Skip to Content

Game #62: Terra Prime by DrMayhem

10 replies [Last post]
Anonymous

Sorry for the discombobulated nature of the rules... the first 2 pages of rules are in GIF format, while the rest are just in HTML

Page 1 Rules - http://www.bgdf.com/files/My_Uploads/DrMayhem/Rules-Page1.gif

Page 2 Rules - http://www.bgdf.com/files/My_Uploads/DrMayhem/Rules-Page2.gif

Rest of Rules - http://www.bgdf.com/files/My_Uploads/DrMayhem/Terra%20Prime%20Rules.wps.htm

Here are the Files for the Space tiles -
http://www.bgdf.com/files/My_Uploads/DrMayhem/Tiles1.gif
http://www.bgdf.com/files/My_Uploads/DrMayhem/Tiles2.gif
http://www.bgdf.com/files/My_Uploads/DrMayhem/Tiles3.gif

I look forward to the feedback.

DSfan
Offline
Joined: 12/31/1969
Game #62: Terra Prime by DrMayhem

Nice Job DrMayhem

I really the like the pictures on the tiles (clipart?) and how the hexs are layed out.

Confusing

  • What is with the giant skull and crossbones on Tiles2?
  • What do the different "space objects" mean?
  • If I don't use all my action points (Say I use 1 and some free stuff) can I use it again next turn (I.E. I get three?)
  • Will the board size be pre-determined (I.E. 8x8 or something) or can they expand one way as long as there heart's desire?
Suggestions
  • I think you should allow for two "human" players to fight eachother to gain some VP's.
  • I don't know if I like were both pirate kings are either found or 1 is killed, I think both should maybe be killed, or you just get loads of VP points for defeating space pirates, and whoever gets the most VP's after a few rounds (players choice?) wins.
  • lol nice touch to see who goes first (laughing) but what are they laughing at, a funny face?
Overall I think it is a really nice, and well thought out game. You should continue with it, as this sounds like a game I want to play and that some of my friends would play to, as were suckers for space/exploration games.

Good luck,
-Justin

[/][/]
Anonymous
Game #62: Terra Prime by DrMayhem

I looked over the rules, and it reminded me of a game I tried to make a while ago... They aren't terribly similar (basically the term "Flagship" was all that caught my ear), but I thought I'd post a link to an outline I wrote up for you to take a look at... This was meant to be a play-by-email game for a few friends and I, and it never went anyplace, so feel free to take anything you want from it...

http://home.ripway.com/2005-2/259729/Space%20Thing.txt

The biggest question I have about the rules are the part where "nothing that is on the playing board is owned by any player." I like that idea, but I don't know how the mechanic "Cause Production (Spend an action to cause production of resources at all appropriate locations. Appropriate location have space structures which support production of resources)" will work... So if you build a Resource Mining building someplace, anyone with a nearby freighter can take advantage of it?

Other than that, I like the greater risk/greater reward system you have with the outer rings... I guess we'll have to see how the combat works out :)

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #62: Terra Prime by DrMayhem

Interesting changes. Here are some comments. I'll skip grammer and spelling comments for now, you should have your wife proofread it or something ;)

1. As someone mentioned, you did not identify the skull and crossbone icon. Also, you didn't mention the Comet icon- does it DO anything? And is there a difference between a Planet, a MOon, and a Comet? It looks like you could settle a comet... that seems a little fishy.

2. Look at some of the other rulebooks people have posted, there's some 'header' info that is useful... number of players, playing time, and a component list are useful.

3. Cute start player mechanic :) As I've mentioned on these boards before, I'm not a big fan of cutsie start player mechanics, but it's largely irrelevant because people can always just roll a die or something if they prefer. Note though that the "youngest/oldest player goes first" rule is usually there to give/take away any advantage that the 1st/last player has. Like if there's a turn order effect in which it's better to go first, since Germans play games with their families they have the youngest player go first to give that player that advantage.

If you ask me, it's the old fogies that probably need the advantage, not the kids, but maybe that's just because I'm trning 30. :(

Actions
4. Exploration: I assume you explore a 'sector' (tile) adjacent to your flagship, and that you can only move onto explored tiles... but it doesn't say that. Or can you explre across the board from your ship? Also, a "quadrant" is a quarter of a space, a vertex of a hexagon is a sixth of a space... maybe "sextant"?

5. Upgrade/Build Freighter: A "sector which has a shipyard" means there is a Shipyard (building) in one of the quadrants of the sector where your ship is, right? So your ship is basically in 6 quadrants at once (by occupying the tile and not the quadrant)...

6. Build Building: So you can place the building in any quadrant in the sector where your ship in? Or do the buildings go in the whole quadrant? What if there's no planet there, can you still put a building there? [edit: you later state that you put buildings in a sector and not a quadrant... but the uestion still premains about there being a planet there or not]

7. Build Space Lane: It's probably better to define the action the first time it's listed, and refer back the second time, instead of the other way around.

8. Move: Now this is a big one... what the heck does it mean to trace a path from one sector to the next without crossing asteroids (which are in the quadrants)?

9. It sounds like freighters cannot move through asteroids either. Can you still build a space lane to one? I guess it would be silly to do so.

10. Combat: You didn't really explain what happens when a Pirate is encoutnered. I believe you said before that when you explore a tile and there's a pirate you either have to fight or retreat. This should be stated under Exploration.

11. Instead of Pirate Kings, to be more thematic, how about an aggressive alien race. The game ends when you run into 2 colonies of this race, or when the Terran colonization is enough for the aliens to leave them alone (all the colonists are gone- moved to colonies or whatever) (or just all he VPs are gone.

I didn't like it at first, but maybe I like the difference beteen freighters using quadrants and flagships using sectors. I continue to think that more of the action shoud be at the quadrants though, to have more of a routeplaning aspect to the game. People could build on each other's space lanes (since they're not owned anyway, right?), and have to drive around asteroids... maybe even consider fighting pirates in certain sectors...

Also, it might be cool to allow the board to be free form, rather than a set shape. Just go through the Green tiles first, hen the Yellow, then Red... Then again, you can't go exploring deeper space until everything close to home's been explored.

This brings up another point... is there enough tiles? Are 2 rings enough? Maybe so I guess- 36 tiles. It's a lot smaller than, say, a Settlers board.

I do like how anyone can use any building, and how you get the VPs for building them...

- Seth

Anonymous
Game #62: Terra Prime by DrMayhem

First let me apologize for the lack of comepleteness on the rulebook. I was looking to have a more comeplete rulebook, but that didn't happen because of coming down with some wicked illness last week, either viral meningitis or pneumonia. I am feeling mostly better now.

To answer the first question that everybody is asking:

Skull/Crossbones Icon-- Pirate Icons:

There are 4 different pirate icons used to determine the strength of the pirates. There is the flag with the skull, skull and crossbones, guy looking out, and giant pirate captain. These are all pirates and would be shown in the instructions in the future.

More clarification on quadrants vs. sectors. ---

First, every building is built in a sector (which is the center of a hex).
Ships will always be in a sector (center of a hex again)
however movement is traced along the edges of a hex, I know this is kinda confusing.

mopre coming soon

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #62: Terra Prime by DrMayhem

DrMayhem wrote:
Ships will always be in a sector (center of a hex again)
however movement is traced along the edges of a hex, I know this is kinda confusing.

I don't think it's confusing, I think it doesn't make sense.

It certainly doesn't make Asteroids the obstacles it souds like they're supposed to be (you could simply trace a different path around). Unless perhaps there are 2 tiles with Asteroids next to each other, placed so that the asteroids are in neighboring quadrants... but if that's all they do you might as well not have them.

Anonymous
Game #62: Terra Prime by DrMayhem

sedjtroll wrote:
Interesting changes. Here are some comments. I'll skip grammer and spelling comments for now, you should have your wife proofread it or something ;)

What a bunch of whiners

Quote:

1. As someone mentioned, you did not identify the skull and crossbone icon. Also, you didn't mention the Comet icon- does it DO anything? And is there a difference between a Planet, a MOon, and a Comet? It looks like you could settle a comet... that seems a little fishy.

The different planetary icons (comet, moon, planet, etc), only correspond to the values they have. They are only there to make everything more visually stimulating. A comet has a livability of 0, so I suppose somebody could build a colony there, but it would not do them any good.

Quote:

2. Look at some of the other rulebooks people have posted, there's some 'header' info that is useful... number of players, playing time, and a component list are useful.

Number of players 2-4, time: unknown, components: not totally known yet

Quote:

3. Cute start player mechanic :) As I've mentioned on these boards before, I'm not a big fan of cutsie start player mechanics, but it's largely irrelevant because people can always just roll a die or something if they prefer. Note though that the "youngest/oldest player goes first" rule is usually there to give/take away any advantage that the 1st/last player has. Like if there's a turn order effect in which it's better to go first, since Germans play games with their families they have the youngest player go first to give that player that advantage.

Stole the idea from Zaiga, I am thinking this might be a Tasty Minstrel staple for start player determination.

Quote:

If you ask me, it's the old fogies that probably need the advantage, not the kids, but maybe that's just because I'm trning 30. :(

Actions
4. Exploration: I assume you explore a 'sector' (tile) adjacent to your flagship, and that you can only move onto explored tiles... but it doesn't say that. Or can you explre across the board from your ship? Also, a "quadrant" is a quarter of a space, a vertex of a hexagon is a sixth of a space... maybe "sextant"?

Yes, exploration can only be done adjacently. Quadrant is just a term being used right now, although sextant wouldn't be good either, we are not talking about an ancient navigational tool

Quote:

5. Upgrade/Build Freighter: A "sector which has a shipyard" means there is a Shipyard (building) in one of the quadrants of the sector where your ship is, right? So your ship is basically in 6 quadrants at once (by occupying the tile and not the quadrant)...

Yes, a ship is in 6 quadrants at once. No, a shipyard is built in the center of a hex, and therefore is not in a quadrant.

Quote:

6. Build Building: So you can place the building in any quadrant in the sector where your ship in? Or do the buildings go in the whole quadrant? What if there's no planet there, can you still put a building there? [edit: you later state that you put buildings in a sector and not a quadrant... but the uestion still premains about there being a planet there or not]

It explicitly states in the rules that buildings are placed in sectors (the center of a hex). Or at least the rules should explicitly state that. You can build anywhere that does not have a pirate king. edit: I see you note I said where buildings go

Quote:

7. Build Space Lane: It's probably better to define the action the first time it's listed, and refer back the second time, instead of the other way around.

8. Move: Now this is a big one... what the heck does it mean to trace a path from one sector to the next without crossing asteroids (which are in the quadrants)?

Movement.... I am not really sure. that quote certainly doesn't make sense to me. Changing from the original action at the vertices to the action being in the hex has made movement very poorly defined. This is something that will have to be reworked to deal with both the route-planning and the action happening in the center of the hexes. But overall the action in the center will cause better visual element to the game.

How would removing all notions of 'quadrants' at the hexes, and put asteroids along any leg of a hexagon. Then ships can not travel through legs that have asteroid fields. I think this would help solve this problem.

Quote:

9. It sounds like freighters cannot move through asteroids either. Can you still build a space lane to one? I guess it would be silly to do so.

10. Combat: You didn't really explain what happens when a Pirate is encoutnered. I believe you said before that when you explore a tile and there's a pirate you either have to fight or retreat. This should be stated under Exploration.

11. Instead of Pirate Kings, to be more thematic, how about an aggressive alien race. The game ends when you run into 2 colonies of this race, or when the Terran colonization is enough for the aliens to leave them alone (all the colonists are gone- moved to colonies or whatever) (or just all he VPs are gone.

sure, sure, sure

Quote:

I didn't like it at first, but maybe I like the difference beteen freighters using quadrants and flagships using sectors. I continue to think that more of the action shoud be at the quadrants though, to have more of a routeplaning aspect to the game. People could build on each other's space lanes (since they're not owned anyway, right?), and have to drive around asteroids... maybe even consider fighting pirates in certain sectors...

Also, it might be cool to allow the board to be free form, rather than a set shape. Just go through the Green tiles first, hen the Yellow, then Red... Then again, you can't go exploring deeper space until everything close to home's been explored.

LOL! The freeform shape. this is the way I had the game originally, but I believe you said the difficulty of the sectors should be determined by the distance from home. I agreed as I felt it would make the game more orderly and figured out a way to do it!.... I just think that is very funny.

Quote:

This brings up another point... is there enough tiles? Are 2 rings enough? Maybe so I guess- 36 tiles. It's a lot smaller than, say, a Settlers board.

I do like how anyone can use any building, and how you get the VPs for building them...

- Seth

37 tiles including the starting sector. Not too few, possibly too many as it will help cause less player interaction.

The buildings being used by anybody.... Purely theme driven and yet really interesting.

Anonymous
Game #62: Terra Prime by DrMayhem

knic wrote:
The biggest question I have about the rules are the part where "nothing that is on the playing board is owned by any player." I like that idea, but I don't know how the mechanic "Cause Production (Spend an action to cause production of resources at all appropriate locations. Appropriate location have space structures which support production of resources)" will work... So if you build a Resource Mining building someplace, anyone with a nearby freighter can take advantage of it?

Other than that, I like the greater risk/greater reward system you have with the outer rings... I guess we'll have to see how the combat works out :)

When somebody does the 'cause production' action, they say they are causing production, and then ALL places that can produce resources produce their appropriate amounts and colors. And then anybody with nearby freighters will be able to swing by and pick up the resources to ship back to Earth.

Combat will have to be risky, but fairly easy to determine for players if they will be safe. The currently listed combat mechanic does not acomplish this, as the couple of playtests that I have had, the outcome of combat ended up being extremely random and sucky

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #62: Terra Prime by DrMayhem

DrMayhem wrote:
Components: not totally known yet

I've found that it helps me to list out components. It doesn't sound like it would, because I know about what I'm thinking in any given game, but it does all the same. Weird I know.
Quote:
Stole the idea from Zaiga, I am thinking this might be a Tasty Minstrel staple for start player determination.

I think you could do better than that- a lot of games try to keep it in-theme, like there was one with 'whoever can hold their breath the longest' for an underwater game or something. If you're going for flavor, I wouldn't use the same one every time (boring).

Quote:
a shipyard is built in the center of a hex, and therefore is not in a quadrant.

Or rather, it's in all 6...
Quote:
It explicitly states in the rules that buildings are placed in sectors (the center of a hex).

Not until later... that should be under Building or something.
Quote:
You can build anywhere that does not have a pirate king.

So you can have buildngs in deep space (no planet)? Or on a comet? Sounds fishy.
Quote:
...put asteroids along any leg of a hexagon. Then ships can not travel through legs that have asteroid fields. I think this would help solve this problem.

That would do it.

Now what if a Freighter moves through a pirate icon? Anything?

- Seth

Anonymous
Game #62: Terra Prime by DrMayhem

sedjtroll wrote:

Or rather, it's in all 6...

Now what if a Freighter moves through a pirate icon? Anything?

- Seth

ok first, a building can only be used if the ship is in the same sector as the building.... this is why buildings should not be talked about being in every quadrant connected to a sector.

Pirate Icons only matter during exploration. with the exception of the pirate king

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #62: Terra Prime by DrMayhem

I wazs just thinking about this game (oddly enough), and I thought it might be good to remove the pirates alltogether- they seem overdone nowadays, and 'space pirates' are kind of cheesy anyway. However the mechanic is good, so I'm just thinking of a thematic change here, which I believe would bring the theme togetehr a little bit more.

Instead of Pirates, have the aggressive alien race be the offender which causes fights and makes exploration difficult.

Furthermore, instead of 'pirate kings', the aliens you come across (I'll call them Protas, since the players are Terrans, and I don't see Zerglings flying spaceships... lol) could be on their own tiles such that the game ends when you encounter a certain number of them. When you do draw a Protas tile when exploring, you set it aside. You also should decide wheather to Run or Fight, where Running means you basically wasted your action (no tile was explored and your ship is back where you came from); and Fighting means you try and defeat the alien- winning means VPs (you keep the tile?) and you draw a new tile for that space (a second Alien tile could probably be reshuffled and a different tile drawn); losing means you lose your cargo and upgrades as described in the rules.

The idea of putting the Asteroids on the legs is perfect, then there could be *2 different* route planning aspects to the game- the freighters and your flagship! You could place astroids so as to try and block people from getting to a particular colony for example, or so that their supply line would have to drive around or whatever.

- Seth

Syndicate content


forum | by Dr. Radut