Eminent Domain

Eminent Domain is a streamlined civilization building game in which taking an action makes you better at performing that action. Your abilities are governed by a deck of cards, and you can customize that deck over the course of the game in order to maximize the efficiency of your actions. In the end, the player who's done the most research, colonization and trading will win!

V0.2 - updated rules
Setup:
Separate the Role cards into piles by type and place them in the indicated locations on the board.

Give each player 1 of the starting planets (put unused starting planets back in the box). Shuffle the Planet deck and each Technology deck and place them in the indicated locations on the board.

Each player takes 2 of each action card EXCEPT Warfare and shuffles them together to form their starting deck. To start the game, each player draws 5 cards from their deck into their hand.

Determine who will be the start player. That player begins the game by taking the first turn.

You are now ready to begin!

Player Turns:
A player's turn consists of the following 3 steps, in order:

1. Play Action Card.
The active player may choose a card in their hand which has an Action: effect and play it. The card's action is resolved immediately.

2. Select Role.
The active player MUST select a Role for the turn by taking a Role card from the board and laying it face up in front of him. The Role card indicates one of the basic actions of the game. The player may add additional cards bearing the same icon as the Role selected in order to boost the action. After the active player resolves the action, each other player in turn order (clockwise from the active player) may choose to either Follow the action, playing cards from their hand bearing the appropriate Icon as indicated by the Role card, or simply draw 1 card from their deck instead.

3. Cleanup.
The active player places all cards they've played this turn (including the newly selected Role card) into his discard pile. He may discard any number of cards from his hand, and then he draws cards from his deck to refill his hand to the hand limit (base hand limit is 5). If the deck runs out of cards, the discards are shuffled to create a new deck.

GAME END:
The game ends at the end of a turn in which one of the following has happened:
* Any of the Role card piles are exhausted
* The VP supply is exhausted
At that time players count the victory points on the Technology cards in their decks, on their face up Planets, and collected via Trade. The player with the most points is the winner! In the case of a tie, the tied player with the most armies plus resources wins.

The Actions:
Survey
ACTION: Draw 2 cards.
ROLE: For each Survey icon played (including the Role card), take a card off the top of the Planet deck. Looking only at the BACKS of the cards, choose one to place FACE DOWN in front of you.
FOLLOW: Pay X Survey icons to take X-2 cards off the top of the Planet deck. Looking only at the BACKS of the cards, choose one to place FACE DOWN in front of you.

Colonize
ACTION: Turn up a Surveyed planet in front of you which has the requisite number of Colonize icons under it, OR place this card under a face down planet in front of you.
ROLE: Place any Colonize icons played (including the Role card) under a face down planet in front of you.
FOLLOW: Place any Colonize icons played under a face down planet in front of you.

Research
ACTION: Remove 1 card in your hand from the game.
ROLE: For each Research icon played (including the Role card), draw 1 card from a Technology deck corresponding to one of your colonized (face up) planets. Put 1 in your hand and the rest on the bottom of the deck.
FOLLOW: Pay X Research icons to look at X-2 cards from a Technology deck corresponding to one of your colonized (face up) planets. Put 1 in your hand and the rest on the bottom of the deck.

Harvest
ACTION: Produce 1 resource on one of your colonized (face up) planets.
ROLE: For each Harvest icon played (including the Role card), produce 1 resource on one of your colonized (face up) planets.
FOLLOW: For each Harvest icon played, produce 1 resource on one of your colonized (face up) planets.

Trade
ACTION: Discard 1 resource from your colonized (face up) planets and collect 1 VP from the supply.
[Considering making the action simply "collect 1vp from supply" - but that might be too crazy]
ROLE: For each Trade icon played (including the Role card), discard 1 resource from your colonized (face up) planets and collect 1 VP from the supply.
FOLLOW: For each Trade icon played, discard 1 resource from your colonized (face up) planets and collect 1 VP from the supply.

Warfare
ACTION: Discard the listed number of Armies to turn up 1 Surveyed planet in front of you, OR Collect 1 Army
ROLE: For each Warfare icon played (including the Role card), collect 1 Army.
FOLLOW: For each Warfare icon played, collect 1 Army.

TECHNOLOGY CARDS:
Each Technology deck will have 12 cards in it, each with 2 icons. The decks will be weighted toward 2 of the Roles...

Fertile deck: Colonize (C) and Harvest (H)
Advanced deck: Research (R) and Trade (T)
Metallic deck: Warfare (W) and Survey (S)

Each combination including those acons will be present, for example the Fertile deck will have the following 12 combinations of icons: CC/CH/CR/CT/CW/CS/HH/HC/HR/HT/HW/HS

Abilities on planets will be similarly weighted, such that choosing an Advanced planet to Survey means you're more likely to get an ability that helps either Research or Trade. Each planet also produces a different kind of resource. For much of the game the resources are interchangeable, but some Technology cards refer to one type or another. Metallic planets produce Iron, Fertile planets produce Food and/or Water, and Advanced planets produce [I need a name for this resource].

Comments

Updated Rules and thoughts on Eminent Domain

I haven't been posting here as much as I have been in my game design blog, so I though I'd try to get this thread up to speed on my current thoughts on Eminent Domain.

I have played the game a number of times now, mostly 2-player, but a couple multiplayer games as well. After experiencing the game, and hearing comments from players as well, I've made a few tweaks to some of the rules, and I've got plans to change a few systems (some of which have already been mentioned int his thread).

I made player aids (which it would be cool to post, huh?) with the current Action, Role, and Follow effects for each of the 6 actions in the game:
The current actions
Survey
Action: Draw 2 cards
Role: Draw 1 Planet card per Survey icon, keep 1 and put the rest on the bottom of the deck
Follow: Draw 1 Planet card per 2 Survey icons, keep 1 and put the rest on the bottom of the deck
Research
Action: Remove 1 card in hand from the game
Role: Draw 1 Technology card per Research icon from a deck for which you have a face up Planet, keep 1 and put the rest on the bottom of the deck
Follow: Draw 1 Technology card per 2 Research icons from a deck for which you have a face up Planet, keep 1 and put the rest on the bottom of the deck
Colonize
Action: Flip a Planet card face up OR add 1 Colony to a face down planet
Role: Flip a Planet card face up OR add 1 Colony per Colonize icon to a face down planet
Follow: Add 1 Colony per Colonize icon to a face down planet
Warfare
Action: Collect 1 Army
Role: Flip a Planet card face up OR Collect 1 Army per Warfare icon
Follow: Collect 1 Army per Warfare icon
Harvest
Action: Produce 1 resource on an open harvest spot on a planet
Role: Produce 1 resource per Harvest icon on an open harvest spot on a planet
Follow: Produce 1 resource per Harvest icon on an open harvest spot on a planet
Trade
Action: Collect 1 VP from the supply
Role: Trade 1 resource per Trade icon for 1 VP from the supply
Follow: Trade 1 resource per Trade icon for 1 VP from the supply

The player aid also lists across the top what you do on your turn (1. Action, 2. Role, 3. Cleanup) with a brief description of each.

Physical design
I like how the cards work, how the piles of Action cards will be in the center of the table - like dominion but only 6 piles. I also like how there will be 3 piles of Technology cards (with the new scheme, these could theoretically be combined into 1, but probably easier if separate) and 1 deck of planets (in theory could split into 3 decks, and sort of mirror the new Research action - read on). What I don't like is the mass of tokens. I currently have 6 or 8 tokens in each of 4 different colors for resources, as well as 24 white VP tokens and 24 black Army tokens. I think it would be nice if the number of tokens were reduced considerably. I may eventually make cards to replace the tokens, so the game is entirely cards, but for now tokens are OK. I think I will consolidate them into a single color for all the resources (and armies I guess) - then I only need about half as many. the card can indicate which type of resource it is.

Planned changes
Technologies: As discussed, I am still planning on changing the Research action and technology system. I would like there to be Level 1, Level 2, and Level 3 technologies, where the L1 techs cost 3, L2 costs 5, and L3 costs 7. A problem with that is that a player who does a lot of research (especially from the Advanced deck, taking Research icons) can then swoop in and take all the level 3 techs without doing any extra work. Sure, they have to Colonize or Attack a planet of each type before accessing the top techs of that type, but that's pretty easy. The new plan is t require 1 planet of the appropriate type for each level of tech - in other words to get the level 3 Fertile tech, you have to not only have 7 Research icons at a time, but you also must have 3 face-up Fertile planets in front of you. I like how that should make a player invest in a particular type of planet in order to reach the high end techs, and it will naturally drive Survey actions as well, giving more weight to choosing a planet for its type. Though if I make the planets more homogeneous (see below) then that might not be a big deal.

Planets: I would like to remove the abilities that I currently have on the planets and have them be more just "+1 Warfare icon" or "+1 Survey icon" or "+1 Hand size" - I think that will make the actions and following actions more interesting, create more player differentiation, and will put more weight on the Research action to get the awesome abilities in play. Some planets have abilities that are really good, like "play an additional Action each turn" or "draw an extra card when not following a role" - these planets are low VP planets, but it's possible the extra action one is still 'too good' at 2vp (when planets range up to a max of 6vp). That could be a good level 3 technology.

Specifically, I think I'll make 7 or 8 of each planet card, with 3 being [+ icon], 3 being [+ other icon] (remember, each planet type is associated with 2 icons), and 1 or 2 being [+ hand size].

I'm also considering splitting up the Planet deck similar to the Research decks... into Level 1 planets, level 2, and level 3. Level 1 planets would cost 3 Survey icons, have 1 icon on them, and be worth maybe 2 points. Level 2 planets would cost 5 Survey icons and might have 2 icons or + hand size on them. Level 3 planets would cost 7 Survey icons, and might have bigger scoring opportunities, like Puerto Rico's Big Buildings ("1vp per Planet" or something).

Under this scheme when choosing a Survey role you would draw a standard number of cards (maybe 3) from the appropriate level deck, and choose from among them. This also opens up a Survey technology possibility to increase the number of cards you look at when Surveying, which could help make sure you get the planet that you want.

Setup: For starters I think I'll put maybe 1vp on the starting planets, so a player that goes through the effort of flipping it over will be rewarded a little compared to a player who ignores it.

It's been pointed out that Warfare is better than Colonize for a couple of reasons (mostly that you can accumulate Armies via Warfare action slowly over time, without filling your deck with Warfare icons, and that you have to take more Colonize actions to colonize the same planet as you could warfare). I'm not sure how true this is, because the Colonize guy was doing something else with his turn actions while the Warfare guy was just getting armies one at a time. But it's probably true to some extent. As a 'fix' for this there are a number of options. First I could try making the Action on Warfare simply "attack a planet," so you cannot use it to just get 1 army. I don't love that, because I like the idea of using your action to get 1 army, then your role to attack if you are otherwise 1 army short.

Another option is to make the Colonize costs cheaper than the Warfare costs. If using the 3 Levels of planets idea above, I could have the Level 1 planets cost 3 to colonize, the level 2 cost 5, and the level 3 cost 7, to mirror all the other costs, while each of them could cost a flat 5 armies to attack, meaning Warfare is better than Colonize for the high level planets and worse for the lower level ones. That could be interesting.

But an easier option which I think I'll try for now is to go back to my original idea of simply not having Warfare cards in the starting deck. Instead I'll put the trade cards back in (and I'll probably change the Action on Trade to be 'Trade 1 resource for 1 VP' rather than "get 1vp' - though I'm not sure which of those I like better yet). This way you don't start with 2 Warfare cards in your deck, and so the Colonize action has a head start, effectively reducing Colonize costs relative to the Warfare costs, no? I will try that next time I play, because it's really easy to do.

Though I might like to make the starting decks a more simple "2 of each card" ... maybe I'l end up doing that in the end.

Thoughts after playtest

I played a 4 player game of Eminent Domain last night, and after that game I'm thinking the following:

Deck tuning needs to be better. I would like to see more research happening, more research cards entering decks and being used.

I'm not happy with the way Colonize is working at the moment. It could just be that colonize costs should be lower (and Warfare costs higher), OR perhaps I should rethink how the Colonize action works in the first place.

I think I have a better system for Research. Instead of "Look at X cards, choose 1 to keep" I would prefer to have players look at the entire deck of research cards (for the type of planet they're researching) and choose the tech they want. I envision that each tech would have a 'cost' - which is the number of Research symbols you have to play in order to obtain it. So choosing the Research role would give you +1 symbol which would help both this turn and in the future.

There would be 3 'levels' of technology in each deck, 5 Level 1 cards (which cost maybe 3 symbols to obtain), 4 Level 2 cards (5 cost maybe), and 3 Level 3 cards (cost 7 or 8). So it would be hard to get those Level 3 cards. Those would be the ones worth 2vp (maybe 3). The level 2 cards would be worth 1 vp (maybe 2). And the level 1 cards would not be worth vp (or maybe worth 1) but would be better than the base cards in your deck, so you'd want them for that reason.

I will have to redesign the tech cards, but I will try it like that. I might also double up on th deck, and when you research a technology you get *2* of that card in your deck... that could be good.

More comments

I'd love to play this game! It reads like a cross between Race For The Galaxy and Dominion. Your icon system is a really nice idea.

There are several significant points which appeal to me aesthetically:
* Fewer piles than Dominion
* Theme of exploration and research
* Role selection mechanic neatly arising from the cards (in RFTG the way the mechanic works slightly annoys me)
* Gameplay variation due to planet deck

Less appealing:
* Military / Colonise theme interpretation a bit overly reminiscent of RFTG (although I recognise the mechanics actually work completely differently!)
* Survey and Colonise mechanics seem thematically counterintuitive (would I really send colonists to a planet I didn't know inside out? didn't I just survey it?)

Hope these comments are useful and not too off the mark, since I haven't played the game!

Might the problem with Colonise be related to the fact that you are taking the Colonise cards out of your deck to colonise the planet? (So even if you get the role cards back after colonisation, you have to colonise an entire planet before your deck gets any better at colonising.)

Intuitively, the Stone Age mechanic you mention seems more thematically suited to technology than colonisation, no?

Eminent Domain update

DogBoy wrote:
I'd love to play this game! It reads like a cross between Race For The Galaxy and Dominion. Your icon system is a really nice idea.

Yeah, mechanically it's sort of a cross between Dominion and RftG or maybe Glory to Rome. Thematically it's very similar to RftG, a similarity I'd actually prefer to avoid. It was originally supposed to be a sort of card game version of Twilight Imperium. I might make it Terra Prime: the Card Game, or I might re-theme it to a more old-school civilization building theme.

The original goal was to build a game out of the Dominion engine, a game that wasn't simply Dominion, but used that mechanism. I think in that respect I've succeeded.

Quote:
There are several significant points which appeal to me aesthetically:
* Fewer piles than Dominion
* Theme of exploration and research
* Role selection mechanic neatly arising from the cards (in RFTG the way the mechanic works slightly annoys me)
* Gameplay variation due to planet deck

I like all of those things as well!

Quote:
Less appealing:
* Military / Colonise theme interpretation a bit overly reminiscent of RFTG (although I recognise the mechanics actually work completely differently!)
* Survey and Colonise mechanics seem thematically counterintuitive (would I really send colonists to a planet I didn't know inside out? didn't I just survey it?)

See above regarding similarity to RftG.

I think the nomenclature could be fixed. In my mind it's like this:
First you Survey a region, looking for planets that will support life. Then you start colonizing the planets, then once you have done enough work, those planets become your colonies, and therefore confer you abilities.

Quote:
Hope these comments are useful and not too off the mark, since I haven't played the game!

All comments are useful!

Quote:
Might the problem with Colonise be related to the fact that you are taking the Colonise cards out of your deck to colonise the planet? (So even if you get the role cards back after colonisation, you have to colonise an entire planet before your deck gets any better at colonising.)

Yes, you have to colonize an entire planet before you get better at Colonizing... but I think that's OK. Thematically, you don't learn much from STARTING an endeavor like that - you learn when it's over!

I kind of like that you can "hide" Colonize cards under planets thereby removing them from your deck. Thematically that makes no sense (while working on colonizing a planet, you actually get "worse" at colonizing and you get "better" at everything else?) - it's a neat tactical trick.

I don't think that's the 'problem' with Colonizing currently. in fact, I'm not sure there IS a problem with Colonizing right now, though players have suggested that it's worse than Warfare - which may be true. I'm not sure that's so terrible though, and I'm also not convinced it's entirely true.

Quote:
Intuitively, the Stone Age mechanic you mention seems more thematically suited to technology than colonisation, no?

Maybe so. Lately I've been simply drawing X cards off the deck (1 per Survey symbol, 1 per 2 Survey symbols to follow), LOOKING at the fronts of the cards and choosing one. You still get it face down, so you have to unlock it via Colonization or Warfare, but you get to see what you're getting - I think I've decided I like that a lot better.

I'll post an update, I've had a number of playtests and done some thinking and prototyping lately. for more information you could check out my game design blog on the subject.

Looking at Surveyed Planets

If I understand right, I don't get to look at my Surveyed Planet until I have paid the Colonise cost? Then presumably the back of the Planet card must show its Colonise cost?

This seems like it would give a significant advantage to rote learning the Planet cards, so that one can more-or-less identify a Planet from its back. Personally I don't find rote learning much fun - I imagine I'd prefer it if the Colonise cost was only on the front of the Planet card, but that requires me to get to look at it before it's Colonised.

DogBoy wrote:If I understand

DogBoy wrote:
If I understand right, I don't get to look at my Surveyed Planet until I have paid the Colonise cost? Then presumably the back of the Planet card must show its Colonise cost?

Correct.

Quote:
This seems like it would give a significant advantage to rote learning the Planet cards, so that one can more-or-less identify a Planet from its back. Personally I don't find rote learning much fun - I imagine I'd prefer it if the Colonise cost was only on the front of the Planet card, but that requires me to get to look at it before it's Colonised.

Well, the colonize costs are consistent, and there are 3 'levels' of cost. For each type of planet (3 types) there are 3 planets with cost A, 3 with cost B, and 3 with cost C. So the best you could do is know by the cost "it's one of these 3."

I'm debating whether or not I like the current colonize system - I might prefer something a little different in which, for example, the planets come out in a display like in Stone Age, and the 'cost' to colonize them depends on the slot they're in. In the first slot it costs 2 Colonize symbols, in the 2nd it costs 3, in the third it costs 4... something like that. That completely changes the dynamics of the game, but it might be better.

Sounds really interesting..

..in fact sounds more appealing than dominion to me. Only problem I have, is the same problem I have with dominion, I'm useless at shuffling and this game is going to involve a shed-load of shuffling

deck turnover and shuffling

awakener76 wrote:
..in fact sounds more appealing than dominion to me. Only problem I have, is the same problem I have with dominion, I'm useless at shuffling and this game is going to involve a shed-load of shuffling

Well, got a couple 2-player first runs in... turns out there wasn't that much shuffling - not as much as there should be. But I think I'll be changing something which will increase the rate at which you churn through your deck.

In the rules it says you can discard 1 card at the end of your turn - I'm going to try "discard any number of cards" - I like people being able to save some in order to build up their action for next turn, so I don't want to have them discard their whole hand like in Dominion. But you definitely need to be able to get rid of lousy cards. I don't see a good reason to limit it to one card, so discard all the crap, draw a new hand, and you're ready for next turn!

As for shuffling - look at it as a chance to improve a skill! :) I recommend pile shuffling for small decks - sort the cards into 3 or 4 piles, adding 1 card at a time to each pile, alternating piles haphazardly. Once the deck gets bigger it's easier to shuffle with a riffle or something.

Any news

How's the development of this going? Really keen to have a look at it!

...

"Advancedium"

;)

Real Resources!

please... This time use real resources Seth... or maybe, bluetonium

Real, or bluetonium..?

So which is it? Do you want real resources, or do you want fake ones, just different fake ones?

Resources

How about Silicon or Gallium or Uranium

Clever Mojo Games wrote:How

Clever Mojo Games wrote:
How about Silicon or Gallium or Uranium

Those sound good.

I guess I could also go the Avatar route and call it Unobtanium ;)

All wrong!

No way, you want people to get the game. Veryobtainium is way better.

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