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Game #48 Barbarian's Wrath by Trickydicky

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Trickydicky
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Joined: 12/31/1969

First of all, I would like to thank you all in advance for taking the time to workshop my game. I've enjoyed reading the last few game's rules and hope you enjoy this one as well.

In Barbarian's Wrath (title still up for grabs) each player controls a city that they must protect from the onslaught of barbarian hordes. This protection is proven by how the city flourishes, meaning its population at different times in the game.

I've playtested this game a few times and it plays pretty well. The length of the game can somewhat be determined by the players. We've recently been working on streamlining both the components as well as the length. Unfortunately, I haven't been able to playtest since the last revision of rules.

Once again thanks

Here are the rules
http://www.bgdf.com/files/My_Uploads/Trickydicky/BWrules.doc

The graphics on the cards and board are pretty weak. I'm just experimenting with the cards. I've got the card designed but none of the graphics to go on it. Here they both are
http://www.bgdf.com/files/My_Uploads/Trickydicky/BWboard.pdf
http://www.bgdf.com/files/My_Uploads/Trickydicky/bwcards.pdf

Thanks again

Johan
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Game #48 Barbarian's Wrath by Trickydicky

Hello

Overall: I believe that you can have a decent game hidden under the rule descriptions. It looks like a sidetrack of Advanced Civilisation with influence of some German style games.
There are several problems with the game, but there are two that you have to deal with first. That is the rules and the interaction between the players.

The Rules: The rules are really tricky written and needs to be rewritten. Don't start with the details, start with the mainframe (a quick description of the components, the set-up and then how to play). When the mainframe is ready, then describe how to score, how to fight barbarians and how to build/populate/feed/trade and so on. If you need to describe each card then move the cards descriptions from the rules and put them in an appendix.
Use more examples (its better to have to many examples then to few) and don’t be afraid to use bullet lists (example for the set-up) and more subchapter's.

Interactions: I believe that the largest fault in this game is that there are nearly no interactions between the players. The things I do will not affect other players. It should be possible to co-operate against the barbarians and still maximise the score individually.

Number of turns: We can have a game between 10 to 28 turns. Do you really have enough components and possibilities to have the game last for 28 turns (minus the once that are taken when the barbarians are taken from the card deck).

Protection by the stronger player: A player can have a free ride if he sits behind a player that builds a defence. The raid will be stopped by a strong player and player next in order will only have to face the barbarians when he goes first.

Population: Do you need parts of your population to work the fields, the forest and the mountings. I did not understand this part from the rules.

// Johan

jwarrend
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Joined: 08/03/2008
Game #48 Barbarian's Wrath by Trickydicky

Thanks for sharing your game with us! I’m working on a Civ building game myself, and it’s interesting to see someone else’s take on the genre.

First, I agree with Johan that the rulebook is not well organized. There’s far too much information about the special buildings too early in the book. First tell me how to play the game, then tell me about the exceptions to the rules (from buildings and such).

My overall impression is that this is a game without a very clear sense of what it’s trying to be. From the name of the game, and your intro, I really thought that this would be a game about staving off barbarian hordes, trying to withstand their devastating attacks, but it’s actually a fairly standard Civilization building game with one barbarian mechanic tacked on. And as a Civ game, it’s hard to say how it holds up, but my guess is that it’s long enough (my guess would be a minimum of 4-5 hours) that it could be hard to justify playing this as opposed to Civilization. (And I say this from experience, developing a Civ building game that had some similar concepts. My game lasted about 5 hours on average, and it was just too long.)

To me, a barbarian game should be about having to make tough choices how to handle the threat; do you try to build strong fortifications to withstand the threat until it passes? Do you improve your military might to try to fight back? Perhaps you try to band together with the other players to cooperatively resist your mutual foe. This kind of stuff may be in the game currently, but to me, it’s just buried beneath the “collect resources, build buildings”, and the extraneous stuff like “Wonders” that don’t appear to have anything whatsoever to do with barbarians.

So, my overall suggestion is to decide what kind of game you’re trying to create. If you want to make a Civ-building game with an occasional barbarian raid, great! You’re close to having this, although I still think you have far too much complexity. If you want a truly Barbarian themed game, I’m afraid that I think you have a lot of whittling to do. Here’s an example of the thought process I would use were I in your situation. “Currently, I have 3 types of terrain. Does this have any influence on the Barbarian aspect of the game? Nope? Out it goes! How about resources; do the 4 different resources contribute anything to the Barbarian aspect of the game? Nope? Out it goes!” And so on. Get rid of all the clutter, and make the Barbarian threat more real, more devastating; use it to force the players to cooperate, but also put them in competition with each other so that cooperating has its downside as well. In other words, increase the level of interesting decisions in the game, and let those decisions be based not on developing a culture, but on the kinds of things you’d have to do if you were worried about a barbarian invasion.

Good luck!

-Jeff

Trickydicky
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Game #48 Barbarian's Wrath by Trickydicky

First thank you for your comments.

Quote:
The Rules: The rules are really tricky written and needs to be rewritten. Don't start with the details, start with the mainframe (a quick description of the components, the set-up and then how to play). When the mainframe is ready, then describe how to score, how to fight barbarians and how to build/populate/feed/trade and so on. If you need to describe each card then move the cards descriptions from the rules and put them in an appendix.
Use more examples (its better to have to many examples then to few) and don’t be afraid to use bullet lists (example for the set-up) and more subchapter's

I agree. I will go back and put the rules in a better order. I've been trying to get others to read the rules and see if they make sense. Unfortunately, no one has really helped me out in this area. So, your suggestions should help out a lot.

Quote:
Interactions: I believe that the largest fault in this game is that there are nearly no interactions between the players. The things I do will not affect other players. It should be possible to co-operate against the barbarians and still maximise the score individually.

I knew this would be a concern. And I somewhat agree. There are a number of situations which allow the players to moderately interact. When there are only a few of any given building left and it is a race to get the building/wonder. Also whenever a player plays a Barbarian card and the Barbarians attack there is some interaction. Granted it isn't much, it is about like a game of "Age of Mythology", at least very similar to the times I played that game. You usually sit back on others turns and watch what they do, and most of it only affects you indirectly. During my playtests the lack of interaction has never been an issue, but it is definitely not a high interaction game.

Quote:
Do you really have enough components and possibilities to have the game last for 28 turns (minus the once that are taken when the barbarians are taken from the card deck).

Great question. I wish I knew the answer. I haven't been able to playtest a full length game. I have had a few games that went easily into the late teens (in number of turns) and we didn't have any problem with the number of components. This was before a change to the player's cards. Players use to have the ability to play a Barbarian's Raid card directly from their hand. We got rid of this and made it when players play a Barbarian card they draw from the Barbarian Pile giving them the chance to draw a Score Card or Barbarian's Raid card. This should eliminate a fair number of turns. Still, your concern could very well be valid.

Quote:
Protection by the stronger player: A player can have a free ride if he sits behind a player that builds a defence. The raid will be stopped by a strong player and player next in order will only have to face the barbarians when he goes first.

This was a concern of mine as well. But in playtesting it seems there are better ways to avoid the barbarians than relying on someone elses ability to defeat them, i.e. Bribery Cards, Great Marketplace, Great Wall. This is because you can never be sure that the player with the strong defenses is going to roll well enough to beat the barbarians anyway. Plus, that player may play a bribery card and force you to face the barbarians at the strength he would have faced them.

Quote:
Do you need parts of your population to work the fields, the forest and the mountings. I did not understand this part from the rules.

Yes you do. I must not have explained that well in the rules. I will look back over that section.

Thanks Johan for your concerns and suggestions. They have given me some things to think about and will definitely help in my rules writing department.

Scurra
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Game #48 Barbarian's Wrath by Trickydicky

Some nice ideas, but I can't quite see what the victory path is, apart, presumably, from not getting wiped out by the invaders!

I'm not quite as bothered by the arrangement of the rules as others (although I would note that you have serious apostrophe issues!) but only because I didn't bother reading the Buildings/Wonder stuff until I'd finished the rest of it, because that's where I'd expect that sort of thing to be. But some parts of it are very confusing.

I like the separate development board idea but it doesn't really go anywhere interesting. Again, look at any trading game and see that one of the basic tricks is to ensure that no-one can produce everything themselves (at least not at the beginning.) Likewise, the barbarians just feel like an abstract threat when they should feel more like an extra player slotted into the turn sequence.

I would also observe that IMO the game resembles "Cities and Knights of Catan" more than Advanced Civ; and C&K is a game which, in my view, packs all the interesting one-hour gameplay of Settlers into a three-hour tedious drag. But YMMV (hey, a 3-hr drag is nothing compared to Advanced Civ after all :-)

In other words, I'm inclined to second Jeff and say that you need to make the Barbarians much more the focus of the game, and ditch some of the superfluous stuff. I, for one, would quite like to see a 2hr version of Republic of Rome - a game in which all the players had to fight the system as well as each other - rather than yet another attempt at a 2hr version of Advanced Civ, and this could be much more interesting if directed more towards the former than the latter.

Trickydicky
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Game #48 Barbarian's Wrath by Trickydicky

Thanks jwarrend for your comments. I'll try to respond to each.

Quote:
First, I agree with Johan that the rulebook is not well organized. There’s far too much information about the special buildings too early in the book. First tell me how to play the game, then tell me about the exceptions to the rules (from buildings and such).

Can do. Thanks for the organization suggestions.

Quote:
My overall impression is that this is a game without a very clear sense of what it’s trying to be. From the name of the game, and your intro, I really thought that this would be a game about staving off barbarian hordes, trying to withstand their devastating attacks, but it’s actually a fairly standard Civilization building game with one barbarian mechanic tacked on.

At first I would have disagreed with this, because the barbarian component is quite strong, and ties into the other components well during gameplay. But after some thought I would have to agree with you, because most of the other mechanics wouldn't have to change much if I were to get rid of the barbarian component. Thank you for pointing this out. I have no problem with this being a Civ game with a strong barbarian component. The name of the game is still up for grabs. Any suggestions would be welcome.

Quote:
And as a Civ game, it’s hard to say how it holds up, but my guess is that it’s long enough (my guess would be a minimum of 4-5 hours) that it could be hard to justify playing this as opposed to Civilization.

It is hard to know how long the game runs. Every time it has been playtested there have been new players, who take a lot longer on their turns than experienced ones. The last couple of playtests were only about 2 hours. Granted we only played to 3 score cards. This is one thing I like about the game, the players can decide how long they want the game to be. Both of these playtests were before we changed the player's barbarian cards (see my answers to Johan). I think this change will speed the game up even more. So my guess would be anywhere from 1.5 to 4 hours depending on the number of score cards decided upon.

Quote:
So, my overall suggestion is to decide what kind of game you’re trying to create. If you want to make a Civ-building game with an occasional barbarian raid, great!

This is probably what I will go with.

I must stress again, do not underestimate the Barbarians effect on the game. The barbarians raid almost every turn, especially if players play Barbarian cards, which so far they have. When the barbarians raid they affect most of the players, often it is all of them, and thier effects are quite devastating, particularly at the beginning of the game. The players who focus on protecting themselves from the barbarians (i.e. walls, the Great Wall, Bribery Cards) instead of on building thier Civilization almost always have won. The strenght of the barbarians can really only be seen by playing the game.

Even with that I still agree with you that it is more of a Civ game. But instead of the players attacking each other they get attacked by barbarians, and the players who defend themselves from these attacks usually win.

Thank you for your suggestions. You've helped me organize the rules better conceptualize what the game is about.

Trickydicky
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Game #48 Barbarian's Wrath by Trickydicky

Hey Scurra, thanks for reading the rules.

Quote:
I'm not quite as bothered by the arrangement of the rules as others (although I would note that you have serious apostrophe issues!)

Thanks I'll have to look at this.

Quote:
I like the separate development board idea but it doesn't really go anywhere interesting.

This is a good point. The only real reason I had for separate boards was that I didn't think there was a good way to fit all of the info for each player onto one big board. Plus individual boards are easier to work with and cheaper to produce (at least as prototypes).

Quote:
I would also observe that IMO the game resembles "Cities and Knights of Catan" more than Advanced Civ; and C&K is a game which, in my view, packs all the interesting one-hour gameplay of Settlers into a three-hour tedious drag.

I have never played "Cities and Knights", but every time I have played Settlers it has been at least a 2 hour tedious drag IMHO. I would much prefer playing Advanced Civ for 5 hours than Settlers for 2, but that is just the kind of game I like.

Quote:
In other words, I'm inclined to second Jeff and say that you need to make the Barbarians much more the focus of the game, and ditch some of the superfluous stuff.

I agreed with Jeff in this regard, except that I thought the solution was to not make the game seem like it focused on the Barbarians. Though again the barbarians are a major component (see my post to Jeff). I too have never played Republic of Rome. I will have to look into both of the games you compared this to. Maybe your 2 hour version of Republis of Rome would be a better fit.

Thanks for your comments.

jwarrend
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Game #48 Barbarian's Wrath by Trickydicky

Just to clarify my remarks a bit, I have no doubt that the barbarians have an impact on the game; what I'm objecting to more, I guess, is all of the additional complexity you've added for players to have to worry about rather than just focusing on the true "dilemma" of the game -- withstanding the barbarian attacks.

A good analogy of this is a game called "Krieg und Frieden", which I haven't played, but which deals with building a palace for Charlemagne and earning the privelege to do that by presenting solutions to the empire's problems. But one of the complaints I've read about the game is that it has a lot of rules associated with building huts for your workers to live in and such. It's not that the rules are bad, just that it's too much complexity invested in a minor, incidental aspect of the game.

In that sense, I don't think the "problem" I see with your game relates just to packaging. In other words, just switching the title and intro to package this more as a "Civ building" game won't solve the problem, because, had you done that, I'd have said "what's up with all of these barbarian raids? Why are there so many of them?"

Obviously, it's your game, but I would agree with Scurra that I think a game that is trying to be "Republic of Rome" would be more unique and more interesting than another game that is trying to be Advanced Civilization (although, of course, I'm working on a game that fits the latter description, so I obviously don't listen to my own advice!) Working together yet trying to thrive individually would be a very neat and interesting evocation of this barbarian invasion theme. Trying to be the first to build a "Wonder" is more "banal". Not that this is any reason for you to change course, just saying that I think there's more you can do within your existing ideas to focus more tension around the truly interesting and original bits you've come up with.

Again, best of luck.

-Jeff

Trickydicky
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Game #48 Barbarian's Wrath by Trickydicky

Quote:
Not that this is any reason for you to change course, just saying that I think there's more you can do within your existing ideas to focus more tension around the truly interesting and original bits you've come up with.

Unfortunately, I haven't had the opportunity to play all the games discussed in many places on this forum. For that reason I am not exactly sure what my "original and interesting bits" are (though I'm glad I have them, lol). Anything more specific could be helpful if I am to try to revamp the game. I feel like that is what most of the comments have suggested so far (revamping the game). I'm not completely opposed to this. But I would like some more specific help as to mechanics/superfluosities (I think I may have made that word up) to keep and scrap.

Jeff you said it is close to a Civ game with a barbarian mechanic but needed to be less complex. I personally would prefer to go this route since I feel the other route would basically be a COMPLETELY different game (if I'm going to do that why not just make a new game and keep this one as well). Compared to the Civilization board game it is not as complex, at least not to play. Perhaps, my rules descriptions make the game seem more complex than it is. What are some of the complexities you see?

One mechanic I'm been stewing over is trading. This seems to be the mechanic that makes each individual turn take longer. I could make it so you can't trade food or just get rid of the mechanic altogether. I would have to playtest and see how the game turns out with either of those two suggestions. Any thoughts?

Thanks again, these comments are making me think about my game and the reasons for different mechanics and rules.

zaiga
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Richy,

Thanks for sharing your game with us. I think that the basis for this game is not bad. However, I didn't find any very original stuff either. It's seems like a mix of Settlers (the resource production, the trading), Cities & Knights (the barbarians), Puerto Rico (letting your population work in your buildings) and, of course, various civilization games such as Mare Nostrum (building the Wonders, for example). Starting a design with various elements from other games is not necessarily a bad thing, I do it myself all the time, but you have to make sure that you work in some unique aspects as you develop the game further. As your game still seems to be in the early design stages, there should be enough room for this.

There is not a whole lot of player interaction in the game, but as you pointed out, there is some and that is good enough for me. I do think you need to keep player interaction fairly subtle in such a game. I haven't read through all the various building abilities and special cards, but if there is stuff like "destroy another player's building" you probably want to remove it, as I don't think it would jibe with the rest of the game.

I think you can add more subtle interaction by making the scarcity of resources more pronounced. That would add another source of tension as well, I think. As a whole I think you need to restrict the players more in what they can do.

I think you can do away with the trading mechanic. I wonder if it really adds a strategic layer to the game. It seems like the trading was just tacked in, "because a civ game needs trading". I would re-evaluate if you really need this in the game.

Some more rule specific remarks. I don't like the flow of the rules. Other people mentioned this as well. The way most rules are written is:
- Title, number of players, approximate playing time
- A short, thematic overview of the game. A player wants to know what he represents in a game. Is he a thief? A baron? A railroad tycoon? A god? A monkey? What is he trying to achieve? Get rich? Become famous? Eat the most banana's?
- A short, mechanical overview. What are the basic mechanics? How do I win? Only needs to be a few lines long and can be combined with the thematic overview.
- Components. How many components are there in the game? What is which component? What are those little brown wooden discs? What's a doubloon anyway?
- Setup. What goes where? How many of what does a player start the game with? Any special rules for different numbers of players?
- Game structure / turn structure / turn sequence, stuff like that. Who goes first? Who goes next? What can I do during my turn? When does my turn end? Are there different phases in a round and how many turns go in a round? Or how many the rounds go in a turn? Etc.
- Explain each different phase / round / turn / whathaveyou, in detail. This will probably be the bulk of your rules.
- Game end. How does the game end? How is the winner determined exactly?
- Special abilities / special cards / special rules / exceptions. Basically anything that is out of the ordinary. Personally, I always find this the biggest bore of any rulebook. Try to explain the special abilities of cards and buildings and such on the components itself, and just use this section of the rules to elaborate a bit and add a bit more detail and perhaps explain a few obscure interactions between conflicting special abilities (although it is of course better to avoid those altogether).

Hopefully this is of some use :)

Good luck with the game!

- René Wiersma

zaiga
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Game #48 Barbarian's Wrath by Trickydicky

Oh, there's much more I want to comment on.

I'm really not too hot on games where the players decide before the game how long it will take. I want the designer to say to me: "Here, this is how I think the game is best". If I want to tinker with the design, I can always do that anyway. So, I would prefer if you just state that the game lasts four scoring rounds and then you can describe in "variants", the last chapter of the rules of course, how one could make the game longer or shorter.

I don't like how you distribute the scoring cards. If I'm right they are just shuffled randomly through the barbarian deck. This could mean that there are a bunch of scoring cards at the top and that either the game is over really quick and/or that players who happen to have some good scores in the early round have a huge advantage. Of course, the scoring cards could be clustered at the bottom and then the reverse would be true. I would advise someway to "stack" the scoring cards in the deck so that they still come up somewhat unexpectedly, but at least a bit spread out.

Also, what's up with the "whoever draws a scoring card, scores points" rule? I presume this is for balance, because that player didn't draw a barabarian card to annoy other players with? Perhaps, it is really, really necessary, but it's clunky and I don't like it in principle. Why not have a scoring round and then let that player draw another barbarian card?

You have way too many components. If you intend to ever sell this game one way or the other, you need to find a way to trim down the amount of components. One way to do that would be to replace the wood, gold, stone and food units by tracks on the board with 4 different markers on them. Another way would be to reduce the number of players from 6 to 5, or even 4. I'm doubtful this game is really playable with 6 players anyway. Have you tried that already? And how does the game play with 2 players?

As I said in my previous post: limit the players in what they can do. They may only play 1 card during their turn: that is a good example of setting a limit on what the players can do. They have 3 cards, but may only play one. That forces them to make a choice. Same with the limit on different buildings and wonders. This creates tension and competition. Why not limit the gold/stone and wood a player may have as well? If they want a higher limit let them buy a special building.

If you don't go with the resource tracks on the board, you might want to consider to make the number of food/wood/gold and stone tokens a "hard" limit. If it is gone, its gone and you'll have to wait until another player spends it again. Perhaps you could introduce some barbarin cards that raid a player's supply of resources when it is over a certain amount? That would force players to spend their resources and not hoard it and it would be a nice source of tension.

Finally, you may want to divide a player's turn into seperate actions. Now each player has a "big" turn and then it's the next player's turn. Why not hack up this big turn into smaller, seperate actions? For example, the starting player chooses one action (say, build a building, or produce something), executes this action and then it's the next player's turn who also chooses an action. Play continues around the table until all players have executed all of the actions and then the last player draws the barbarian card. Of course, each player may only carry out each action once.

This adds a bit of a game-y mechanic to the game and could make for some nice dilemma's. For example, a player really wants to produce gold now so he can build building X during his next action, but he is afraid that by the time he gets to execute his next action that building might be gone, in which case another action might be more prudent. Perhaps you could make the mechanic so that an action executed by one player may not be executed by another player this turn. That would add a bit of player interaction as well.

OK, I think you have enough food for thought now! ;)

Again, good luck.

- René Wiersma

Trickydicky
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Game #48 Barbarian's Wrath by Trickydicky

Zaiga, thanks for all the great comments. I'll try to answer as I can.

Quote:
Thanks for sharing your game with us. I think that the basis for this game is not bad. However, I didn't find any very original stuff either. It's seems like a mix of Settlers (the resource production, the trading), Cities & Knights (the barbarians), Puerto Rico (letting your population work in your buildings) and, of course, various civilization games such as Mare Nostrum (building the Wonders, for example).

I guess that is one of the downsides of not having played many games. I don't know which ones my game is too similar to. I knew that it had similarities with Civilizations and possibly Puerto Rico, though I think it is more similar with Age of Mythology. I thought that the way in which the barbarians interact with the players is the major difference between this and other games, as well as the player cards giving the players different options on their turns. Maybe I'm wrong, I don't know.

Quote:
I haven't read through all the various building abilities and special cards, but if there is stuff like "destroy another player's building" you probably want to remove it, as I don't think it would jibe with the rest of the game.

The only way you can lose a building is if the barbarians destroy it during a barbarian raid.

Quote:
I think you can add more subtle interaction by making the scarcity of resources more pronounced. That would add another source of tension as well, I think. As a whole I think you need to restrict the players more in what they can do.

I actually just barely took this out of the game. There used to be a number of resources in the game based on the total number of players. I took it out because it never seemed to make much of a difference. Maybe I need to put it back in back make the availability even more scarce.

If I were to do this I would probably want to add some kind of mechanic that in some way penalizes a hording player as you suggested.

Quote:
If you don't go with the resource tracks on the board, you might want to consider to make the number of food/wood/gold and stone tokens a "hard" limit. If it is gone, its gone and you'll have to wait until another player spends it again. Perhaps you could introduce some barbarin cards that raid a player's supply of resources when it is over a certain amount? That would force players to spend their resources and not hoard it and it would be a nice source of tension.

I'll have to think about how to incorporate this into the game.

Quote:
I think you can do away with the trading mechanic. I wonder if it really adds a strategic layer to the game. It seems like the trading was just tacked in, "because a civ game needs trading". I would re-evaluate if you really need this in the game.

I have been thinking the same thing for the last little while. The more I have thought about it the more I think it is only there to help players to advance faster. At the beginning of the game with such limited resources every player is very hard hit when the barbarians come through. Trading made it a little easier for players to get on their feet. It does also add to the player's options. On the other hand by only allowing trading between the players it could create more player interaction. We'll have to playtest without it and see how it goes. I'm pretty sure it can be scrapped, which is a pity, because it is my prefered way of getting resources I need (I build a lot of marketplaces when I play).

Quote:
I'm really not too hot on games where the players decide before the game how long it will take. I want the designer to say to me: "Here, this is how I think the game is best".

I can see your point. I personally am quite partial to games that give me a number of different lengths and rulesets i.e. Civilizations, War: Age of Imperialism, most Eagle Games. I like having the option of playing the game in an hour or two or four or five. I also like the length can really change the strategies one uses.

For example in this game if you get your population up really fast in a long game, you are going to have a really hard time feeding them at the end, which causes you to lose points. While in a short game the best way to win is to get your population up fast so you can get the most points per score card.

I could as you say add a variants section that gives the same control to players. But why not just let the players decide for themselves if they think that 4 score cards is "the game is best"? It wouldn't hurt my feelings if someone played the game and always decided on 4 score cards to play. But why take away the options from the players?

Quote:
I don't like how you distribute the scoring cards. If I'm right they are just shuffled randomly through the barbarian deck...I would advise someway to "stack" the scoring cards in the deck so that they still come up somewhat unexpectedly, but at least a bit spread out.

This is something I've been discussing with my playtesters. I like that you don't know for sure when a score card is going to come up but you are right completely random scoring can make the game very long or short. I like your idea of creating some randomization but still keeping it stacked. Perhaps the players shuffle the barbarian Raids cards and then just shove all 7 of the score cards in every so far apart (this is how I start to randomize after having played a Magic: the Gathering game).

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Also, what's up with the "whoever draws a scoring card, scores points" rule? I presume this is for balance, because that player didn't draw a barabarian card to annoy other players with? Perhaps, it is really, really necessary, but it's clunky and I don't like it in principle. Why not have a scoring round and then let that player draw another barbarian card?

This is a brand new rule that has never been tested, so I don't know that I like it either. We added it when we made it so that a Barbarian card from the player's hand makes the player draw from the Barbarian Pile, either a Barbarian Raid or Score Card. Before, a player's Barbarian card was simply a Barbarian Raid card. We added the score card bonus because we wanted a player who may not be in the lead to have a reason to take the risk of drawing another Score Card (thus getting further behind) when they play a Barbarian Card. (I don't know if I explained that well). We basically wanted there to be an incentive no matter what you draw to play a Barbarian Card, since it counts as the 1 card you can play per turn (Why would you play that instead of a Building Bonus or Developing Bonus, etc.). I don't know that I like the solution we came up with either so any suggestions would be appreciated.

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You have way too many components. If you intend to ever sell this game one way or the other, you need to find a way to trim down the amount of components. One way to do that would be to replace the wood, gold, stone and food units by tracks on the board with 4 different markers on them.

You bring up a good point, though I think there are plenty of games on the market today with more components (Civilization, History of the World). We have been trying to cut back on the components lately, i.e. making a 2 stone/gold/wood unit. I like your about the markers but how would I then limit the number of resources (another one of your ideas).

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Another way would be to reduce the number of players from 6 to 5, or even 4. I'm doubtful this game is really playable with 6 players anyway. Have you tried that already? And how does the game play with 2 players?

This game is actually better with more players IMO, and yes many of the playtests have been with 6 players. The fewer the players the more deadly the barbarians are each time they attack. With 6 players, if you play a Barbarian's Raid card you are pretty safe. With only 3 players every player will be attacked by the Barbarians every time, thus eliminating the benefit of playing the card. I wouldn't even recommend this game for 2 players.

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Finally, you may want to divide a player's turn into seperate actions. Now each player has a "big" turn and then it's the next player's turn. Why not hack up this big turn into smaller, seperate actions? For example, the starting player chooses one action (say, build a building, or produce something), executes this action and then it's the next player's turn who also chooses an action. Play continues around the table until all players have executed all of the actions and then the last player draws the barbarian card. Of course, each player may only carry out each action once.

I like this idea a lot. It wouldn't be that hard to do since the player's turns are already split into 3 separate phases. Each player would just have to decide which phase they want to play first and so on. after every player has played their 3 phases the last player draws from the Barbarian Pile. This could even be broken up into smaller parts as well, since the Purchasing Phase has so many elements to it. My only concern with this is that it complicates an already somewhat complicated game (as pointed out by other reviewers). Is the complication worth the dilemmas it creates? Any input?

Again thank you for your thought provoking comments.

Trickydicky
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Oh, I wanted to say one more thing Zaiga.

Thanks for the info on rules organization. I copied it and put it into a Word document. I'm sure I will implement it with most of my games.

Trickydicky
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

I have re-organized the rules according to jwarrend's suggestions. I hope they are easier to follow.

jwarrend
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Joined: 08/03/2008
Game #48 Barbarian's Wrath by Trickydicky

Trickydicky wrote:

I guess that is one of the downsides of not having played many games. I don't know which ones my game is too similar to.

There's one clarification I'd like to provide on this issue. As you can see, many of us prize "originality" very highly. But even more important than originality is playability. If you have a good, playable game, it doesn't matter if you borrowed every system from somewhere else -- PR is a great example of this. It also matters what your aspirations are. If you just want a fun game to play with your friends, again, originality matters little. But if you hope to publish, it becomes more important to differentiate your game from others more dramatically. I can sympathize with you not having played a lot of games. But if you hope to publish, you must make friends with "The Geek" (www.boardgamegeek.com). You'll find rules and comments there for every game in existence, and you need to read up on the ones that are close to your own before trying to sell a game to publishers, who will know the games already on the market quite well.

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I'm really not too hot on games where the players decide before the game how long it will take. I want the designer to say to me: "Here, this is how I think the game is best".

But why not just let the players decide for themselves if they think that 4 score cards is "the game is best"? It wouldn't hurt my feelings if someone played the game and always decided on 4 score cards to play. But why take away the options from the players?

I'm totally with zaiga on this one -- I want the designer to test the game enough to tell me how to "best" play the game. That's not to say I can't customize if I want to -- indeed, that can be a good thing. But I don't want to have to "guess" how best to play right out of the box. It's too much of an investment of time to figure out which way works best (especially with a 2-3 hour game!), and I personally am not willing to make it for a game I haven't played; there are relatively few games I've played and loved that I'd want to customize.

The specific problem here is that with a system that permits games of various lengths, there are almost certainly problems that will emerge with the different lengths. I would say with some confidence that your game system almost certainly has flaws that games of the "wrong" length will expose, if it is played enough. This could allow "best" strategies to emerge when those lengths are being played. To balance the system against all those eventualities will be impossible. To have a game that is imbalanced because of failure on your part to test fully is game design suicide. So, you should really pick an "ideal" length and balance the game against that.
If you then want to think about how to make the game longer or shorter, you can, but if you start out with that goal in mind, your game will have flaws no matter how long or short you play it.

It sounds like you're a fan of Eagle games. The most common criticism of their games is that they aren't playtested enough. It seems possible to me that part of the problem is the presence of too many different rulesets. I suggest you pick one ruleset for your own game, play it to death, and balance it. A well balanced game is always better than a customizable, but broken, one.

-Jeff

Trickydicky
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

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I can sympathize with you not having played a lot of games. But if you hope to publish, you must make friends with "The Geek" (www.boardgamegeek.com). You'll find rules and comments there for every game in existence, and you need to read up on the ones that are close to your own before trying to sell a game to publishers, who will know the games already on the market quite well.

I agree, I do need to see what else is similar to my game. I'm grateful for the comments on this thread that have pointed me in the right direction. Trying to find all the games that are similar to mine simply by sifting, would take a long time. It helps a lot when people can point out games that are similar that they have played. Then I can check the geek for those games. Thanks.

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The specific problem here is that with a system that permits games of various lengths, there are almost certainly problems that will emerge with the different lengths. I would say with some confidence that your game system almost certainly has flaws that games of the "wrong" length will expose, if it is played enough. This could allow "best" strategies to emerge when those lengths are being played. To balance the system against all those eventualities will be impossible. To have a game that is imbalanced because of failure on your part to test fully is game design suicide. So, you should really pick an "ideal" length and balance the game against that.

This is the first good reason I've ever heard for not giving the players the option of game length and difficulty. Thank you for bringing it to my attention. I think you are correct that unless a game is playtested in every possible length many, many times it would create possible problems. One of the things I like about different lengths is the different strategies they create. I never really saw how that could be a problem. But you have converted me to your thinking. I will have to work on that to figure out which is the perfect length. Thanks.

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It sounds like you're a fan of Eagle games. The most common criticism of their games is that they aren't playtested enough.

Yes, I am a big fan of theirs. I probably should have prefaced this whole thread with the fact that this game falls more into the category of Civilizations, History of the World, Age of Mythology in regards to complexity and components. I don't really want this to become a Settler's of Catan, in its simplicity. I know that this will draw a much smaller crowd but there still is a crowd for these "complex" games, or else the above mentioned wouldn't be published and selling. That doesn't mean I don't see the need to make it more concise and streamlined. I just should have given an idea of what the game was intended to be before starting.

Keep the comments coming please and thank you.

zaiga
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Trickydicky wrote:
I guess that is one of the downsides of not having played many games. I don't know which ones my game is too similar to. I knew that it had similarities with Civilizations and possibly Puerto Rico, though I think it is more similar with Age of Mythology. I thought that the way in which the barbarians interact with the players is the major difference between this and other games, as well as the player cards giving the players different options on their turns. Maybe I'm wrong, I don't know.

I don't think it is necessarily a bad thing that some or even most of the mechanics are similar to those from other games. It can be a bit of a bummer when you discover that that cool mechanic you come up with isn't original after all, but that's something we designers have to live with. The first game I designed was a tile laying game and I thought that the free form way in which players could lay their tiles and form the board during the game was something completely unique... until I played Carcassonne. Nowadays, I'm much more familiar with existing board games and their mechanics, so I know beforehand that a mechanic is not truly unique and I don't worry about it.

Anyway, I wouldn't worry too much about originality at this stage. Most likely, you will encounter many problems when you are testing and developing this game further, and these problems will require new, creative solutions and it is quite likely that the end product will be a much more unique and original game than it is now.

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I actually just barely took this out of the game. There used to be a number of resources in the game based on the total number of players. I took it out because it never seemed to make much of a difference. Maybe I need to put it back in back make the availability even more scarce.

Sometimes its good not be subtle. You say it never made a difference. What happens if you drastically reduce the number of resources in the game? Perhaps it ratches up the tension and increases the interaction between players. Perhaps it doesn't work at all. Most likely it will raise new problems. Perhaps those new problems can be solved in some creative way and you have added a nice new layer of strategy to the game.

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I have been thinking the same thing for the last little while. The more I have thought about it the more I think it is only there to help players to advance faster. At the beginning of the game with such limited resources every player is very hard hit when the barbarians come through. Trading made it a little easier for players to get on their feet. It does also add to the player's options. On the other hand by only allowing trading between the players it could create more player interaction. We'll have to playtest without it and see how it goes. I'm pretty sure it can be scrapped, which is a pity, because it is my prefered way of getting resources I need (I build a lot of marketplaces when I play).

I actually only meant the trading between the players. I can see why you want to keep trading with the storehouse. Trading between players has already been done to death in other games and it just doesn't seem very appropriate for this game. Of course, you can keep that aspect if you really like it, but I think you have to wonder if it really adds anything substantial to the game.

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I can see your point. I personally am quite partial to games that give me a number of different lengths and rulesets i.e. Civilizations, War: Age of Imperialism, most Eagle Games. I like having the option of playing the game in an hour or two or four or five. I also like the length can really change the strategies one uses.

... But why take away the options from the players?

Because I think it is our job, as designers, to figure out the preferred way of playing the game.

Really, this game will be a bitch (pardon my English) to playtest. You already have so many variables: a variable number of players, a random scoring deck, different buildings with different abilities, special cards. Making sure that the game works and is still balanced and fun for every different permutation of those variables is almost impossible. If you make game length another variable I almost certain you cannot make it work properly in all cases, since game length is such a substantial factor in how people perceive a game and how tension is build up and released. A game that goes on too long will become boring and repetitive. A game that is too short might leave the players with an unsatisfied feeling. This is something that you want to prevent and therefore game length is so important.

In your game, what is there really left to do once you build a wonder? You note in the rules that after a certain time a civilization can simply not grow anymore, because there will not be enough food anyway. I think building a wonder should be the climax of your game. You might want to tweak the game in such a way that it will be a race to try and build a wonder in time. Of course, you have to make sure that there is another way of winning as well, so that it is possible to win without a wonder. It is very hard to tweak the game in such a way that it ends with a climax if you let the players themselves decide when the game is over.

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You bring up a good point, though I think there are plenty of games on the market today with more components (Civilization, History of the World). We have been trying to cut back on the components lately, i.e. making a 2 stone/gold/wood unit. I like your about the markers but how would I then limit the number of resources (another one of your ideas).

You could simply note on the track on the board what the maximum is for each resource. Granaries and such could extend this limit.

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This game is actually better with more players IMO, and yes many of the playtests have been with 6 players. The fewer the players the more deadly the barbarians are each time they attack. With 6 players, if you play a Barbarian's Raid card you are pretty safe. With only 3 players every player will be attacked by the Barbarians every time, thus eliminating the benefit of playing the card. I wouldn't even recommend this game for 2 players.

OK, so it works for 3-6 players. That's fine, there aren't that many games that work well with 6. Was downtime ever a problem with 6? It seems that you could easily go out for a walk whenever it is not your turn, because you have "big" turns and there is no interaction between players... I'm I right?

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I like this idea a lot. It wouldn't be that hard to do since the player's turns are already split into 3 separate phases. Each player would just have to decide which phase they want to play first and so on. after every player has played their 3 phases the last player draws from the Barbarian Pile. This could even be broken up into smaller parts as well, since the Purchasing Phase has so many elements to it. My only concern with this is that it complicates an already somewhat complicated game (as pointed out by other reviewers). Is the complication worth the dilemmas it creates? Any input?

Try it. I think you'll be amazed.

I don't think the game is too complicated. The kernel, the base mechanics are pretty simple. What makes this game complicated are the special cards and special buildings and the different costs for everything. Printing visual hints on the components and using player aids could be of great help here.

I also advise you to try and develop the game without the special cards first. I think they add a layer of complexity that you can do without, at least for now. If you are satisfied with how the base mechanics of the game work in a later stage of the development, you can add them in again, but for now you want to know if the kernel of the game is interesting by itself and that is much easier to determine if you don't have special cards murking the waters. Otherwise you never know whether the game was not fun because a certain special card ruined the balance, or because the base mechanics aren't properly balanced. The reverse can also be true, sometimes the special cards help disguise the fact that your base mechanics don't really work and you were just lucky that the cards came out in the right order.

I would advise the same things for the special buildings, but there aren't too many different buildings anyway and I think you need them to make the game interesting. So keep them in.

I just read through the rules again and I just couldn't figure out how the barbarian mechanic works exactly. I read it over a few times, but it just doesn't click with me. Could you explain this better?

Some more ideas. Are players limited in how much buildings they may build? If not, I think that would be a good idea. Perhaps, once a player has filled his building spaces he may only build "upgrades" for a building. For example, a player may replace his "market place" with a "trading hall" which of course costs a bit more, but has a better ability.

I also think it would be a good idea to limit the players in how many they may build of each type of building. Perhaps you want to set the limit at one per building type or maybe you want to penalize players for building the same buildings. For example, if I build a second marketplace it costs 2 gold more, a third marketplace costs 4 gold more, etc.

You have 2 of each building type per player. Why not simply have 1 or 2 buildings of each type, period? This would mean different players have to build different buildings and this forces them to follow different strategies.

Would it be a good idea if people working on a field or in a building require more food than unemployed people? As a balancing mechanic you might want to add a mechanic where you could get a revolt if you have a lot of unemployed people. Perhaps you could change the barbarian deck to an "event" deck and different things might happen based on the event drawn. An event might be a revolt if you have too many unemployed people (for example, if you have more unemployed than employed people) or a barbarian raid (players suffer the consequence if they do not have enough defense) or maybe famine (if you do not have enough food in store), etc.

There are many ways to go with a civ game. I think you need to make up your mind as to which way you want to go with this game and than try and reduce the game to its most basic form that still works the way you have in mind. Then you can spice up the game by adding special cards and more complex rules.

Good luck!

- René Wiersma

Anonymous
Game #48 Barbarian's Wrath by Trickydicky

Hello and thanks for posting your game! I have read lightly though the other comments so far and I will try not duplicate what others have already said.

I want to start off by saying that you have a really good game on your hands! I don't think that the rules are much of a concern. They can be fine tuned, but I was able to get a good feel for thge game play by reading through them. I think a page or more got cut off from the end (were there only 6 pages of rules?).

I agree with the general concensus that the name doesn't fit the game. I do like the barbarian aspect of the game and I think that it makes for an interesting game. You will need to decide what the main focus of the game is. Is it the building up of a colony that is frequently attacked by barbarians? You could name the game after some sort of wilderness that hints of danger. The name should express to the potential buyer that the game is one of civ building that takes place in the dangerous land of frequent barbarian raids (you will undoubtedly need some type of subtitle that makes this clear regardless of the actual name of the game).

As for the raids themselves, there are a few ways that you could address this mechanic so that it doesn't lead to no-brainer strategies (like the hide behind the strong player one mentioned earlier). One way is to have them attack the players in random order (each player draws a numbered counter to indicate order). Another would be a rule that the barbarians move on to the next player after losing a certain percentage of their strength (like 50%). That way a strong player would cut them down, but there would still be barbarians to move on to the next and subsequent villages.

A few comments on the player's board. The score track has very small spaces. Not that it's a problem, but you will need to have either very small markers to fit in the spaces (potential problems with the board being bumped, etc.), or you will have to use some sort of clip that goes along the outer edge with a pointer to indicate the current score. An alternative would be to have a larger board numbered 1-100 and have all players track their scores there. Being on a board to itself will allow the spaces to be much bigger. Another possibility is to address the scale of the scoring mechanism. Could you scale it back so that players will play to a score of up to 50? 75?

Also regarding the player's board, you mention in the rules that players begin with 2 plains spaces developed, but there are no plains on the board. Do you mean farms? You will need to decide on terminology and ensure that it is consistent accross all game components.

On to the rules: There seem to be an enormous number of components (nearly 1000)! I'm not at all familiar with civ building games so this number may not be a problem, but it seems as though there should be some way to contain the number of pieces. For the pieces that are accumulated (namely resources), can you have tracks on the player's board and markers to indicate how many of that piece that they have?

Also regarding pieces, your totals in the game pieces sections don't add up the way that they should. For example, you mention that you have 500 population pieces, 50 pieces worth 1, 50 worth 4, and 25 worth 10, but that only adds up to 125 pieces. Are there really only 125 pieces with a total WORTH of 500? You will need to clarify that for all your game pieces that are listed like this (like "125 population pieces, 50 1's, 50 4's, 25 10's for a total worth of 500 population").

In the beginning you mention that players begin with 2 developed plains, but you don't indicate what that means. Do players put some kind of marker somewhere on the board? You will need to go into more detail to explain what this means and how to do it.

Why do you allow players to decide the number of score pieces to play until? It would seem that you as the designer need to make and fine tune the game into a static unit that maximizes the playing experience. This is especially true for players playing through your game for the first time. They won't know what it means to pick a number of score cards or what will maximize their experience. Set a endgame condition and then explain how more experienced players can enhance or expand their palying time.

Also, the random mixing of score cards into the barbarian deck could lead to some very uncontrolled game experiences. For example, there may not be any score cards in the first half of the game, or they may all come up in the first 1/4 of the deck for a quick game end. It seems like you need some way to give the palyers a more controlled gaming experience. One that will give them ample time to build and develop and will also give them the tension of not knowing if the next round will bring barbarians or a socring opportunity. One way might be to have a set of 5 or 6 counters, one of which is a score counter and the rest of which are barbarian counters. Players pick one at random. Once the scoring counter is drawn, all are randomized and started over.

Other than that the rules are easy enough for me to follow them. You will want to correct the instances where you used the word "roles" instead of "rolls" (there were quite a few). Also, at the beginning of the resources section you mentioned a Storehouse, but didn't define it or indicate how a player gets one. Is this the same thing as the granary? It is possible that the term was addressed on a page that I didn't get. Either way you want to be careful to use consistent terminology and also to define or briefly describe terms that you are using for the first time.

Overall I think you have a potentially great game! I love the barbarian aspect of the game and would like to see it in action once you get the game finished. Please post theresults of your full game playtest sessions!

Trickydicky
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Thanks for the further discussion. This is great stuff.

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Sometimes its good not be subtle. You say it never made a difference. What happens if you drastically reduce the number of resources in the game? Perhaps it ratches up the tension and increases the interaction between players. Perhaps it doesn't work at all. Most likely it will raise new problems. Perhaps those new problems can be solved in some creative way and you have added a nice new layer of strategy to the game.

I agree. Resource limitation shouldn't have been taken out of the game, it should have been more heavily stressed.

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I actually only meant the trading between the players. I can see why you want to keep trading with the storehouse. Trading between players has already been done to death in other games and it just doesn't seem very appropriate for this game. Of course, you can keep that aspect if you really like it, but I think you have to wonder if it really adds anything substantial to the game.

Now I understand where you are coming from. Actually the trading between players never really happened, in a game setting, so getting rid of it is ok. Though the main reason I am concerned about the trading mechanic is it takes the longest amount of time on a player's turn. I think by splitting up the turns into individual phases, as you suggested, could help it not seem like each turn is taking so long, even if the player decides to trade.

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Really, this game will be a bitch (pardon my English) to playtest. You already have so many variables: a variable number of players, a random scoring deck, different buildings with different abilities, special cards. Making sure that the game works and is still balanced and fun for every different permutation of those variables is almost impossible. If you make game length another variable I almost certain you cannot make it work properly in all cases, since game length is such a substantial factor in how people perceive a game and how tension is build up and released. A game that goes on too long will become boring and repetitive. A game that is too short might leave the players with an unsatisfied feeling. This is something that you want to prevent and therefore game length is so important.

Jeff, brought up a similar point, and I agree. I will work on finding the perfect length. I then MIGHT add a variant section for those diehards.

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In your game, what is there really left to do once you build a wonder? You note in the rules that after a certain time a civilization can simply not grow anymore, because there will not be enough food anyway. I think building a wonder should be the climax of your game.

Wonders are basically bigger, better buildings that affect future rounds of the game. For example, building the Great Wall makes it so you are protected fairly well when the barbarians attack. It deters them, which is exactly why the Huns and Mongols went West instead of South historically speaking. The other wonders aren't as historically based but I think the advantages they give make sense. Balancing these advantages to each other has been a task, but I think we are getting close to a good balance.

Wonders cost a lot to build and it usually takes a number of turns without building anything before they can be built. I think this will only be magnified by the splitting up of turns.

Wonders have worked out well in playtesting. There is a lot of player competition to get to the wonder first and the payoffs are usually worth it. I think the points they add and advantages they give the player are enough of a climax. Maybe I'm wrong, we shall see in further playtesting.

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You could simply note on the track on the board what the maximum is for each resource. Granaries and such could extend this limit.

I don't know that we are understanding each other perfectly. Maybe I am simply misunderstanding you. I don't want to limit the number of resources an individual player can have. I'd rather limit the total number of resources in the game, which would limit players by what other players hold onto. Tracking the total number of a certain resource type would mean adding up where all of the resource tokens are along the track. Having to do this every time players produce resources or use them seems like a lot. I wouldn't mind doing this as a player but it seems like some players might find this a pain. Maybe I'm not thinking clearly on this.

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OK, so it works for 3-6 players. That's fine, there aren't that many games that work well with 6. Was downtime ever a problem with 6? It seems that you could easily go out for a walk whenever it is not your turn, because you have "big" turns and there is no interaction between players... I'm I right?

You are right there was some down time. Especially when certain players were up (some people just seem to take forever on a turn no matter what the game). During the last playtest the average player turn lasted about 2-4 minutes. Some obviously were longer, others shorter. The long ones were usually when someone was having to figure a lot of trades with the storehouse.

I think a lot of this problem is solved by limiting the number of resources/buildings (thus keeping players a little more interested in what others do) and by splitting up the turns, as you suggested. I would also like to find a simpler way to do trades with the storehouse (preferably still tied into the cards (Trade Cards) and the buildings (Marketplace). Possibly, not allowing players to trade food with the storehouse. Food trades take the longest because there is the most math involved.

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I like this idea a lot. It wouldn't be that hard to do since the player's turns are already split into 3 separate phases. Each player would just have to decide which phase they want to play first and so on. after every player has played their 3 phases the last player draws from the Barbarian Pile. This could even be broken up into smaller parts as well, since the Purchasing Phase has so many elements to it. My only concern with this is that it complicates an already somewhat complicated game (as pointed out by other reviewers). Is the complication worth the dilemmas it creates? Any input?

Try it. I think you'll be amazed.

I've been thinking that it would be good to give each player 3 actions per turn, 1 action per phase. The actions would probably be Produce (produce resources), Build (buildings), Develop (lands), Trade (with storehouse), possibly Populate (increase population as in populous phase). I don't know that I want to make the players have to take up one of their actions to let their population increase. Players would only be able to take 1 of any type of action per turn. Cards would then be specific to the type of action the player takes, though only one card per turn could be played. Any thoughts?

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I just read through the rules again and I just couldn't figure out how the barbarian mechanic works exactly. I read it over a few times, but it just doesn't click with me. Could you explain this better?

I will try. I've been trying to get someone who has played the game, but didn't develop it, to write these rules as they understood them. As the developer it is hard to know what isn't understood about the mechanic since the mechanic obviously makes sense to me. Here goes:

Each Barbarian Raid card has a strength listed on it. You could imagine this is how many barbarians are on the raid. When the barbarians attack the first player (the player to the left of the player who played the Barbarian Raid Card)(did that make sense) that player rolls a d6, adds any bonuses from Forts/Armories and compares the total to the number rolled by the player who played the card. If the attacked player rolls higher, the Barbarian's strength is reduced by the difference between the two numbers. In effect this player killed a number of raiding barbarians equal to the difference between these two numbers. If the barbarian's strength now equals 0 discard the card and no further action is necessay. Otherwise, the player who played the card rolls to see what damage the barbarians do. This is because the attacked player killed the barbarians while they were rampaging through his/her town. Therefore, the barbarians still do damage to this player if he didn't kill them all the way. After the damage die has been rolled the barbarians move around the circle of players until either their strength reaches 0 or they have attacked every player.

I hope that made some sense. If not I will try with an example next time.

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I also think it would be a good idea to limit the players in how many they may build of each type of building.

I actually like the idea of one player being able to specialize in one area/strategy if they choose to do that. I think the better way to limit this is to limit the number of each building type in the game. Therefore if I want to build the only 2-3 marketplaces in the game, I can but I'd have to hurry. The total number of each building type will have to be playtested to get the right balance.

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Are players limited in how much buildings they may build? If not, I think that would be a good idea.

Yes, when players have filled in their last building space they can build no more buildings. This has actually never happened, so perhaps I have to reduce the number of building spaces on the player board. Good thinking.

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Would it be a good idea if people working on a field or in a building require more food than unemployed people? As a balancing mechanic you might want to add a mechanic where you could get a revolt if you have a lot of unemployed people. Perhaps you could change the barbarian deck to an "event" deck and different things might happen based on the event drawn. An event might be a revolt if you have too many unemployed people (for example, if you have more unemployed than employed people) or a barbarian raid (players suffer the consequence if they do not have enough defense) or maybe famine (if you do not have enough food in store), etc.

The Barbarian Deck used to be more of an event deck. I think I like the way it is now. But through playtesting I may find we need to tweak the game somehow and this might just be what it needs. That will probably be further down the road. I don't want to change so much at once that I can't tell which change got the desired result. Your ideas for the event deck are very good though. I'll keep them in mind.

Thanks Zaiga, you have once again helped tremendously.

Trickydicky
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Quote:
I want to start off by saying that you have a really good game on your hands!

Thanks, SiskNY. My playtesters have really enjoyed it. Some of them have been bugging me to play again (lucky me, willing playtesters).

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I agree with the general concensus that the name doesn't fit the game. I do like the barbarian aspect of the game and I think that it makes for an interesting game. You will need to decide what the main focus of the game is. Is it the building up of a colony that is frequently attacked by barbarians? You could name the game after some sort of wilderness that hints of danger. The name should express to the potential buyer that the game is one of civ building that takes place in the dangerous land of frequent barbarian raids (you will undoubtedly need some type of subtitle that makes this clear regardless of the actual name of the game).

This is a really good idea for the name. I'm not sure what wilderness it will be, but I will research it. Thanks (I hate naming games, lol)

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As for the raids themselves, there are a few ways that you could address this mechanic so that it doesn't lead to no-brainer strategies (like the hide behind the strong player one mentioned earlier). One way is to have them attack the players in random order (each player draws a numbered counter to indicate order)

This hasn't actually been much of a problem so far. There are many possible reasons why the stronger player might not kill the barbarians for you, i.e. they played the Barbarian Raid card (you are the first attacked), they bribe the barbarians, they simply don't kill them all the way.

Thank you for thinking of ways to prevent this from happening. My concerns with your solution is that there should be an advantage for playing the barbarian card (you are attacked last). Not only that but since a barbarian card is drawn at the end of every round the player drawing/playing the card rotates as well so that every player gets the same chance of being attacked. I think this adds to the strategy. If you never know if you are going to be the first one attacked it makes it harder to plan your decisions on what you expect to happen at the end of the round.

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Another would be a rule that the barbarians move on to the next player after losing a certain percentage of their strength (like 50%). That way a strong player would cut them down, but there would still be barbarians to move on to the next and subsequent villages.

This is basically how it is now. The barbarians always move on to the next village after 1 attack. If the strong player doesn't kill the barbarians completely (take their strength to 0) then they automatically move on to the next village after 1 attack. (see my response to Zaiga)

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An alternative would be to have a larger board numbered 1-100 and have all players track their scores there. Being on a board to itself will allow the spaces to be much bigger.

This is a great idea. It would make it easier to compare player to player, and it cuts down on my components. If I incorporated this with Zaiga's idea for a resource track, I could make it into a central board. I don't want it to big because it will increase my components, but I think we can fiddle with it enough to get it to work.

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Also regarding the player's board, you mention in the rules that players begin with 2 plains spaces developed, but there are no plains on the board. Do you mean farms? You will need to decide on terminology and ensure that it is consistent accross all game components

Good catch. They refer to the same thing. I'll fix it.

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Also regarding pieces, your totals in the game pieces sections don't add up the way that they should. For example, you mention that you have 500 population pieces, 50 pieces worth 1, 50 worth 4, and 25 worth 10, but that only adds up to 125 pieces. Are there really only 125 pieces with a total WORTH of 500? You will need to clarify that for all your game pieces that are listed like this (like "125 population pieces, 50 1's, 50 4's, 25 10's for a total worth of 500 population").

You are right that isn't explained well. It is 125 population pieces totalling 500 population. Thanks I'll fix all of them.

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On to the rules: There seem to be an enormous number of components (nearly 1000)! I'm not at all familiar with civ building games so this number may not be a problem, but it seems as though there should be some way to contain the number of pieces.

There are actually 453 pieces as the game is now. Hopefully with the incorporation of many of these ideas I can decrease that a lot. That actually isn't that many for a up to 6 player civ type game. For example Sid Meiers Civilization (Eagle Games) has probably close to 700 (210 non-army unit pieces plus around 500 army unit pieces), History of the World (AH) has 915 total. Even Settlers of Catan, a 4 player game, has 239 not including all the hexes. So 453 for 6 players isn't that many. Hopefully we can get it down as far as possible. If I were to make it a 4 player game (as Settlers) I could easily reduce the number of population, resources and building pieces drastically.

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In the beginning you mention that players begin with 2 developed plains, but you don't indicate what that means. Do players put some kind of marker somewhere on the board? You will need to go into more detail to explain what this means and how to do it.

I do need to explain that better. To reduce components what we have been doing is placing a population piece from our pool on the land to indicate is developed as well as being worked. If the player loses enough population to have to leave a developed land empty (not worked) then they use the reverse side of a population piece from the surplus population on the table. I'll try to explain that in the rules.

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Also, the random mixing of score cards into the barbarian deck could lead to some very uncontrolled game experiences.

I agree. I posted something to Zaiga about a way to stack the deck, but still allow some randomization. Look to that post. It's probably what I will do.

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Other than that the rules are easy enough for me to follow them. You will want to correct the instances where you used the word "roles" instead of "rolls" (there were quite a few).

Good catch. That darn drama experience is interfering with my gaming. (lol)

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Also, at the beginning of the resources section you mentioned a Storehouse, but didn't define it or indicate how a player gets one. Is this the same thing as the granary?

The storehouse controls the resources that are not in the possession of any player. It is more or less a non existent game entity. I will clear that up. Thanks

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Overall I think you have a potentially great game! I love the barbarian aspect of the game and would like to see it in action once you get the game finished. Please post theresults of your full game playtest sessions

Thanks again, for all of your help and encouraging words.

Trickydicky
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

i'vd been thinking about a lot of the changes suggested here. I think I will definitely reduce the number of buildings/resources available in the game. This will force players to have to decide what they want to do first.

Along with this I was thinking to give the player acting as the barbarians (the player who played the card) the option of choosing the damage done. This would be a good incentive to play a barbarian card, since you could thereby take buildings/resources away that you might want to build/produce on your next turn. If I made this change I think I could safely get rid of the Score Card=score points rule that no one really liked (including me). There would be plenty of incentive to play a barbarian card simply to get resources and buildings back into the public holding.

Any ideas?

Thanks

Anonymous
Game #48 Barbarian's Wrath by Trickydicky

I like the idea, though the "choose the damage" option for the player acting as the barbarians might lend the game too much of a "take that" feel (and also leader bashing). Though it is a step in the right direction away from using the damage die, I feel that there must be another way that will accomplish what you want without putting the player in the role of deciding damage. Remember that the players are supposed to be on the side opposing the barbarians. When they act as the barbarians, they are doing so more as an automaton (acting out the barbarians along set guidelines) without deliberate malice towards other palyers.

One alternative that comes to mind would be to have each type of damage done allocated to specific barbarian cards. Since there are 40 barbarian cards (if you remove the score cards and make them barbarian cards) and 5 possible damage outcomes, there would be 8 barbarian cards of each damage type. You could then distribute the strength of the hordes among each type, say (1) at a strength of 3, (3) at 4, (3) at 5, and (1) at 6. I put them in a non linear distribution to make the extremes more rare, but you could distribute them any way you want.

This way, the player would decide what strength AND what damage type barbarian card he would play in a turn. The damage type indicated on the card would dictate the damage done to every player so that the player controlling the barbarians doesn't have too much power or become "the bad guy."

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...I think I could safely get rid of the Score Card=score points rule that no one really liked (including me)

Does this mean getting rid of the score cards altogether? I'd like that!! You'd need another endgame condition, but I think it would take a lot of uncertainty!

RookieDesign
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Ok, it's kinda late in the week and discussion alreay are streaming. I took the time the look at the rules, but not read all the comments.

Here's my observations.

You have a lot of material. I was amazed by the list. I think you have too much to be a sellable game as it is. I would go back and ask myself what do I need to make my game work. Do you need 4 resources types, do you need that many buildings?

When reading the rules, I was felling kinda robbed. I was under the impression of buying a Defensive game, but end up with a Civilization type game. Trading, wonders, resources, population you have a derived Civilization there with some setback not from player but from the game itself.

The trading between players can greatly slow the game. I don't think the interaction is enough to keep the game.

I don't know if you shoot for a family game or hardcore. Too me this look hardcore. In that case, I guess this could work correctly.

I can suggestion you some changes that will put it in the familiy aspect of it. Only take population, gold, walls. Drop the building and wonders. Maybe keep the terrain. Have the players cooperate to have the barbarians defeated, not just the first player in order. Have them put population to defend in a secret bid by example.

If you would like to simplify the game I'll be happy to help you more. If you stay on the gamer hardcore line. I think you have something, but I might not be able to help you much.

Hope you don't take it too harsh. I'm sure you'll come up with a better game.

Good luck, take care.

Anonymous
Game #48 Barbarian's Wrath by Trickydicky

Regarding the name of your game, I don't know why, but the name "Hinterlands" seems right. Or maybe with a cool sub title like: "Hinterlands: The Edge of Civilization" or something like that.

I did a search at BGG and it came up with no matches, so the name is probably available for a board game... ; )

jwarrend
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Game #48 Barbarian's Wrath by Trickydicky

I've been trying to think through more why it is that I said the game was too complex in a way that I can articulate simply. Here's one thing that comes to mind: the different resources aren't that well differentiated. For the most part, each building requires a combination of the four resources, but other than that, the only differentiation is that gold comes from population rather than developed lands, and food has one additional use. Stone and wood in particular appear to be functionally identical.

To me, this is a prime candidate for simplification, OR additional complexity. As zaiga pointed out, some scarcity could really help out. Settlers works so well because you need all the resources AND you can't be producing all of them yourself. In this game, you have access to as much as you need, therefore no need to trade for what you need. Reworking this aspect could be a good way to motivate trade. Or perhaps some other functionality could be added that makes stone and wood meaningful in different ways other than just "you need both to make this". For example, maybe stone is primarily for defensive buildings whereas wood is primarily for production buildings, or whatever.

In short, having a long game with lots of rules or lots of complexity is perfectly fine, but the complexity needs to be justified. I'm not saying you're game is super-complex; it's not really that bad. But I think there are avenues by which it could be more integrated, where one system hangs on the other systems. Tightening up the resource system is one area where you could do that.

-Jeff

Trickydicky
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Hi, again SiskNy, thanks for coming back.

Quote:
I like the idea, though the "choose the damage" option for the player acting as the barbarians might lend the game too much of a "take that" feel (and also leader bashing).

I agree, I probably won't add that to the game.

Quote:
You could then distribute the strength of the hordes among each type, say (1) at a strength of 3, (3) at 4, (3) at 5, and (1) at 6. I put them in a non linear distribution to make the extremes more rare, but you could distribute them any way you want

I like this alternative. I think with some fidgeting this or a similar variant could easily be put into the game. Thanks.

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Does this mean getting rid of the score cards altogether? I'd like that!!

Actually it didn't mean that. It was in reference to the rule that the player drawing the score card gets extra points that score round.

I ran the idea of changing the scoring system by some of my playtesters and they all didn't like it. They like the randomness of when score is counted as well as it being tied to the barbarain deck. Maybe with further playtesting we'll see a need to change it drastically, but for now it will stay basically the same. I will change the randomization factor somewhat, but many of the playtesters didn't even want me messing with that much. We'll see.

Quote:
Hinterlands: The Edge of Civilization

I think that is really a great name for this game. Thanks! It is already stuck in my head, like a song by They Might be Giants.

Thanks again

Trickydicky
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Hey Rookie, glad you came to help!

Quote:
You have a lot of material. I was amazed by the list. I think you have too much to be a sellable game as it is. I would go back and ask myself what do I need to make my game work. Do you need 4 resources types, do you need that many buildings?

This has been brought up a lot, and many possible solutions have been offered. Let me tell you what I think. The 4 resource types will remain the same, though their function maybe differentiated better, as Jeff suggested. The building types will PROBABLY stay the same. There will be much fewer of both buildings and resources total. I will also probably incorporate some kind of resource track, getting rid of many of the resource components altogether.

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The trading between players can greatly slow the game. I don't think the interaction is enough to keep the game.

Good point. Trading between players never really happened so, for now it is as good as gone. Trading with the storehouse still slows down turns, but I think splitting the turns into 3 phases as Zaiga suggested will make this seem less slow.

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I don't know if you shoot for a family game or hardcore. Too me this look hardcore. In that case, I guess this could work correctly.

This was meant to be more along the lines of a hardcore game. I don't really want THIS game to become a simple game but I wouldn't mind working on a simple/family game that might have similar themes and mechanics. (2 fun games are better than 1, right?). That could be one of my next projects so I will gladly take your help when I tackle that. Thanks for the offer!

Quote:
I can suggestion you some changes that will put it in the familiy aspect of it. Only take population, gold, walls. Drop the building and wonders. Maybe keep the terrain. Have the players cooperate to have the barbarians defeated, not just the first player in order. Have them put population to defend in a secret bid by example.

This is the kind of good stuff that could really help me when working on the simpler game. Thanks! Good thoughts.

Thanks for looking over the game! Sorry if it isn't really up your alley.

Trickydicky
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Hi again Jeff, thanks for helping me more.

Quote:
Here's one thing that comes to mind: the different resources aren't that well differentiated. For the most part, each building requires a combination of the four resources, but other than that, the only differentiation is that gold comes from population rather than developed lands, and food has one additional use. Stone and wood in particular appear to be functionally identical.

I agree. Wood and stone are identical, and that is a problem. I think your possible solution could be a good fit. Another idea that could again limit the players in their ability to produce any resource would be to make a given number of farms/woodmills/quaries that go on the land when it is developed. This would create one more thing that players need to hurry to get. Plus it could create the stituation where 1 player might not produce stone and would have to trade for it, as in Settlers, as you pointed out. I don't know that either are the best way to solve the problem but I'm sure we'll come up with something. Thanks.

Quote:
In short, having a long game with lots of rules or lots of complexity is perfectly fine, but the complexity needs to be justified. I'm not saying you're game is super-complex; it's not really that bad. But I think there are avenues by which it could be more integrated, where one system hangs on the other systems.

I agree with you completely. That is what I was hoping this GDW would do, and it is working well. Your example is exactly what I meant when I asked for "specifics". Being told the game is too complex or any other general comment isn't nearly as helpful as the comment on resources you just gave me. By being specific you guys have greatly helped me look at my game in a different light, which is hard to do on your own. As the designer you can't see a lot of the possible areas for change that outside eyes provide. That is why the GDW is such a valuable resource. Thanks!

Thanks again for all your help it is REALLY appreciated!!

zaiga
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Richy,

Here are some more ideas...

I think Jeff's remark about differentiating the resources a bit more is a very good one. I like the idea of certain types of buildings requiring a certain type of resource. For example, defense buildings such as walls and watch towers require stone, while other type of buildings, such as the granary or hospital, require wood. This could also highlight certain strategies more. For example, one player could decide to pursue the "stone" strategy, building an impressive defense so that he doesn't have to worry about barbarian attacks much. Another player might decide to try the "wood" strategy, using those buildings to create a very efficient civilization with a large population, and accepting the occasional loss to a barbarian attack. Of course, you should make sure that the "do a little bit of everything" strategy is not always the best strategy and that it has its drawbacks as well.

I also noted that buildings can cost anything from 2 up to 20 resources. Would it be possible to reduce the average cost of a building? Perhaps you could simply halve all the prices. Reasons why you might want to do this:
- It speeds up the game. There's more action, because you don't have to wait many turns to be able to buy something.
- It makes it much easier to "see" how much something costs. For example, it is much more intuitive and easy to understand if a building costs 1 gold and 3 wood, than a building that costs 2 gold, 5 wood, 1 food and 2 stone.
- A single resource actually means something in the game this way. This is very important. It doesn't truly matter a lot if a building costs 19 or 20 resources, that's only a difference of 5%. However a building that costs 5 or 6, that's a difference of 20%. The decision to buy something for 5 or something else for 6 is much more relevant than the decision to buy something for 19 or something for 20.
- You can reduce the number of total components needed for the game.

On a related note, besides splitting up a turn into different actions, you might also want to think about limiting the total number of actions a player may do during a turn. This makes an action a very valuable resource, which I think could introduce more tension into the game.

Why is this related to lowering the costs of buildings? Because building something gets an additional cost of one precious action. So, instead of limiting the player in what he can do by giving those things a very high price tag, you can simply give them an additional cost of one action and thereby lowering the price tag (in resources) needed for that thing.

I also thought a bit about the barbarian mechanic. I think there are many things you can do with it. I think the "reveal a card, then beat them up in turn order" is a workable idea, but there are also other ways you can go.

First of all, I think you can do away with the dice. The way I envision the mechanic is this: the first player of the turn reveals a barbarian card. This card has a number on it, which signifies the strength of the barbarian attack. This number is random already, so I don't think there's need for an additional randomizer. The player to the left checks his defense against the attack number. If his defense is better than the barbarian attack, the barbarians are defeated and the attack ends. If not, Something Bad [TM] happens to that player and the defense of that player is subtracted from the attack number of the barbarians. The remaining number is the attack number of the barbarians which the next player has to deal with, etc, until the barbarians are defeated, or until the attack has gone once around the table.

There are a few creative things you can do with this concept. I think it would be nice if most barbarian attacks are within a certain range, say 5-8. A few barbarian attacks could have a higher attack number, say 8-11. A handful of barbarian cards could have a very high number, 12-15 for example. This creates controlled uncertainty and adds to the tension and variety to the game.

Another thing you could do is increase the strength of the barbarian attack depending on the round. For example, a barbarian card could look like this:
Round I: attack strength 2
Round II: attack strength 4
Round III: attack strength 7
Round IV: attack strength 10

This would mean that players have to keep working on their defenses as the game progresses and it would help lessen the effect of early attack, or at least it becomes easier to defend against them.

Finally, there are many things you could do with Something Bad [TM]. I think it would be nice if Something Bad depends on the difference between strength and defense. For example, if the difference between attack number and strength is:
1 or 2, the player loses that many victory points
3 to 5, the player loses two population
6 to 9, the player loses a building of his choice

Etc, I'm sure you can come up with something better, but you get the idea.

Anyway, good luck with the game and keep us informed!

- René Wiersma

Trickydicky
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Hello again Zaiga,

Quote:
I think Jeff's remark about differentiating the resources a bit more is a very good one. I like the idea of certain types of buildings requiring a certain type of resource. For example, defense buildings such as walls and watch towers require stone, while other type of buildings, such as the granary or hospital, require wood. This could also highlight certain strategies more. For example, one player could decide to pursue the "stone" strategy, building an impressive defense so that he doesn't have to worry about barbarian attacks much. Another player might decide to try the "wood" strategy, using those buildings to create a very efficient civilization with a large population, and accepting the occasional loss to a barbarian attack.

I agreed with Jeff, that this would be good to the game. I think you are right on the money that it would highlight different strategies. My only concern with this is that it would lessen the affect of the resource sparcity. If 2 of the 4 players specialize in wood and the other 2 in stone then you only have 1 other player trying to produce the resource you are producing. Normally it would be 4 players each trying to produce both wood and stone, which would create more of a demand for each. Thus heightening the resource scarcity dilemma. I'm definitely going to fiddle with the building costs and resource systems, I'm sure we can find a good balance between scarcity dilemmas and resource differentiation.

Quote:
I also noted that buildings can cost anything from 2 up to 20 resources. Would it be possible to reduce the average cost of a building? Perhaps you could simply halve all the prices. Reasons why you might want to do this:

Your reasons for this are all very good. Balancing between the buildings, their benefits and the resources to build them has been a task. I think the balance now is pretty good. The reason resource costs are high for some building is to reach this balance. For example the benefit of the granary is much smaller than that of the treasury. If I make the treasury cheaper I also have to make the granary cheaper by the same proportion to keep the balance. Also by having a wider spread of cost options I can better fit the cost to the benefit and still keep it balanced. For example the benefit of the temple is slightly better than that of the granary. If I make the granary cost 1 resource, I would have to make the temple cost at least 2. I don't know that the temple is twice as good as a granary but it is definitely better. The jump from 3 resources for the granary to 4 resources for the temple fits the balance of their benefits much better. This same rule would apply to most of the differences between the buildings' benefits and their costs.

You've definitely got me thinking about ways I can fiddle with both resources and buildings. Thank you, it should help. I doubt the changes will be drastic but there will be changes.

Quote:
On a related note, besides splitting up a turn into different actions, you might also want to think about limiting the total number of actions a player may do during a turn. This makes an action a very valuable resource, which I think could introduce more tension into the game.

This is exactly what I envisioned when you brought up splitting up the turns. I think that each player will get 3 actions during a turn. For each action they have to choose from a list. I'm not sure if I want to limit the number things that player could do for that action. For example if a player chooses the Build action on their first phase of the turn, I don't know that I want to limit them to only being able to build 1 building. I'm thinking about having it be as many buildings as they can build, but building is all they can do that phase. Chances are because of the resource scarcities they will only be able to build 1-2 buildings a turn anyway. Any suggestions? As I said I don't really know what I like better.

Quote:
This number is random already, so I don't think there's need for an additional randomizer. The player to the left checks his defense against the attack number. If his defense is better than the barbarian attack, the barbarians are defeated and the attack ends. If not, Something Bad [TM] happens to that player and the defense of that player is subtracted from the attack number of the barbarians. The remaining number is the attack number of the barbarians which the next player has to deal with, etc, until the barbarians are defeated, or until the attack has gone once around the table.

This is a good possibility. I've already run it by some of my playtesters. They actually like the barbarian mechanic with the dice. I personally, also worry that this might exacerbate the "hiding behind the strong player" problem mentioned on this thread. I've actually been doing some thinking on a very simple game with some similar concepts to this as Rookie suggested. I think this barbarian mechanic is a great fit for that game. I will definitely be using it there. Thanks

Quote:
Another thing you could do is increase the strength of the barbarian attack depending on the round. For example, a barbarian card could look like this:
Round I: attack strength 2
Round II: attack strength 4
Round III: attack strength 7
Round IV: attack strength 10

This is a great idea and could easily be incorporated into the current system. As it is the damage the barbarians do increases with the number of score cards on the table. This could also effect the strength of the barbarians. Thanks, we'll see how it works.

Thanks again Zaiga, you've been very helpful!

Trickydicky
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Joined: 12/31/1969
Game #48 Barbarian's Wrath by Trickydicky

Well, the week is over. I was hoping to have posted a few more of the changes I intend to make, due to your suggestions, but it has been a hectic week. Thank you all for taking time out of your hectic weeks to help me with this game. I'm hoping to get a playtest soon, with all the new changes in effect. I'll post after that to let you know how it went.

THANKS!!

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