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Game #21 The Wheel of Time by Scurra

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Scurra
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I have a suspicion that every designer want to do a Civilisation game at some point. There’s something about the grand sweep of history being abstracted at the level of a board game that is inherently appealing; the sheer scope offers such an opportunity for players to adopt different approaches.

But the downside that comes with any Civ game is that very reach of ambition. The grandfather of such games (Francis Tresham’s Civilisation) is a game that it is best to reserve a day to play, if not an entire weekend. Mare Nostrum, a more recent entry in the genre, takes around three hours to do properly, and although Vinci might only take 90 minutes, it abstracts the whole concept so far that there is no real sense of history, merely a bunch of tokens.

So we reach The Wheel of Time. And yes, it’s a Civ game (why else would I be talking about them? :)) And no, it’s got nothing to do with Robert Jordan’s mammoth fantasy book sequence - when you see the board, you’ll understand where the name came from. And since the Wheel is the central mechanic of the game, finding another appropriate title proved difficult).

Thus it comes hedged around with all the caveats that accompany large-scale games of this type: a long rule-set with a lot of possible points of confusion. I have tried to lay out the structure of the game in a comprehensible fashion, with an example for the one key mechanic that requires it (not included in the pdf file, btw.) There are no examples with any of the actions; this is partly because the details of them keep changing as I review them… (and some are deliberately unbalanced or unfinished.)

And here it is. A Civilisation game from a slightly different angle. The alpha-test suggests that it is pretty fast to play, with little major down-time during the turns themselves, but with an unclear duration. Some neat interactions between the mechanics, but there is probably still a “broken” strategy, albeit not as obvious as it was first-time round. But it should only take three hours to play.


http://www.scurra.com/wheel

Torrent
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Game #21 The Wheel of Time by Scurra

Ye Gods..

Ok, I think I need a nap after reading the rules. First caveat on my comments is that I am mainly a consumer of middle-light games, so this sort of thing is not usually my thing.

Initial comments, more shall come when my head stops swimming. Numbered for easier rebuttal.

1) The produce Icon so looks like a Mushroom Cloud to me. And the Belsambar Icon with Arrow looks like a Cherry. Certainly not game rules related, but I thought I'd mention it.

2) It took me a while to figure out that the initial randomly placed production tiles are what that region produces. It is probably more evident in the actual game if not in the rules.

3) The StartPlayer Auction seems wierd to me. I would say just mark that 12Noon spot with a StartGame Dot or whatever above it and leave that initial Auction out. It seems that VP's are used for lots of things, and there seems to be no real long term benifit in being able to place that initial marker. That leads me slightly to..
4) There seems to be an odd relationship between all the resources (as defined by all the bits and bobs you use to do stuff, not just production ones). It seems really easy to gain citizens, but the only thing they do for you is let you make war. And even then you have to pay VP's to do it.

At one point, I was working on a design for a resource complex game, and ended up making little diagrams that helps. Each resource had a box and and each action had a Circle. Lines were drawn from resource to Action and back as appropriate. So you can see that say VP and Citizens are used to make War, War gives you Influence Tokens if you are successful, and these turn back into VP's under certain conditions, or whatever. This way you can see if there are issues with feedback loops or places where certain resources become difficult to gather.

5) I don't actually get a good visual of what the board looks like during play. I guess all the influence tokens for the Advances are color coded, and the regions too? But I don't see Region colors. I imagine the region boxes hold??? The unclaimed tokens, the claimed tokens??? The regions on the board obviously (after several read throughs) the production tokens it can produce, and ??? the citizens, temples, cities? Where do the unclaimed Advance tokens sit, off to the side?
Maybe all of this seems wierd, but I like to know how the board looks during play. At least for me that helps understand the relationships of things.

6) The adjustment tokens. Neat Idea, but I would reduce them to + and - in large font nicely colorcoded or something, instead of ve-/ve+. What does the ve stand for anyway?

Overall a neat concept. What I gather the major piece of the game is the difference between the Negative and Positive effects of various actions? It does certainly seem like a high learning curve, and almost will demand Action CheatSheets; as the number of possible actions is pretty high despite the number each turn is fairly low.
Certainly a cool concept, I'll post more as I can wrap my mind around it.

Andy

Scurra
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Game #21 The Wheel of Time by Scurra

Torrent wrote:
Ye Gods..

Torrent wrote:

2) It took me a while to figure out that the initial randomly placed production tiles are what that region produces. It is probably more evident in the actual game if not in the rules.

I knew I'd forgotten something. I shall amplify that in the HTML ruleset. I think it was one of those space things - I was trying to keep the length down and made it over concise.
The resource tokens in that set-up stage are put in the two boxes associated with each Region. Then, production involves choosing one of those two resource types.

Torrent wrote:

3) The StartPlayer Auction seems wierd to me. I would say just mark that 12Noon spot with a StartGame Dot or whatever above it and leave that initial Auction out. It seems that VP's are used for lots of things, and there seems to be no real long term benifit in being able to place that
initial marker.

This is because you need a way to break ties and giving the Start Player marker out at random is too good. And one of the neat things about the Wheel is that the game can be started at different points - so someone could choose to guarantee an Event in the first round, for instance. The actual spread of actions isn't quite as varied as I would like, but that can wait. As for long-term benefits - tie-breaking is stronger than it looks.

Torrent wrote:

5) I don't actually get a good visual of what the board looks like during play. I guess all the influence tokens for the Advances are color coded, and the regions too? But I don't see Region colors. I imagine the region boxes hold??? The unclaimed tokens, the claimed tokens??? The regions on the board obviously (after several read throughs) the production tokens it can produce, and ??? the citizens, temples, cities? Where do the unclaimed Advance tokens sit, off to the side?

Good point. The Regions all have regular polygon symbols (rather than colours) to distinguish them., but that didn't make it to the board before I did the graphics up. Unclaimed tokens go on the relevant boxes (for both Regions and Advances), and claimed tokens go in front of the players. There's plenty of room in the Advances boxes for them.

Torrent wrote:

6) The adjustment tokens. Neat Idea, but I would reduce them to + and - in large font nicely colorcoded or something, instead of ve-/ve+. What does the ve stand for anyway?

That would be +ve for Positive and -ve for Negative. Like you see on batteries?

jwarrend
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Game #21 The Wheel of Time by Scurra

First, in the interest of full disclosure, I should say up front that I’m also working on a big-box Civ building game. While it’s quite different than this one, it’s still in a similar genre, and as such, I feel that my comments on your game won’t be as helpful as perhaps they could be. This is partly because of the “competition” aspect, but more because the game system I’ve developed is obviously the one I think works “best”, and correspondingly, suggestions I might make about improving your system would necessarily result in elements of your game moving in the direction of being like mine (if you chose to implement them), and that’s something I don’t think either of us want. So, sorry in advance if this is unhelpful…

That said, I'll start with the "off the wall" suggestion -- why not make this a game based on Jordan's Wheel of Time? While the game you've developed is probably sound (though I suspect it will get overhauled quite a bit before you consider it "done"), I think that a complete reenvisioning of the game by setting it in Jordan's world would allow you to preserve the elements of the game that "work" and yet steer in a direction that would make the game more fun, interesting, and most importantly, publishable. A good example is the "Game of Thrones" board game, which I really like. It's a good game system in its own right, yet part of the appeal, at least for me, is that it does such a nice job of evoking Martin's world. Yet, there's also a sense in which just by having the "Game of Thrones" moniker, that game's chances of publication and sales dramatically increased. And while sales may not be your main concern, the simple argument could be made that a player who's read Jordan would have an easier time getting into a game where the nations were Andor, Cairhien, Arad Doman, Tear, etc, than "the Burval Confederacy", and for players who haven't read the books, it's a parallel move at best.

How would you go about doing this? I think that rather than "gods", the players would be the major "factions" from the books -- the Aes Sedai, the Children of the Light, the Seanchan, perhaps even the Forsaken (?). That way, you could preserve the structure whereby players aren't identified with specific "countries", yet could still have a lot of room for flavor and atmosphere in the different players' abilities and goals. Or make it even simpler -- make each player an Ajah of the Aes Sedai. This could even work similar with your current "gods" -- Green Ajah = Battle, Brown Ajah = Knowledge, Grey Ajah = Politics, etc.

The "wheel" could then become exactly what Jordan envisioned it as, a cyclical view of time. Maybe every time the wheel comes around, the Dragon is reborn, and maybe the main characters could come to life once each cycle around the wheel, and do stuff, and then disappear. The opportunities for evocative flavor are mind-boggling, and frankly, I think that building a game around a known world like "Randland" would almost certainly result in a more memorable game than one in a made-up world which has simply been created as a vehicle for a single mechanic (the wheel). Right now, you're building a game around the wheel, whereas I think there's a real opportunity to incorporate the wheel organically into a broader thematic context. It would also let you focus the game a little more tightly and hopefully get the length down, which seems to be what you want.

Hey, this is a crazy suggestion, and you're free to take it or leave it. Since it is so "out there", I'll start a separate post for my comments about the game itself.

-Jeff

Scurra
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Game #21 The Wheel of Time by Scurra

jwarrend wrote:
I think that building a game around a known world like "Randland" would almost certainly result in a more memorable game than one in a made-up world which has simply been created as a vehicle for a single mechanic (the wheel).

As I note on the web-site (although possibly after you saw it, Jeff :)) the world wasn't made up for this game.
However, the redesign you propose seems very interesting and I will think about it.

jwarrend
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Game #21 The Wheel of Time by Scurra

Now for my comments about the "actual game" instead of some pipe dream version of the game that I may be envisioning...

I wrote out some detailed comments, but I think I'll try to summarize them broadly here in the interest of brevity (which, as you know, is not my strong suit).

First, the wheel. A very cool mechanic, but I don't know if you use it to its full potential. I feel like the wheel should convey a sense of history repeating itself, whereas currently, it's a clock and an action selector rolled together. Nice, but it's functionally equivalent to a deck of cards at the moment. My proposal would be to have the negative events be truly "negative", and to have only one up per auction round. The player who gets it places their marker on that space, and it stays there. When the wheel comes around again, that player is forced to take the negative version of the action, or perhaps must pay more to avoid having to do so, etc. The idea being that the citizens are doomed to repeat the mistakes of the past unless they do something special.

You could add to this an element where every time you choose a negative action, your marker moves, thus, people will occasionally have to choose negative actions so as to move their marker and avoid the wheel "catching up to them".

Another thing about the wheel, the movement system is original, but the later epochs will be shorter, which seems backwards; the main action of the game should take place when the civs are in full bloom, otherwise early fluctuations will dominate the scoring of the game (I've learned this from experience with my own game). Also, I don't know if the notion that "difference in high and low bid determines movement" is meaningful at the level of guiding people's decisions. Do you think it is? If so, how?

As for the idea that the players are gods -- this is ok, and has been done before, but it can lead to some metaphysical ambiguities in the game. That's ok if you're willing to accept some abstraction, but if you insist on theme-mechanic purity, you're going to have to do a lot of thinking. For example, resources -- who is producing them, the citizens, or the gods? (That said, changing the focus from "each player = one Civ" is certainly a novel take on the Civ building genre, and gives you opportunity for original ground)

And speaking of that, I'm very concerned about the role that VPs play in determining your actions. It could lead to two possible problems -- the "rich get richer" problem or the "why do anything?" problem. You have a resource system in the game, yet paradoxically, the players must use VPs to do everything. I guess this works at some level -- the resources are used by the "citizens", and the VPs are used by the "gods", but I wonder if the two different economies are meaningful or useful. And as Torrent noted, bidding for start player is only good as an "advanced" rule, since in the early plays people will have no idea how much it's worth bidding. (Indeed, how important is it to be start player?)

I think scoring as a turn option is not going to work. I would say that as Temples are for "non-forced actions only", scoring almost has to be "forced action only", otherwise, if you're sitting pretty, you'll choose to score every single turn, which isn't really fair.

I understand what you're going for with positive and negative actions, but right now, it's a monstrosity of complexity, because it isn't really just "7 actions, up or down", it's 14 different kinds of actions (because the negative and positive in almost every case have completely different rules associated with them). I wonder if there's a way to make the positive and negative actions more symmetric and remove all of the "special side rules" associated with each action so that it really is just 7 actions.

The advance system seems a bit dry; advances don't correspond to anything tangible. By advancing "Military", you aren't actually affecting the military status of the game, you're just moving a marker on a track (am I right?) As such, the "up/down" aspects of the advance system are interesting but not very thematic. And the different "influence" tokens for advances and regions are a huge source of confusion in your rules. You can't call them both "influence" tokens unless you always keep the labels, "region influence" or "advance influence", together with "influence".

The combat systems seems convoluted and confusing, but my guess is it's at least in part just because of the way it's written, and if you explained it to me in person, it would make sense. I feel this way about many aspects of the game, and since I'm also writing a rulebook for a big game, I understand the difficulty!

Special player powers are nice, but at the moment, I'm not sure the game really needs them. Or at least, you should first balance the game sans special powers to ensure that the engine works by itself. Trying to test the engine and the special powers together is tough (cf my Disciples thread as evidence!)

In summary, at least for the moment, let me say that I like the concept of the game. I love games with restricted action selection, and really liked the system you came up with for WarZone. I think this one will work very well too, in the end. But, I have concerns about the overuse (as I see) of VP tokens as a game element, the opportunistic nature of scoring, and the emphasis of actions in the early turns rather than late ones. I also feel that the wheel and the advance system present opportunities for originality that haven't quite been realized yet, but could be with some gentle nudging.

As for game length, I am finding that my "2 hour civ" takes about 3 hours as well, but I'm becoming more comfortable with that. A good game that is engaging throughout can justify some extra length. My big concern with your game, though, is that the use of VPs to pay for everything will in some sense prevent you from making "slow and steady progress", and as a result, it will be difficult to identify whether the winner really played the best over the 3 hours or whether it all came down to a couple of "big turns". Games where you try to "make the most money", and money is a commodity in the game (Acquire, eg), just don't have the substance to hold together as a 3 hour game. So, my gut feeling (though I could be wrong) is that the game either needs to be streamlined to 90 minutes (and that will require some gratutious hacking, I'm afraid), or the role of VPs as the main resource of the game needs to be reconsidered. Since you already have a good resource system in place, I believe you could rework the action cost system appropriately, but that's of course your prerogative.

At any rate, thanks for sharing this very ambitious and very well thought-out game. The components are beautiful, and made me want to learn how the game works, and hopefully play someday in the final form. I'm very impressed. Good luck!

-Jeff

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Game #21 The Wheel of Time by Scurra

Scurra,

A very ambitious project. First, let me say I've only ever played a few civilization games so my experience is limited to Civilization (the board game - though I also played the Sid Meier computer game) and Settlers of Catan (to me it qualifies as a civ game).

First, I like the board and the use of the wheel is a nice mechanic for tracking the rounds and epochs. I also like the idea of the epochs as that lends a sense of time and drama to the game. Why do you intend for each epoch to be shorter in rounds? I agree with Jeff that this seems backwards.

I also like the idea of the players being gods. But to me, the goal of the game (civilization) seems contrary to the goal of a god which would be (IMO) to gain the most followers. In that sense, I would want to build temples whenever I could so that the 'people' don't forget me. Then I'd make my 'people' get rid of the other gods temples to get rid of them. This is probably counter to the intention of the game, so, while I like the idea of players as gods, I think it should be changed to being players as leaders of people. Not as dramatic, but maybe a bit less confusing. Also, there's only 6 temple tokens...so each player can only build 1 temple? May I ask why? Why can't I build temples everywhere. I'm a God and I want people to know this by building temples everywhere.

I've been looking through the rules and I'm a bit confused how the regions factor into the game. How do the players control a region? If nobody controls a region, who benefits from the citizens, resources, etc? Does play start with a player selecting a region to play? If there are 6 players playing, and only seven regions, if 1 (or more) players don't control a region, are they out of the game?

I'm also a bit confused about 'influences' and the influence token. How does the influence system work exactly. Maybe I'm missing something from the rules, but I'm not seeing how the influence tokens are used. OK, I think I understand it now after re-reading the rules, but I'm still a bit confused. I can only 'take' influence from a region by choosing the region advance during the bid? and its a +ve advance. right? If I take an influence (say there were 7 and I take 1, so there's 6 now) Now, do I have the most influence tokens in that region (I have 1 and nobody else has any so I have the most influence, right?) or do I not have influence in that region? Like I said, I think I understand, but I'm still confused.

Overall I think the game is interesting. Some of my confusion probably comes from not having pieces in front of me and I can't play the game. With such a complex set of rules I would make sure everyting is written just right so that anybody can unerstand it. What's the age range for the game right now? Keep in mind what journalists are told - write to a 5th grade level (not sure how that translates to England). As the rules are currently written there seems to be some ambiquity and confusion. Again, that may be on my part, I understand this is not a final version of the rules. Lots of visual examples of the game board will help in explaining some of the more complex rules.

- Geoff

Scurra
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Game #21 The Wheel of Time by Scurra

One of the interesting paradoxes about submitting a game to the GDW is that a bald ruleset is evidently not the best way to approach things for a complex game: not many games are played from the rules only, but by someone who has played before explaining them to the other players, with the rules serving as a sort of reference backstop for checking details.

I know that the ruleset is sufficient for someone to be able to play, because we have :) But I also appreciate that there is clearly not enough information in what I have posted for people to follow what is going on; at least not enough for it to be instantly obvious.

Likewise a couple of people have observed that the text is somewhat crammed together: this is also true, although that was for practical reasons, as the ruleset was six pages already! This does make it harder to discern what exactly is going on at each stage. I shall review this aspect more carefully.

I don't think the language is particularly complicated (apart from the +ve and -ve business, which I accept was not very well explained at all) although someone* has observed that my use of "they" throughout is obscure at times: I don't agree (except in one instance, which has already been fixed!), but we won't start that one again :)
However, I would like to know which aspects are particularly unclear from a written point of view. The main one appears to be the use of the term "influence token" for both Regions and Advances.

(*hmm. wonder who that might have been ;))

Torrent
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Game #21 The Wheel of Time by Scurra

Wild suggestion time for me too. The general caveat of Wild Suggestions, take or leave it or just take what you want of it. I agree with Jwarrend that the idea of the multiple tracks not being linked to the game is unusual, this is my take on a change to that.

If you decided to decouple the Players from specific gods. Make the players lesser Gods or something. The greater gods are just urges, the player-entities have the mean/good streaks and like to play games. Then retool the actions/Advances to have a one-to-one match. God of Fate = Event, God of War = War, God of Fertility = Produce, etc..

Then by choosing an action you get the Urge/UberGod to do stuff for you, but it affects their rating. So your little tracks start out centered. As you ask for + stuff, they get more - and vice versa. Somehow then tailor the effect or cost of the actions to the positions on the tracks. Maybe each Request has an X value in it somewhere. With the X value changing as the track changes. So if you had a Production Action the X could be the number of citizens added, or the number of produced resources. An X in the Military could be a number of Citizens allowed to attack, or the price to stay in the war.

One of the actions(maybe the religion/non-god one) allows you to take the influence markers of the various urges/actions. So these may be usable/spendable for the special actions you had mentioned associated with the different gods.

The downside of this suggestion is that it disrupts your nice Revolution/Collapse mechanism. But the temples almost match up exactly now. The temples are to the various Urges.

Onto less-wild inquiry. I still don't see the importance of being the start player. I can understand some of the strategies, but it with the free choice mechanism for the second action, can you really deny anyone something specific by one choice of spot over another. Maybe this is just me and my personal take on the strategy. I would never bid anything for that start spot. The VP's are more important in the rest of the game, especially more important to auction the exact action I want off the wheel, rather than to influence which general four those are. Especaily as the rest of the Rounds are essentially random in where they end up on the wheel.

I still don't quite understand the purpose of Citizens. At the moment allI gather is that they exist to make and resist Wars. War itself seems like an expensive prospect. You have to pay VP's to do it right? If I understand War right, you both go back and forth paying or not paying VP's to reduce the size of the opposite force. When one is reduced to nothing, the war is over. On the defending side, this seems to be called Anarchy. What strikes me now is that then the defending region has no citizens, and must wait for either a production phase or new Epoch to get more. So it will essentially be ripe for easy pluckings until then, as there is no way to defend it. Right?

I wonder if there needs to be another seperation between VPs as written as actual Victory Points. Maybe as written the VP's need to be God POints or whatever. When a Scoring Round comes around, actual Victory Points are tallied. This makes the Negative Scoring action really bad, but it could be adjusted or dropped. So basically you have GP's to do all your actions that now require VP's, but these do not translate directly into winning. However a lack of them will probably mean you are losing. This might fix some of Jeff's worries (and I agree) about having problems with the rich-get-richer or the do-nothing. Yet perhaps keep some of the resource management you have going.

Andy

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Game #21 The Wheel of Time by Scurra

I like the general concept of the wheel, but I am having a difficult time understanding the base structure of the game, probably due to the fact I have nothing tactile to touch and organize as I read. You little intro page seems, to me t o explain the game so much better than the official rules. I wonder if there's a way to flush that out more.

What does the player own? It appears that citizens are shared amongst everyone. Is that true? Do players have their own influence counters?

At the start of a round, is there no tokens in any of the 7 advance tracks? WHen you put your token in that track, where does it start?

I'm so confused, even though I really want to understand it. What might be helpful is some sort of quick overveiw of how the game works, and what the goal of the game is (The player with the most VP wins. VP are obtained in many ways, including placement of player influence tokens, building cities and temples, etc.)

Scurra
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Game #21 The Wheel of Time by Scurra

Torrent wrote:

If you decided to decouple the Players from specific gods. Make the players lesser Gods or something. The greater gods are just urges, the player-entities have the mean/good streaks and like to play games. Then retool the actions/Advances to have a one-to-one match. God of Fate = Event, God of War = War, God of Fertility = Produce, etc..

Well, essentially that's how the Theology does work in the world setting, but I didn't go into great details about it. The "Gods" are merely super-beings (by comparison to the humans) but are lesser in terms of the overall Pantheon (which I haven't detailed since it wasn't really relevant.)But if you look at the special abilities of the Gods you will find that, on the whole, they do have matches with the actions (albeit not obvious ones.)
Having said that...

Torrent wrote:

Then by choosing an action you get the Urge/UberGod to do stuff for you, but it affects their rating. So your little tracks start out centered. As you ask for + stuff, they get more - and vice versa. Somehow then tailor the effect or cost of the actions to the positions on the tracks. Maybe each Request has an X value in it somewhere. With the X value changing as the track changes. So if you had a Production Action the X could be the number of citizens added, or the number of produced resources. An X in the Military could be a number of Citizens allowed to attack, or the price to stay in the war.

...I like this enormously. It's a very clever way of bringing the "advances" into the game system in a more active fashion than currently (which was itself a reaction to the alpha test in which there was no reason to do anything else other than choose Advances...)

Torrent wrote:

Onto less-wild inquiry. I still don't see the importance of being the start player. I can understand some of the strategies, but it with the free choice mechanism for the second action, can you really deny anyone something specific by one choice of spot over another. Maybe this is just me and my personal take on the strategy. I would never bid anything for that start spot. The VP's are more important in the rest of the game, especially more important to auction the exact action I want off the wheel, rather than to influence which general four those are. Especaily as the rest of the Rounds are essentially random in where they end up on the wheel.

At the moment, being the Start Player isn't quite strong enough. I needed a simple tie-break mechanism, since blind-bidding will almost always lead to some clashes somewhere, and a Start Player seemed the easiest way to do it. Thus I need some way to establish a Start Player, and random choice is too weak (at least for what I want - it might be fine for the game as it currently stands!) Secondly, part of the intent of the game is to offer some options that are deliberately not optimal to see what players do with them. The bid for start player is one of these. If the advantages for being Start Player were increased, the choice would become less clear cut.

Torrent wrote:

I still don't quite understand the purpose of Citizens. At the moment allI gather is that they exist to make and resist Wars. War itself seems like an expensive prospect. You have to pay VP's to do it right?

Correct. War was supposed to be a bad proposition all round. Indeed, I don't think that anyone would voluntarily choose it, which makes forced +ve War actions the only way they would realistically happen. And even there it is possible to minimise the effects. But you are right - at the moment, Citizens only exist to make war. They don't get involved in the Production cycle.
Oh, and there would be no point in invading an empty country, since no other player would lose from it (since all the Region influence tokens were returned when the region fell into Anarchy.) You might get to win control of a cheap city, but that's about all. And you'd have used your free action up for very little return.

Torrent wrote:

I wonder if there needs to be another seperation between VPs as written as actual Victory Points.

There are enough bits in this game already that introducing another type seems like an insane propostion! I also didn't want two sorts of scoring methods - what I wanted was that "pay VPs to earn VPs" system. In fact, I suspect it has backfired badly, and that the only solution may be to introduce that second element.

Scurra
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Game #21 The Wheel of Time by Scurra

doho123 wrote:

What does the player own? It appears that citizens are shared amongst everyone. Is that true? Do players have their own influence counters?

The player owns Advance influence counters, Region influence counters, Crowns (if they have the most Region influence counters for a particular Region) and VPs. Citizens belong to the Regions on the board.

doho123 wrote:

At the start of a round, is there no tokens in any of the 7 advance tracks? WHen you put your token in that track, where does it start?

No, you've got it the wrong way round. There is one track for each Advance with a marker which may be moved by any player. The Advance influence tokens may be collected by any player. The only difference between the Advances is that the named God benefits (or loses) when the marker on that specific track reaches one of the ends.

doho123 wrote:

I'm so confused,

...and you didn't even write it :) It's an inherently confusing game that becomes instantly obvious once you sit down and play through a round.
Maybe I should extend the Example Action Auction to include the actual things the players do as well?

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Game #21 The Wheel of Time by Scurra

Quote:

At the moment, being the Start Player isn't quite strong enough.

As one of my best playtesters once said, "don't add complexity to fix a bad mechanic." If being start player isn't strong enough, the clearer solution is to remove the start player bidding (which has problems even if start player is important) than to concoct new ways to make the start player stronger. Since in a lot of cases, as you note, you're going to end up with a tie anyway, and thus a random way of determining the start player, it seems to me that you might as well find a satisfying random method right off the bat. Why not figure out how much each player position is worth, and then just hand out VPs accordingly? eg, if start player gives you on average a "2 VP" advantage, then give 2nd position 2 VPs, and so on.

The other issue is that not everyone is going to get to be start player in a 5 or 6 player game. Is that a problem? Again, I'm inclined to think that the better solution is to deemphasize the start player than to beef it up.

Torrent wrote:

I wonder if there needs to be another seperation between VPs as written as actual Victory Points.

There are enough bits in this game already that introducing another type seems like an insane propostion! I also didn't want two sorts of scoring methods - what I wanted was that "pay VPs to earn VPs" system. In fact, I suspect it has backfired badly, and that the only solution may be to introduce that second element.

But isn't your resource system that you already have "that second element"? Why not use resources to "pay for stuff", and VPs to contribute towards winning? That would greatly reduce the paralysis associated with "should I pay 2 VPs just to improve my chances of getting 2 VPs in another action?" An example is the advance system. Currently, you pay 2 resources to be able to get an influence token, which, when a revolution happens (which won't be all that often due to the fluctuating nature of the tracks). you get 1 VP for that token. But for the resources, maybe you got them for free (if you had influence tokens in that region), but perhaps you paid 2 VP for each, thus that 1 VP could have cost you 4 VP to get. Sure, there are probably ways of avoiding this, but the point is, there is a lot of tortuous logic you're going to need to think through to balance everything, whereas if the "game" resource and the "winning" resource were divorced, it would make things easier from a design and balancing perspective (I think).

-J

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Scurra wrote:

...and you didn't even write it :) It's an inherently confusing game that becomes instantly obvious once you sit down and play through a round.

Is this really true? I believe that the turn sequence is simple enough, and I think you explained it pretty well. But the actions themselves...you have 14 different actions, each of which has several subordinate actions. Does it really become "instantly obvious"? Would the other playtesters say that it did?

In some sense, it doesn't matter. For a 3 hour civ game with a lot of rules, I think one needs to have some tolerance for a little bit of complexity, and expect that there will be a learning curve, and this is fine. What I'm afraid of, though, is that you're perhaps trying to fit a square peg into a round hole. For example, you said that you skimped on the rules a bit because the length was already daunting. First, a 6 page rulebook is not that bad (really!), but more importantly, you just can't do that. Take Mare Nostrum as a case in point. People got excited about a Civ game with 4 pages of rules, yet in the end, the overwhelming consensus was that the rulebook should have been twice as long; that it had sacrificed clarity in the interest of brevity. And I sort of feel the same way about the gameplay itself here. It's ok if the game doesn't become "instantly obvious the first time you play." Call me a skeptic, but I just can't believe that a game with 14 actions can be internalized quickly, and my fear is that while you may be going for a game that is "quickly internalized", you may not in fact have one.

Of course, we are just looking at the rules, and I'm sure having you explain them to us, with the game in front of us, would help a lot. And there really doesn't seem to be all that much going on in the game. Yet, at the same time, it seems that the actions have enough detail and subtlety that I would just have to think there's going to be a learning curve. And that's perfectly ok, I think it's just a reality of the game. I could be wrong, of course...

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paleogeoff wrote:

First, I like the board and the use of the wheel is a nice mechanic for tracking the rounds and epochs. I also like the idea of the epochs as that lends a sense of time and drama to the game. Why do you intend for each epoch to be shorter in rounds? I agree with Jeff that this seems backwards.

Not really. The Stone Age lasted several thousand years. The Medieval period lasted several hundred years. The Industrial era lasted about a century. The Computer Age has been here for decades at best. There should be a sense of accelerating progress, and I have attempted to reflect this with shorter Epochs.

paleogeoff wrote:

I also like the idea of the players being gods. But to me, the goal of the game (civilization) seems contrary to the goal of a god which would be (IMO) to gain the most followers.

That was one of the dilemmas I faced in this game - the Gods that the players are representing are not those sort of Gods (in the world Pantheon people tend to worship one of the "big three": Creator, Sustainer or Destroyer, and at an uber-level they are just aspects of the same being, even if the worshippers don't appreciate this :))

paleogeoff wrote:

This is probably counter to the intention of the game, so, while I like the idea of players as gods, I think it should be changed to being players as leaders of people. Not as dramatic, but maybe a bit less confusing.

It's hard to justify that through a period of Epochs though! ;)

paleogeoff wrote:

I've been looking through the rules and I'm a bit confused how the regions factor into the game. How do the players control a region? If nobody controls a region, who benefits from the citizens, resources, etc? Does play start with a player selecting a region to play? If there are 6 players playing, and only seven regions, if 1 (or more) players don't control a region, are they out of the game?

I knew this would be the concept that was hardest to grasp. Because the players are Gods and not citizens of the world, they could all have some influence in every Region. I have included a Crown token (which is probably badly-named!) to indicate which deity happened to have the most Influence in a Region at any one time.
So each Region has a number of Influence tokens. The players take these tokens (by selecting the Region action) to indicate that they have some influence in that Region. If no-one has any influence, then that Region will not score for any of the Gods. In fact a player could play the entire game without taking any Region influence tokens at all, but (if I've done it right!) they should find it hard going.

paleogeoff wrote:

I can only 'take' influence from a region by choosing the region advance during the bid? and its a +ve advance. right?

No, you could take the Region action as your "free actions" - and that would be +ve (positive.) The forced action on the Wheel could be positive or negative.

paleogeoff wrote:

If I take an influence (say there were 7 and I take 1, so there's 6 now) Now, do I have the most influence tokens in that region (I have 1 and nobody else has any so I have the most influence, right?) or do I not have influence in that region? Like I said, I think I understand, but I'm still confused.

If you have the only Region influence token for that Region, then you do indeed have the most influence and would take the Crown token to indicate that. If another player then gained two Region influence tokens for that Region they would take the Crown from you.

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jwarrend wrote:
Scurra wrote:

...and you didn't even write it :) It's an inherently confusing game that becomes instantly obvious once you sit down and play through a round.

Is this really true? I believe that the turn sequence is simple enough, and I think you explained it pretty well. But the actions themselves...you have 14 different actions, each of which has several subordinate actions. Does it really become "instantly obvious"? Would the other playtesters say that it did?

Maybe we are talking about different things here. Some people seem to be saying that without a board and components in front of them, they are having trouble seeing how it works. I'm saying that this is true.
I'm not suggesting that your moves are instantly obvious - it wouldn't be much of a game otherwise!

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Scurra wrote:
paleogeoff wrote:

First, I like the board and the use of the wheel is a nice mechanic for tracking the rounds and epochs. I also like the idea of the epochs as that lends a sense of time and drama to the game. Why do you intend for each epoch to be shorter in rounds? I agree with Jeff that this seems backwards.

Not really. The Stone Age lasted several thousand years. The Medieval period lasted several hundred years. The Industrial era lasted about a century. The Computer Age has been here for decades at best. There should be a sense of accelerating progress, and I have attempted to reflect this with shorter Epochs.

You may be ok historically, but from a gameplay standpoint, the later turns should "matter more" than earlier turns. For example, in the first epoch, there are considerably more turns than in the last epoch, meaning that there will also be much more scoring. Now, maybe the amount of scoring that actually happens in the earlier stages is relatively low, but at best I think it will balance out.

Basically, I can say from experience that scoring needs to "accelerate", that the later turns need to be worth more than the earlier ones. Otherwise, you get the situation where the early phase, where you have a piddly little civ, counts just as much as the late stages, where you've really progressed and differentiated yourself. As such, fluctuations from the small differences between players will dominate the scoring of the game.

I understand the desire to create "accelerated progress", but I'm not sure you have it yet. Certainly not in the advance tracks, which just fluctuate back and forth. On the other hand, I guess it might work to have the game "speed up" later on, but it's hard to say without playing. I'd say, at this point, it's just something to watch out for and think about rather than to necessarily change immediately...

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jwarrend wrote:
Quote:

At the moment, being the Start Player isn't quite strong enough.

As one of my best playtesters once said, "don't add complexity to fix a bad mechanic." [...] Why not figure out how much each player position is worth, and then just hand out VPs accordingly? eg, if start player gives you on average a "2 VP" advantage, then give 2nd position 2 VPs, and so on.

See, this is what the workshop is all about. Someone needs to suggest the blindling obvious solution, and the author accepts it in good grace :)
This is, of course, exactly what I am looking for. It means that the Start Player can be allocated at random with a marginal cost for taking the position. It'll probably take a hell of a lot of tuning to get right, but it is a much better answer.

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Game #21 The Wheel of Time by Scurra

Scurra wrote:

Maybe we are talking about different things here. Some people seem to be saying that without a board and components in front of them, they are having trouble seeing how it works. I'm saying that this is true.
I'm not suggesting that your moves are instantly obvious - it wouldn't be much of a game otherwise!

No, I'm not suggesting that strategies should be obvious. What I'm saying, rather, is that while having you explain the game to me might enable me to apprehend it, I don't think I could realistically internalize the game's mechanics "instantly." I think that what you were saying was maybe more that the actions themselves make sense when explained in person, and that's fine. But I still think that from a mechanical standpoint, and not just a strategic standpoint, you have a learning curve here. True? Keep in mind, this need not be seen as a bad thing, just trying to understand what you're going for...

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jwarrend wrote:

Basically, I can say from experience that scoring needs to "accelerate", that the later turns need to be worth more than the earlier ones. Otherwise, you get the situation where the early phase, where you have a piddly little civ, counts just as much as the late stages, where you've really progressed and differentiated yourself. As such, fluctuations from the small differences between players will dominate the scoring of the game.

Remember that this game isn't about the differences between the Civilisations themselves, it's about the differences between the Gods.
One of the reasons for the game acceleration is that I wanted the feeling of the Gods being left behind a little bit as well. Hence they need to establish their influence early (through Advances, Regions, Cities and Temples) because they won't have the time or the opportunity to do so later. I think the scoring accelarates, albeit in a less-than-dramatic fashion as the players should build up tokens in front of them (or get them onto the board as permanent scoring tokens.)
It may be that I need to tie the acceration process into the scoring so that the points multiply with the Epoch too: that way, although the last Epoch could return big points, it won't overwhelm the early ones too much.

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jwarrend wrote:
But I still think that from a mechanical standpoint, and not just a strategic standpoint, you have a learning curve here. True?

True. But my contention is that the mechanics learning curve isn't as steep as it appears. There will be player reference cards though!

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Quote:
Not really. The Stone Age lasted several thousand years. The Medieval period lasted several hundred years. The Industrial era lasted about a century. The Computer Age has been here for decades at best. There should be a sense of accelerating progress, and I have attempted to reflect this with shorter Epochs.
Part of the reason this happens in history is that there is a synergy in people. Technologies tend to allow people to collaborate and thus make more technologies and progress. So it could almost be said that civilzation-wise similar amounts of stuff was done in the Stone age as in the Industrial age. It just took less time to get those changes out in the Industrial age.
Quote:
Remember that this game isn't about the differences between the Civilisations themselves, it's about the differences between the Gods.
One of the reasons for the game acceleration is that I wanted the feeling of the Gods being left behind a little bit as well. Hence they need to establish their influence early (through Advances, Regions, Cities and Temples) because they won't have the time or the opportunity to do so later. I think the scoring accelarates, albeit in a less-than-dramatic fashion as the players should build up tokens in front of them (or get them onto the board as permanent scoring tokens.)
It may be that I need to tie the acceration process into the scoring so that the points multiply with the Epoch too: that way, although the last Epoch could return big points, it won't overwhelm the early ones too much.
I do like the idea of the Gods slowly losing control over the civ's as time goes on. Maybe this can be represented in a different way. Again for a wild suggestion. What if in earlier Epochs you placed more +/- tokens on the wheel. This gives the players more choices in earlier epochs, and then as the epochs go one fewer are placed (to be replaced by the Skips, being the "move a number of spaces=Epoch"). It means that your Epochs end up being about the same number of turns, but there is somewhat less control later in the game.

Also note that you scale alot of your prices (Cities is what comes to mind) based on the Epoch. And with the fewer actions in later epochs, the number of VP's stocked up (I think...) will diminish or atleast not grow as large as expected.

As for my suggestion to have a secondary resource, I don't expect it would be represented by bits. I would think it would be a track of some sort, numbered with markers per player.

On the graphics/Board perspective. I know you said that the advances boxes have plenty of space for the influence markers, I would still suggest having a dedicated circle/box/whatever for them. This might help the questions about putting influence into the track (which I admit I thought too the first read through)

With the regions there are essentially two representations of them. One in the group of boxes and one on the map. I assume the boxes is for the influence and crown markers and the map for production/cities/citizens. With all those little markers, the names will get obscured (especially in the citystate). Especially for early plays the Names (and symbols you mentioned) are all that allows you to coorespond the box to the map. I don't exaclty have a good suggestion. Maybe remove the boxes, enlarge the map, have nice distint borders on the regions, and pile the stuff in the map. If the markers were thin-ish disks they might stack nicely.

Andy

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Scurra wrote:

Remember that this game isn't about the differences between the Civilisations themselves, it's about the differences between the Gods.

This is an excellent point. My concern becomes, though, that the game isn't truly a "civ building" game, then, in the sense that you aren't necessarily trying to develop something slowly and gradually over time so much as to create and harness fluctuations in the various board configurations. In a sense, your opening paragraph indicates that this is exactly what the game is about -- the gods are simply "playing games" with humanity. And it also "works" at the level of VPs being in a constant state of flux, which, though a concern of mine, certainly works with the idea that the players are trying to make small, temporary gains by tweaking the configuration of the board. So, in a sense, the fact that this isn't a "typical" Civ building game isn't a problem at all. BUT, for a three hour game that doesn't necessarily convey a sense of progress over the course of the game, that may be more problematic. I will grant that over the game, it seems like you will have a net gain in influence markers, etc, though the negative actions will constantly force you to keep giving some of those back. And I do think that the epoch structure will give you a early, mid, and end game effect, though I think that effect is going to be more about the pacing of the game than the actual strength of the players. In other words, I think the end game will feel like "I must hurry, the clock is ticking" moreso than "ah, now I'm finally getting somewhere; I'm establishing myself as being superior in [this area]". And again, this is perfectly fine, but my concern again just comes back to whether this "player experience" matches well with a game of this length. But again, I'm really going by impression here, I suspect that playing the game would reveal a lot more about what the game actually "feels like" to play.

Quote:

One of the reasons for the game acceleration is that I wanted the feeling of the Gods being left behind a little bit as well. Hence they need to establish their influence early (through Advances, Regions, Cities and Temples) because they won't have the time or the opportunity to do so later.

And indeed, the costs for doing so get quite expensive toward the end!

It's great to have this info to understand your process and intent. I like the idea that people are "forgetting" about the players, so they must work harder to establish their influence. I think it works fine thematically, and you've evoked this idea well (though it wasn't clear from the rules that you were trying to, and perhaps it could be incorporated into the first paragraph...) The only concern I'd have is if time and resources don't permit you to do much in the game end, then again, couldn't the game come down to simply what happened in the first hour?

This is a thorny problem of game design; you want the early game to matter, but not to matter so much that it swamps the late game. Similarly, the end game should matter, but not so much that the early turns were superfluous. A difficult dilemma. My guess is that by testing you'll be able to find a balance between the early turns and the late turns contributing to the score in whatever proportion you envision as being appropriate. But in a 3 hour game, clearly the game can't be "effectively over" after 1 hour and the rest is just details. That game would never hit anyone's table again. I think you'll be able to avoid that, though.

Quote:
It may be that I need to tie the acceration process into the scoring so that the points multiply with the Epoch too: that way, although the last Epoch could return big points, it won't overwhelm the early ones too much.

That might be a good change, since costs go up in the late stages. Also, since there are fewer opportunities to score in the late epochs, as you say, they won't become the "end all and be all."

-Jeff

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Torrent wrote:

Maybe this can be represented in a different way. Again for a wild suggestion. What if in earlier Epochs you placed more +/- tokens on the wheel. This gives the players more choices in earlier epochs, and then as the epochs go one fewer are placed (to be replaced by the Skips, being the "move a number of spaces=Epoch"). It means that your Epochs end up being about the same number of turns, but there is somewhat less control later in the game.

Oh I like that! The big downside is that no-one will ever take a negative event in the early epochs. OTOH they wouldn't have that much of an effect early on anyway. How about having the numbers of +ve and -ve tokens fluctuate? So in the first Epoch there would be six +ve tokens. Then in the second 4 +ve and 2 -ve. Then 2 +ve and 4 -ve. And finally in the last Epoch, all six would be -ve. That might concentrate the players' minds nicely :) (This could be done with double-sides tokens too, which is nice.)

Torrent wrote:

With the regions there are essentially two representations of them. One in the group of boxes and one on the map. I assume the boxes is for the influence and crown markers and the map for production/cities/citizens. With all those little markers, the names will get obscured (especially in the citystate). Especially for early plays the Names (and symbols you mentioned) are all that allows you to coorespond the box to the map. I don't exaclty have a good suggestion. Maybe remove the boxes, enlarge the map, have nice distint borders on the regions, and pile the stuff in the map. If the markers were thin-ish disks they might stack nicely.

I tried to put stuff on the map, and it just didn't work. I may revert to using colour coding for the Regions after all, and using symbols for the Gods (and advances) instead. I just think that players find it easier to relate to colours and will get confused by this inversion of the traditional methods.

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Game #21 The Wheel of Time by Scurra

Does the game become too restrictive if players only take one action each turn, and that action must be the one from the wheel?

For example, what if, per Torrent's suggestion, many actions are available each turn; for the sake of argument, let's say it's one of each type, in an early turn. And let's say that only one, or maybe two of these are negative. Then you bid, and players choose their actions that they will take of the ones that are available.

What if, additionally, the "negative" and "positive" aren't really essential to the action itself, but rather form a correction? In other words, there are only 7 types of actions, and they are fixed and definite. But if you have the "+" version of the action, you get a bonus, if you get the negative version, you get a penalty. But, for someone who really needs to take that kind of action, it might be worth doing so even though they incur a penalty.

Moreover, if you adopted my "history repeats itself" approach, then players would have to occasionally take negative actions, and sometimes would want to choose them to avoid the wheel coming around again and forcing them to incur whatever negative consequence is associated with the wheel passing a space where you previously had to take a negative action.

Going to one action per turn may be too restrictive, yet it's certainly a way to get the length down, it makes the bidding much more important, and if you simplify the actions to be simply "7 actions", with the +/- conferring a simple bonus/penalty (that could still be action specific), you might be well on your way to 2 hours yet still preserve most of the structure of the game. And, it would certainly be brutal, which is something I really relish in a game...
-Jeff

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jwarrend wrote:

Going to one action per turn may be too restrictive, yet it's certainly a way to get the length down, it makes the bidding much more important, and if you simplify the actions to be simply "7 actions", with the +/- conferring a simple bonus/penalty (that could still be action specific), you might be well on your way to 2 hours yet still preserve most of the structure of the game. And, it would certainly be brutal, which is something I really relish in a game...

It's odd you should say that... The pre-alpha version of the game had restrictions on the "free" action, in that once someone had chosen it, it couldn't chosen again - this is what the row of icons at the bottom of the board represents (as well as acting as a "cheat sheet" for the icons.) A marker would be put on the action, with VPs put on unchosen actions for future turns. Then I thought that this was far too much like "role-selection" in Puerto Rico, so dropped it completely.

I'm still considering the whole "negative karma" idea: it really is very appealing but may add another level of book-keeping that I don't really want. It's such a cool concept for this game though :)

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Scurra wrote:

I'm still considering the whole "negative karma" idea: it really is very appealing but may add another level of book-keeping that I don't really want. It's such a cool concept for this game though :)

I don't think it would be a bookkeeping problem; currently, each player has one marker that gets placed on the wheel each turn. Instead, just give them two, and whenever they get/choose a "negative" action, one of their markers stays locked on that space, until (perhaps) they choose a different negative action or until the wheel catches them.

The concern I would have, instead, is that you'll need another rule -- you'll need some consequence that is supposed to happen to the player who is "caught" by the wheel. I bet you can think of something, but it's the "adding a rule just for the sake of evoking the theme" that I typically find myself doing yet wish I could avoid. In this case, though, I think it would work because it might make the progress of the wheel a source of greater tension, and would give players a reason to occasionally want/need to choose negative actions to avoid "the wheel catching them". In fact, other players might choose negative actions just to deprive that player of the opportunity to choose a negative action and thus avoid the "bad karma" effect.

I think there are a lot of possibilities here, but finding the best implementation will obviously require some thought...

-J

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Too much for my Brain

Maybe people have a lot more patience or a knack of reading the rules and understanding things, but I had a difficulty really getting a feel for the game by reading the rules.

I would like to comment, but there is just so much stuff to digest. Can I make a couple of suggestions?

A picture showing how everything is set up (where the tokens go and cards) would be a great help.

Another really helpful element is by having maybe a page showing a fictious game where players are playing (a big example of how it is played). This would greatly help in understanding how the game is played.

I understand you did provide an overview, but maybe you can include it in the actual rules.

Right now it is way too much for me.

--DarkDream

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Game #21 The Wheel of Time by Scurra

I've been following this thread but haven't really had a chance or completely swallowed the rules yet. But I decided I should add what I can at this moment.

Not a huge deal right now, but still I feel that giving the players only 6 gods to work with will make the game more repetative. I think it would be nice to go along the same way as Cosmic Encounter, and have a lot more choices for gods. Near 20 would be a good number. Again just a minor pick and not a big concern right now.

Having been recently through the GDW and seen my Start Condition be asked many times to be removed, I finally saw that for myself, and took it out. It's probably saved the game 5 minutes, and it wasn't much of a big deal. Unless you do what Jeff says, and only have one action per player, then I don't think it needs to be in the game.

One thing I don't know really is what the goal of the game is. I remember being asked that about my game, and it really made me think. I figure that the goal is simply to get the most VP. But what do VP represent? Is getting a VP going to make the player feel that it was a struggle to get?

In reading the rules, it feels that a VP is the bragging point of a god over the other gods. I think in my own mind, that some of these gods are pretty prideful, and they aren't going to allow something minor be a bragging point for another god. I don't know if this is how you look at it.

That's really all I can comment on at this time. I'm going to try to digest it and see if I can make anymore out of it.

-Steve

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jwarrend wrote:
Does the game become too restrictive if players only take one action each turn, and that action must be the one from the wheel?
[...]
And, it would certainly be brutal, which is something I really relish in a game...

I think it would become too restrictive in this game yes, but I suspect that it wouldn't be for another game that used the Wheel mechanic. I am not at all convinced that this is the "right" game for the Wheel - that a much more streamlined game exists in which one action from the Wheel would be correct. But the current game has too many aspects for that idea to really work; in essence it's the "free" actions that drive the game, not the Wheel actions, which have to be considered something like the Hand of Fate, rather than a tight constraint (which is what they would be if they were the only actions on offer.)

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SVan wrote:

One thing I don't know really is what the goal of the game is. I remember being asked that about my game, and it really made me think. I figure that the goal is simply to get the most VP. But what do VP represent? Is getting a VP going to make the player feel that it was a struggle to get?

That's an interesting point. Just saying that the goal of the game is to have the most VPs feels a little like selling the players short on a game that is supposed to have a reasonable amount of atmosphere.

SVan wrote:

In reading the rules, it feels that a VP is the bragging point of a god over the other gods. I think in my own mind, that some of these gods are pretty prideful, and they aren't going to allow something minor be a bragging point for another god. I don't know if this is how you look at it.

That's not far off what I'm trying to capture. Rivalries within families can be the most devastating and the most subtle. Most deities in various pantheons are related to each other in bizarre ways, and this one is no exception.

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