to lose (because you feel you are so far out of it), then the game is being derailed because of your bad attitude. Every player in a game should be the ultimate optimist -- "I can definitely win, if I play well" and you should feel this way and play accordingly until the bitter end. And even if you don't feel this way, you should play like you do, because otherwise, you're ruining everyone else' experience because your ego can't handle not doing as well as you want to.

Don't misunderstand; I think there are some situations where a game is in such a state that a winner is clear, and I think it's entirely appropriate for all players, by majority opinion, to decide "hey, this one's a done deal; let's start over". What I'm objecting to is you making that decision for everyone else by your play.

We had a famous game of Republic of Rome where one player was new to the game, and didn't seem to be enjoying it too much. Finally, at 9pm, he said, "well, I've got to leave soon, so I'm going to attempt to assasinate player A", which effectively threw the game to player B. His decision was made completely arbitrarily, and with the sole purpose of getting him out of the game. Needless to say, he hasn't gamed with our group very much since, and I'm not sure we miss him. Or at least, his play style (he was a nice guy...). I think the same thing happened recently in a game of Pizarro & Co where the group decided to play that instead of Puerto Rico so that this one guy, who was the sixth player, could be involved. But 2 turns into the game, he exclaimed "I don't like bidding games" and quit. This kind of stuff is deplorable, and people with bad manners aren't, in my opinion, the kind of people I want to game with. Sabotaging a game just because you're losing is bad manners, in my opinion. Take your PR example; let's say, instead of losing, you are doing really well with a shipping strategy, but you need the game to last a little longer so you can ship some more Corn, thus putting you ahead of the people who are building a lot. Would you be satisfied if one player always seemed to choose the Mayor and always vacated his buildings so the colonist supply would deplete quickly? Wouldn't you feel slighted if your strategy had been sabotaged only because that player didn't happen to be enjoying the game, and wanted to force a conclusion?

Quote:

How fast can one person end the gam, really? Under the current rules they can get a max of 3 artifacts at a certain location, coupled with at least one other player at an average of 2 Artifacts for 5 Artifacts a turn fromthe stack. This would take like 4 turns, where everyone else still gets to play, and i wouldn't start right away (noone's losing at the beginning).

If that's too quick, increase the number of artifacts at each location to 30 or something- then it takes 6 turns.

I agree with this; the mechanic, even if it has the effect Fast is concerned about, may not lead to a precipitous end to the game, since a player can only deplete the stacks so quickly, and probably won't decide to every turn. Plus, other players, recognizing what he was doing, could stop taking expeditions to that Location, thus slowing the rate at which the piles were exhausted. And of course, adding more Artifacts would be simple as well (though it will need testing to figure out how many Artifacts are the "right" number). Alternatively, one could add a rule that "you can't send an Expedition to the same Location two turns in a row", but that seems fiddly to me, and I don't really like it.

-Jeff

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Playing for placement

First off, let me say that I agree with you Jeff. The point (to me) of playing a game is trying to win. If I'm not winning, I try to make it so I AM winning. Or at least I try and figure out what I can do better for next time.

There is a phenomenon which I don't fully understand called Playing for Placement. I understand it if there is some prize for coming in second, or some ranking system or rating system that is kept track of over time. But without that, in a one-off game you either win or you don't.

My friends play for placement. It has, on occasion, enfuriated me. I'm speaking specifically about Puerto Rico- especially when for a time we played incorrectly with face up victory points. Playing for placement often meant kingmaking which I thought was deplorable. But even without the kingmaker aspect, I find playing for placement ridiculous.

However, a great many people, once they determine that they will not win, satisfy themselves with second, or simply try not to be last place at the end. This often means playing to end the game quickly, or more slowly depending on the situation.

In a way it's annoying for one player to want the game to end quickly and for another to want it to drag on. However, it's completely within their right to do so, and likely it's in their best interest.

In your example abou thte corn shipping, it is selfish to expect people to give you the time to shipt the corn if it means you will win because of it. If you are already winning, then they certainly shouldn't let you ship your corn, and who cares at that point anyway?

People quitting a game, or sabataging it by, say, trading all their resources (Settlers) for just one in return (giving their stuf away arbitrarily), is highly annoying and I hate playing in games where that happens. However, although I dislike it, I can't argue with someone who'se decided that 3rd place is the best he is going to do, and chooses to end the game as quickly as possible before he slides into 4th.

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Game #4: Profit and Provenance by jwarrend

sedjtroll wrote:
How does that Spoil anything? In Puerto Rico you can speed the game up if you think you're losing (Choose Mayor a lot, build but don't man buildings in the process)- noone complains about that.

I do.

As I said in my post, "I understand that you can't make a game that's immune to poor sportsmanship but I certainly like to design games that make it more difficult, just as I try to avoid mechanics that allow for easy cheating and for kingmaking." I don't see why trying to avoid that is a bad thing, and do see how ignoring it is. That doesn't mean it's a bonafide problem in this game, but generally speaking, yes, keeping poor sportsman from ruining a game is absolutely a goal I shoot for because I think it's a better game in the end.

Jeff, what about my suggestion that a VP goal ending allows you to scale the game? Does the game scale now or does a six-player game take twice as long as a three-player game? I know you haven't playtested it enough to know, but I know you have a better grasp of how things work than I do so I'm sure you have better insight.

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Game #4: Profit and Provenance by jwarrend

Seth,

I agree that playing for placement isn't ideal, yet sometimes, after the game is over, I will say to myself, "hey, I came in 2nd, that's not so bad". I won't beat myself up over not winning. Yet, during the game, I don't think I should approach the game by setting out to come in 2nd; I should try to win, if it's at all possible to do so. I'm sure you're the same.

That said, I agree, some people just want to do well, and I understand that. For someone in PR to say "I've maxed out my score, and I want to end the game since with each passing turn, other players are scoring more points than I am, thus I can't get back in it", that's one thing, and I think it's probably ok for a player to try to end the game. What I object to more is for a player to decide he's not having any fun any more, and he's not even going to try to win, and furthermore, he's going to do everything he can to make the game end, with no effort towards improving his score or his standing; he just wants it to be over. I think that crosses the line, because he's now imposing a consideration that is external to the game, and he's making a decision for everyone else. If the game can't be fun for him, it won't be for anyone else, either.

I think we are actually in pretty good agreement on this issue. And let me just reiterate that I sympathize more with our "hypothetical poor sport" when the game is being dragged past its reasonable length just so one player can max out there score, or whatever. For a person who is leading in Carcassonne by 50 points to spend 5 minutes deciding where to place his tile is equally poor sportsmanship, and if I were the clear loser, I'd vote to abort the game, or else perhaps spending a nanosecond on my moves.

I guess the bottom line is, games always fall apart when poor sports are playing (which isn't to say I'm never a poor sport, because I'm sure I am sometimes) and I wonder to what extent you all typically design around that....

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Game #4: Profit and Provenance by jwarrend

FastLearner wrote:

I understand that you can't make a game that's immune to poor sportsmanship but I certainly like to design games that make it more difficult, just as I try to avoid mechanics that allow for easy cheating and for kingmaking... keeping poor sportsman from ruining a game is absolutely a goal I shoot for because I think it's a better game in the end.

So the question becomes, what is poor sportsmanship? Where do you draw the line? See my little diatribe on playing for placement, a concept I simply despise by the way. How exactly am I supopsed to react to a comment like "Oh crap, I'm screwed because Seth doesn't play for placement!" I didn't make that up. That kind of thing has been said more than once. In fact, I think my friends thought I was sabataging their game by trying to win when I was not in reach of the leader.

- Seth

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Game #4: Profit and Provenance by jwarrend

FastLearner wrote:

Jeff, what about my suggestion that a VP goal ending allows you to scale the game? Does the game scale now or does a six-player game take twice as long as a three-player game? I know you haven't playtested it enough to know, but I know you have a better grasp of how things work than I do so I'm sure you have better insight.

I have only tested with 7 once, so it's all just a guess, but I think extra players definitely add time, but probably not a tremendous amount, since the actions a player takes are all pretty quick -- "commission one expedition" or "place one bid". Those things can be done quickly. In the test game, I found that the evaluation of the Archaeologists in the bidding round, and of the Exhibitions, is what eats up time, so I think that in principle, the game shouldn't be too much longer with extra players, although it might be lengthened somewhat.

I agree that a VP limit can help to control game scaling, yet I think it creates a different kind of game. I'm thinking of my favorite games -- Acquire, Web of Power, Puerto Rico, Carcassonne -- and all of them use the design principle "try to maximize your points in a set number of turns, or before a certain configuration is reached" as opposed to "try to be the first one to reach X points", which has more of a "race" feel, and which I think I like less.

For example, let's say the game is getting down to the wire; player X has 93 points, and you have 86. Through cagey play in the Exhibition round, you keep him to 97 points total, whereas you leap forward to 94. But, then he decides since he has 97, he'll just sell a 3 point Artifact to the Black Market, and win. Game over. Doesn't that feel anti-climactic? And I'm afraid VP target games can end that way. "Oops, I guess I win if I do this..." Whereas in a game like Acquire or Puerto Rico, you know there are various configurations in which the game can end, but you never know when to make the push to satisfy that condition; you have to try to guess when it will end, and make sure you've taken every opportunity. But, you also can feel like you can let a slow strategy develop to fruition, rather than feel like you frantically need to rush to catch up with player A.

So, from the "player experience" perspective, I think I like "Victory Point Goal" less as a means of creating tension and fun.

Of course, it's pretty subjective. And indeed, it may work better that way. It might be worth trying both ways to see!

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Game #4: Profit and Provenance by jwarrend

I absolutely think not playing for placement is poor sportsmanship. Is it considered ok in a footrace if the guys in the back just stop and walk off the track, or drop their pace and just jog in? Hardly.

But perhaps this should be its own thread.

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Game #4: Profit and Provenance by jwarrend

jwarrend wrote:

In Puerto Rico, if the builder comes up and I have 9 doubloons, I can't buy a Big Building, but someone who has 10 can. I was only one doubloon short of that player, yet the scoring different between us may be several VP as a result.

You're right. Lets give the hapless 9 dabloon player a bonus 3 VPs because he didn't get a chance to build a big building.

Or should we instead disallow buildings to be purchase which cost more then what the poorest player has?

I'm being sarcastic here- hopefully to prove a point. The builder comes up and you can't afford as much as the next guy, maybe you should have budgeted better. Maybe you should have invested better. Maybe you should have taken the Prospector instead of Settler (even thought you got a Quarry that you haven't had a chance to man yet). Maybe you just got the shaft as far as timing's concerned.

That's not the point. The point, as hopefully exemplified by my above sarcasm, is that it's not the problm of the rest of the players. In fact, that's the point of the game, to make a decision that benefits you more then others- like choosing Builder when your opponents can't afford what they want. In your example, buy a wharf and ship some product- you might be just as well off as the guy who bought the 10pt building. The comment I made before ("If you're in last place, play better") was similarly sarcastic- don't get caught up on it.

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But I think to paint with the broad brush of "however you fare in the game, it's your own fault" is a bit callous and fails to recognize the extremely complex nature of games, in the sense that there are in general so many variables that everyone's calculations on how to max out on VP will inevitably be off in one place or another. So I don't think we need to always reward the last place player, but neither do we need to blame him for being such a loser!

Who's calling people a loser? I mean except in the context of losing the game. If one player makes bad choices and "miscalculates how to maximize VPs" more than the other players, why shouldn't they be in last place? That's not callous. Every game has a last place player, if you're not prepared to accept that role when it happens to be you, why are you playing the game?

Why does this sound so much like a welfare debate?

Quote:
As for scoring a set more than once, see my reply to FastLearner. People can't stop you from scoring your set repeatedly simply by exhibiting elsewhere. A formal rule is needed to stop someone from scoring a set over and over, and I think that in a game where a player can score a Set over and over, the first player with a Set will have a huge advantage at winning. To this, you might say "well, the other players should have gotten Sets earlier if they wanted to win", but again, if the game is effectively won (or at least it's a huge step forward towards that) when a player gets a Set, why not just stop then?

When you mentioned the actual bonus (current) for the sets I thought "Well that's the problem. It's too big a bonus." So make the bonus smaller and the problem of somone 'solo-ing' a location goes away.

Quote:
I'm not just trying to stop a player from scoring the same Set over and over, but also trying to model the effect that if a museum exhibits the same exact collection over and over and over, then no matter how great it is, it will lose interest.

I see what you are trying to do. I think the 'cleanest and best' way to represent this is just like real life... you get Artifacts, you either store them or exhibit them. if you get a set, it makes for a better exhibit, but only once. But then you still have the artifacts, to show (for little gain compared to the beginning- i.e. no bonus) or to store, or maybe to sell (on the black market, or just to other Museums).

Quote:
So, thematically, you shouldn't be able to score repeatedly.

Correct. So don't. It doesn't mean you have to lose the Artifacts you worked to get.

- Seth

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Game #4: Profit and Provenance by jwarrend

sedjtroll wrote:
Maybe you just got the shaft as far as timing's concerned.

And it's when THIS kind of thing happens repeatedly that I don't think a "catch-up" mechanic is inappropriate. For example, in the game Dune, there is a mechanic whereby if you have no Spice, you can receive Choam charity for 2 Spice. This is a good mechanic for the game because if no one has Spice to bid, then people who do have Spice will be able to get Treachery cards with low bids, leaving them too much money with which they can carry out other actions, like transporting guys to the planet, etc. Or consider Risk, where you're allowed to get 3 guys every turn, even if you have less than 9 territories. But if that weren't the case, you could just fight someone till they were reduced to 1 guy per territory, and then they'd effectively be bottled up and you wouldn't have to deal with them again.

So my point is, there are some situations where it's appropriate for a straggling player to be given a swift kick in the behind by the game to be able to get back in it, and it's not always just for his fun; in some games, it's important to the game as a whole.

That said, I don't think it should be a part of every game. I don't say that PR should have something like that, e.g. I don't think my game needs it, now that you guys have helped me come up with better ways of preventing a player from scoring Sets repeatedly. I just contend that there are some situations where you might be in last, but not exclusively because of poor play on your part, and there are some situations (like when there is still 1 hour of the game left, eg) for a rule to make it easier for you to get back into the game than you normally ought to be able to.

Quote:

When you mentioned the actual bonus (current) for the sets I thought "Well that's the problem. It's too big a bonus." So make the bonus smaller and the problem of somone 'solo-ing' a location goes away.

I think a big one-shot bonus may be preferable to a small but steady recurring bonus, and it fits the theme better too.

Quote:
. So don't. It doesn't mean you have to lose the Artifacts you worked to get.

Fair enough. I think this is a good move for the game. Thanks!

-Jeff

FastLearner
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Game #4: Profit and Provenance by jwarrend

jwarrend wrote:
I agree that a VP limit can help to control game scaling, yet I think it creates a different kind of game. I'm thinking of my favorite games -- Acquire, Web of Power, Puerto Rico, Carcassonne -- and all of them use the design principle "try to maximize your points in a set number of turns, or before a certain configuration is reached" as opposed to "try to be the first one to reach X points", which has more of a "race" feel, and which I think I like less.

Very understandable. FWIW, I don't have a single game that uses a VP goal, probably for the very same reasons (though intuitively rather than thought through the way you managed to). :)

jwarrend
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Game #4: Profit and Provenance by jwarrend

Ok, thanks to all who have commented so far. I'm very happy with the way the first week's dialogue went, and indeed, found that contributing to the discussion helped me clarify in my own mind what some of the objectives/core concepts of the design were; so, the discussion has been useful for me on a lot of levels!

I will try to get a new version of the rules up perhaps sometime this week, but in the meantime, I'd like to ask one or two remaining questions that linger in my mind, and then identify the changes I'm definitively planning to make.

Ok, first the questions:

I haven't heard too much in the way of comments on the various "archaeologist abilities". These are meant to be somewhat "weak", and to simply add a little bit more interest to the "Expedition" phase. Are there any that seem too powerful? Are there any that seem too weak?

Let me preemptively give my answers to these questions.

First, Jones is powerful in the sense that he can guarantee you a win in an auction, yet, again, because of the "score for Coins on all bids" effect, players can make your reward less lucrative. Moreover, if there's one Artifact in the pile that you're obviously "Jones"-ing for, Belloc can swoop in and steal that from Jones, thus changing the composition of bidding. Thus, Belloc's power isn't super powerful (he doesn't steal an artifact and put it in your collection), but can change the complexion of the bidding, which may or may not be useful/interesting.

Of all the powers, I think I like Cousteau's the least. For one, it adds time to the game -- the player who can change his bid must decide whether he wants to or not. Moreover, I don't know whether it's useful, since after all bids have been placed, he only has a few bid cards left. So, I may want a new power for Cousteau. Or, alternatively, I am strongly considering hacking the 7th archaeologist from the game entirely, and changing the 'acquisition' rules to "Place 5 Bids" rather than "Place 6". This will let you have the option of placing 3 Exhibits even if you've played a tie-breaker, which will make exhibiting more common. I'm concerned that with the current scheme, you will generally want to place a tie-breaker, and thus, will only have 2 Bid Cards left to Exhibit. I recognize that there's a trade-off, but for the scoring systems to work, it's imperative that people are exhibiting a lot. I also considered adding an 11th Bid Card, perhaps with only Red Coin symbols that would be primarily an "Exhibit card", but am tentatively rejecting it on the grounds that 11 cards is not an elegant number.

Any thoughts on any of the other archaeologists, or on the "variable powers" idea in general? Or on the number of bids (5 or 6?)?

Bandecko suggested that the "8" card should be a straight telegraph bid, having its Red Coin displayed both on the front and back. This could have some neat ramifications, however, to me, it reduces the power of the bluff card. The fact that currently, a "3 coin" card could be 0, 6, 7, or 8 seems to make the bluff more useful/important than if it's only the 6 or 7 and the 8 card is fully telegraphed. Any thoughts on this?

Finally, for Exhibits. The current rule is that the "value" of your exhibit is equal to the sum of your Artifacts plus the number of Coins on your Bid card. The intent here is that a person who has held back their "good" cards gets a little bit of an advantage toward having a high-valued Exhibit. It's not huge, probably not even a full artifact in value, but it may help a little. It adds a little complexity to the game, but not too much. It also means that for exhibiting, the coin symbols have 2 different meanings: they both confer a bonus to the value of an exhibit, and determine how many VPs the player (and players with more valuable exhibits) will score. Do the benefits seem to outweigh the attendant complexity?

Ok, now, for a short list of changes I expect to implement before the next playtest, per your suggestions:

1. Go to open scoring.

2. Once you've used your tiebreaker to break a tie in your favor, you can't use it again to break ties.

3. Scoring exhibits: you get VP equal to the number of Coins on *your* bid card and on those of players with less valuable exhibits than yours.
(which nicely makes resolving ties a non-issue)

4. Sets: If you have 3+ Artifacts from the same Location and Site, you get a VP bonus of N VP (N = # of players). The Artifacts are placed face-up in front of you, and while they can be used in future Exhibits, they no longer score bonus VPs (even if another Artifact is acquired that fits with the Set).

5. Selling to the Black Market no longer involves a die roll. You may sell one Artifact per turn (can't be one you've exhibited), you get VP equal to the value of the Artifact, and it may be bid on during Acquistion next turn.

6. The game ends when both (a) each player has been Start Player once and (b) one of the Location piles has been exhausted have happened.

(The only concern with this is that in a bigger game, (b) will happen faster but (a) will happen slower. So, this may not be the final word. I'll probably end up adopting one of FastLearner's suggestions, but for now, this is a simple starting point).

Ok, there's the "midway" status of this GDW session. Thanks to those who have chimed in, and to those who haven't, please feel free to get into the discussion, even if some of your comments have already been articulated. You'd be surprised how useful it would be to hear "this game sounds fun" or "I'm not too fond of this game idea", even if you don't have any brilliant insights beyond that!

Thanks again, I'm more excited about this game than I've been in a while and hoping to schedule a playtest session soon (which I'll of course tell you all about, even if it happens after my "GDW session" has ended).

-Jeff

FastLearner
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Game #4: Profit and Provenance by jwarrend

I'll have more on the questions later, but this struck me:

jwarrend wrote:
4. Sets: If you have 3+ Artifacts from the same Location and Site, you get a VP bonus of N VP (N = # of players). The Artifacts are placed face-up in front of you, and while they can be used in future Exhibits, they no longer score bonus VPs (even if another Artifact is acquired that fits with the Set).

Why would N be number of players? It would seem that N being the number of cards would be better as it would further encourage bigger sets, making the decision on whether to show the set now or later a bit more interesting.

jwarrend
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Joined: 08/03/2008
Game #4: Profit and Provenance by jwarrend

FastLearner wrote:
I'll have more on the questions later, but this struck me:

jwarrend wrote:
4. Sets: If you have 3+ Artifacts from the same Location and Site, you get a VP bonus of N VP (N = # of players). The Artifacts are placed face-up in front of you, and while they can be used in future Exhibits, they no longer score bonus VPs (even if another Artifact is acquired that fits with the Set).

Why would N be number of players? It would seem that N being the number of cards would be better as it would further encourage bigger sets, making the decision on whether to show the set now or later a bit more interesting.
It's ostensibly a game scaling issue. The idea is that in a "big" game, it will probably be "harder" to assemble a Set, thus, you should get more VPs for it. (although whether it ought to be linear is certainly up for debate!)

I agree that in the current rules, there isn't an impetus to hold back to try to make a bigger set. In the current scheme, there are only 4 or 5 Artifacts from each Site, thus, if you can manage to get 3 of them, that's a good accomplishment, and getting 4 or 5 isn't something you ought to wait around for. The game could of course reward you for trying, but I'm not sure how to scale such a thing. But again, I think the game's scoring systems only work well when everyone is exhibiting a lot, thus an incentive to "not exhibit" via waiting for a possibly bigger payday isn't something that I wanted to build into the game. But again, as Seth previously mentioned with a different issue, there are a couple of counter-intuitive things in here. I guess you could rationalize this one by saying that people will pay big bucks to come and view "a special collection from King Tut's Tomb", but what the actual composition of that exhibit is won't affect their decision to come to your museum or not. Thus, the Set bonus is a function only of the existence of the Set. (and player number, which I can't rationalize as well).

Open to alternate suggestions!

-Jeff

jwarrend
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Game #4: Profit and Provenance by jwarrend

Looks like we're winding down week 2 for session 4 of the Game Design Workshop. Thanks again to all who have chimed in this time around! It looks like there's a playtest session happening this coming Monday, and I'm hoping to get this game into the mix there (anyone in the Boston area who'd like to attend, drop me a line!). I'll post a session report to let you know how it goes!

Next up, starting Sunday, will be FastLearner. So, FastLearner, sometime before Monday, go ahead and start a new thread and tell us about your game, and where we can access it! Looking forward to it!

Thanks again to all,

Jeff

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