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Game #23 Chariots of War by DarkDream

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DarkDream
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Joined: 12/31/1969

It's about that time.

Here are the materials:

The cards:

http://www.bgdf.com/files/7/0/Chariots%20of%20War%20Cards.pdf

The board:

http://www.bgdf.com/files/7/0/Chariots%20of%20War%20Circus.pdf

The mats:

http://www.bgdf.com/files/7/0/Chariots%20of%20War%20Mats.pdf

The cards:

http://www.bgdf.com/files/7/0/Chariots%20of%20War%20Unit%20Cards.pdf

Finally, the rules:

[Since March 17th I have done a new version of the rules, which are shorter, sweeter, better and have a couple of diagrams!]

http://www.bgdf.com/files/Chariots_of_War_Rules14.doc

The rules is a MS Word document. The other files are pdf files that need to have an Adobe reader to read it. A reader can be found at the Adobe website: http://www.adobe.com/products/acrobat/readstep2.html

I have left out the counters as the file was too large to upload due to actual images of roman coins.

The components themselves are sketchy in quality, I apologize as I am trying to just get this out.

Note: the whip die has three sides with a 3, two sides with a 4 and one side with a 5. The rein die has four sides with a 2 and two sides with a 1.

The cut loose die has two sides with a crutch and the other four sides with a curved knife.

One thing I did leave out is the arrow markers on the horse team cards themselves that point to the max speed and tiring speed as helpful visual guide when moving the black pawn on the speed meter. Sorry, ran out of time.

I will go ahead and post again soon, with my design thoughts.

--DarkDream

DarkDream
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Joined: 12/31/1969
Design Notes

I've been interested in chariot racing for sometime now. I have collected every single commercial chariot racing game out there including a 1960's Ben-Hur game.

I have also studied intensively chariot racing in ancient Rome and have many books and articles printed from the internet.

When designing the game I wanted to keep it simple. I liked the idea from "Ben Hrvt" (Cheapass Games) of having an auction which I have done. I also love the betting element in games so I included that as well (Romans were huge gamblers and huge amount of bets did go on the races). Avalon Hill's "Circus Maximus" was a monstor of complexity, and sadly "Circus Minimus" did no better and in my opinion was a mess. I thought it was funny that "Circus Minimus" advertised itself as a "fast-paced" chariot racing game, when it took us around an hour to complete one lap.

I insisted that each player or faction had two chariots. I would have liked more, but I thought the game would be bogged down too much. I wanted multiple chariots so as to add a "story arc" (to use Jonathan Degann's idea) where there would be definite transitions in the game where at first chariots are jockeying for position and then the team mate behind tries to block or hinder other chariots and so on.

The money in the game functions as a type of multiple VPs where money can be gained not just from winning the races, but by betting and being good at selling units to other charioteers.

The one thing I learned about the trading card games is there what makes the trading card games so popular is that there is a meta game aspect of it which involves creating your super deck which may take many hours before you even are ready to play. The aspect of auctioning for charioteers and choosing what horse teams go with what chariots and so on is a small meta game aspect that I think will be neat for players.

The energy chip mechanic is I think fairly novel in the way it is implemented. The neat thing is if you constantly whip your horse to get ahead you will soon deplete you energy and other more prudent players will eventually pass you. The handling of energy and knowing when to "break" (use all your reserves for the final sprint) is of crucial importance and adds realism at the same time creating agonizing descisions.

Due to time constraints I have left out a couple of things. For one thing I have left out the possibility of a charioteer flipping out of his chariot should a crash or severe ram occur. I will add this. Interestingly enough, in ancient Rome a chariot could win without a driver. According to the records, a horse team won without a driver that got thrown from the chariot at the start! I will make a loose team able to win as long as the chariot is intact (this will help mitigate early elimination).

Second thing I have left out is a player whipping another player's horses.
This tactic would be used to force a player to gallop (in the corner for instance) causing a skid or simply using up energy when the opposing player did not want to do so.

I would write more, but I've got a final exam today.

--DarkDream

ensor
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Joined: 08/23/2008
Game #23 Chariots of War by DarkDream

Wow, that's an impressive rulebook! It's going to take a while to digest, but already I like the different phases for bidding, betting and racing, instead of just focusing on the race. I apologize if I've read anything incorrectly in the comments below

The bidding looks straight-forward; I can see incentive to sell to get cash for the next auction. What is the incentive for trading, if you know what other factions have in their hand from the bidding phase?

I'll need to read the racing rules again, as I don't have a clear picture of what I can do, although it looks like you covered every possible situation. Is there a way to make a quick reference card for this info? I think I'd have a hard time keeping it all in my head.

Why do you remove crashed chariots? This could make for tricky maneuvering the second time around the track if there were carts and horses to avoid, and also some strategy of having the second team fall behind and crash to block.

If you haven't already, I'd recommend reading "Sailing to Sarantium" by Guy Gavriel Kay; he has some great descriptions of chariot racing and betting that I think you'd enjoy.

Good luck with the exam.

DarkDream
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Joined: 12/31/1969
Game #23 Chariots of War by DarkDream

Ensor,

Thanks for your response. To reply,

Quote:
What is the incentive for trading, if you know what other factions have in their hand from the bidding phase?

I at first thought about having players add cards to the auction, and if a card was sold they would get money from it instead of the bank. I stopped doing this idea as I could not come up with a easy way to do this. Any suggestions appreciated!

I instead added a selling and trading phase to the game to acheive the same goal of players getting cash for their units while adding to the interaction between the players.

There will be a total of three selling and trading phases in the game. A player must pay upfront at the beginning of an auction money to keep a charioteer or horse team. In the auction, the player may get something better. As such, he would like to get rid of his less desirable unit and either trade it for something (maybe he wants a good horse team or charioteer) or simply sell it for a bit of extra cash. Players may even be willing to trade two chariots for one charioteer, I don't know.

The phase is really there for a wheeling and dealing phase where players try to get what they really want from each other.

Quote:
I'll need to read the racing rules again, as I don't have a clear picture of what I can do, although it looks like you covered every possible situation. Is there a way to make a quick reference card for this info? I think I'd have a hard time keeping it all in my head.

If I had more time to day, I would be happy to do a quick reference chart. To give a super duper summary here it is (for the race):

There is two phases in a players turn:

1) Movement Change Phase. If player's current speed is above his or her tiring speed (on horse team card) player must move black pawn to tiring speed number amount. A player during this phase can:
a) Whip -- Costs 4 energy and can roll blue die and increase speed by amount on die
b) Rein -- Costs 2 energy and can roll yellow die and increase speed by amount on die
c) Maintain speed -- Costs 1 energy and speed is not altered
d) Brake -- Costs no energy and can decrease speed up to three
e) Nothing -- Costs no energy and speed goes down by 1

2) Movement Phase -- A player must move the exact amount of squares equaling the player's speed at the beginning of the turn. A player moving can
a) Move forward for one movement
b) Change lanes by moving one square directly to the side at the cost of 1 movement provided player has already moved one square in current lane
c) Swerve -- Costs 1 movement and decreases speed by 1. Can move to square directly to the side *without* having to move one square in current lane. If swerve into another player then it is a ram.

If ram another player draw a ram card. If crash in to a wall, draw a crash card. If current speed is over the number printed on a square draw a skid card.

That's really it.

To help you get a clearer picture, I would look at the pdf files of all the documents (especially the unit cards and mats).

Quote:
Why do you remove crashed chariots? This could make for tricky maneuvering the second time around the track if there were carts and horses to avoid, and also some strategy of having the second team fall behind and crash to block.

In real ancient roman racing, a chariot that crashed would be removed immediately. However, there could still be a debris counter left that could do some damage. Nice suggestion, I'll definitely keep it in mind. Also for crashes that don't completly decimate the chariot a debris counter could be placed as well.

Thanks for your comments.

--DarkDream

zaiga
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Game #23 Chariots of War by DarkDream

DarkDream,

That's a whole lot of rules to digest all at once. If you are trying to make a playable simulation of chariot racing then I think you are on the right track. However, if your goal is to make a streamlined and fast-paced game about chariot racing, then I think the game can use some streamlining.

The game basically consists of four parts: auctioning, trading, betting, racing. I agree with ensor that the trading part seems a bit redundant when you already have an auctioning phase. I understand why it is there (to get rid of unused or obsolete stuff and still get some profit), but I feel it is better if you somehow integrate these two steps.

For example, what if, at the start of a round, a number of unit cards is placed face-up. Then, players decide if they want to pay to keep their current charioteers/horse teams/whatever or if they want to sell them (perhaps for the cost noted on the card?). Finally, the face-up cards are auctioned. If, after the auction, a player has any cards he cannot use they are discarded (without any profit). I think this would add a nice strategic decision to the bidding process. Players must look ahead and plan for what they want to buy, so that they don't have to discard any cards for nothing. However, selling an item before the auction also means you now must acquire that item in the auction, or be left with nothing at all!

Auctions can be a great source of tension and psychological interaction, as you want to bid as low as possible, but still high enough to make sure you get it. Make sure that there's a large enough difference in the usefulness of the various items, so that bidding actually matters. I'm sure you can tinker a bit with the auction to make it a more interesting process.

There's something about the betting process that isn't quite right, but I cannot put my finger on it exactly. If I understand it correctly you can bet any amount of money on any faction, as long as the total amount of money bid doesn't exceed the amount that you bid on your own faction? However, when a faction you bid on wins, you get a fixed amount of money back (depending on popularity rating)? This can't be right. Why would I ever choose to bid more then the minimum on any faction? I can bid 300 on my own faction and 100 on every other faction right? I can imagine situations where it might be more profitable to let another faction win and settle for second place yourself, is this what you want? Is it actually profitable to bet at all? Wouldn't it be a better idea if all bets were kept secret and only revealed after the race? Perhaps you could explain what the idea behind the betting is and what kind of decision process a player is supposed to go through when deciding where to place his bets?

The racing itself seems fairly well done, but I find it a bit too complicated for my tastes. Somewhere halfway the racing part I lost my interest. The actual number of decisions you take during a race seem quite low (not necessarily a bad thing, especially in a racing game), but there seems to be quite a bit of bookkeeping (ramming, crashing, collapsing, loose teams, trampling, etc). This is good if you want a simulation, but I think it will detract from the flow and speed of the game.

Do you really need the special cards? The game seems complex and interesting enough without them. Perhaps you could explain what the idea behind the cards is? Why does the game need them, in your opinion?

The energy chips: I don't see a way of regaining energy chips. Since every chariot has a limited number of energy and moving a chariot always costs energy, is it possible that a chariot runs out of energy? If so, what happens then? If not, what is the use of the energy chips then?

Finally, in every game where VP's are also the resources there is a danger of a runaway leader problem. For example, a player who gets lucky in the first race and can win it without too much injuries. This player gets a lot of money and can buy better equipment, which means he can win the second race even more easily, etc. I think you should keep an eye on this potential problem.

Enough for now, I hope you found this somewhat useful.

- René Wiersma

jwarrend
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Game #23 Chariots of War by DarkDream

I am impressed with the flavor that your game evokes -- you clearly love chariot racing, and clearly have done your homework. There are a lot of elements that will no doubt capture all of the richness of chariot racing right down to the minutest detail.

But...that's not necessarily a good thing from a gameplay standpoint. It really depends on what you're going for. If it's a detailed simulation, then you've got it. But, if it's a fun, fast, playable game, then I don't think it's there. A good indicator is that 9 page rulebook in 10pt type -- that is a looong rulebook.

I agree with zaiga, that the details of the chariot race are pretty superfluous from a gameplay standpoint -- they capture a lot of the things that could have really happened, but will absolutely bog the game down in complexity without really adding anything that will create meaningful decisions. And from your first post, you're threatening to add more rules?! Yikes!

I should observe that I'm a fan of "German" style games which biases me somewhat, but the opint is, what I look for in a game is a lot of interesting and difficult decisions. It seems like in your game, the rules about trampling a dragged charioteer, for example, don't really provide any basis for making any kind of an interesting decision. (In fact, in a 2 hour game, each race will be, say, 30 minutes? If I can end up "out" of the race anytime before 20 minutes of the race has elapsed, that is bad).

As an example of a racing game with good compromise between simulation and playability, check out Formula De. Of course, it doesn't have every effect of car racing, but it strikes a good balance between giving flavor and giving decisions to the players (although it too is long).

I like that you try to make the game as much about the prep as the actual race. I agree with the others that trade is unnecessary if you have bidding. I also worry, like zaiga, that the person with the biggest payout in the first race will go on to win the rest of the races as well by virtue of being able to buy the best "stuff".

The name is a bit misleading -- when I heard "Chariots of War" I was thinking of a conquest game a la Chariot Lords. There really isn't a "war" element to this game, I wouldn't say. Also, unless I'm missing something, your game isn't actually an 8 player game. Do the two players on the team get to act indepently of each other at any point?

I like the energy system, but will it be very common for a player to run out of energy? I think something like "slowing down gives you extra energy tokens" might be good; you want to keep everyone in the race.

I'm concerned that three races just won't be enough to even out the fluctuations of luck that will be inherent to the racing; I feel like if you had 6 or 7 races, it would be much better -- there would be a sense of progress, of struggling to do well enough to get a good enough payday to buy that one upgrade that you need. You could make the resource system tighter, and really force players to choose between which upgrades they really want.

Also, I feel like you have a similar problem that I often experience, which is that you know that you want to make a game about a certain topic, but you haven't defined a really satisfying goal for the players. Personally, I would divorce the money aspect from the racing aspect; I would say you should have the dual aims of receiving laurels for winning the races, and making money off of betting. That way, you could get rid of the clunky rules about how much you're allowed to bid on each team and just let people bid as they will. In fact, you could do something cute like lose an auction on purpose to let someone else upgrade their chariot, then bid high on that guy's chariot and make money.

It also seems like the upgrades shouldn't be (and maybe they aren't I didn't really get this) fully public; that you should be able to have something that is kept secret and only revealed on race day.

Anyway, I think you're onto a good start, and have some genuinely good ideas. I'm a bit concerned that the genre is pretty saturated and it's tough to strike truly original ground, but I think you probably have enough going on here that it's legitimately a unique game. To me, I would have precisely zero interest in a detailed chariot race simulation, but a one hour game with a good mix of flavor and challenging decisions would be something I'd definitely be interested in. Obviously, you should steer the game in the direction that most appeals to you based on your goals for the game. Whereever you take it, good luck!

-Jeff

zaiga
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Game #23 Chariots of War by DarkDream

jwarrend wrote:
I like the energy system, but will it be very common for a player to run out of energy? I think something like "slowing down gives you extra energy tokens" might be good; you want to keep everyone in the race.

This was also something I was going to suggest. If you make the energy chip system a bit tighter and add the rule that slowing down gives you one extra energy chip, you avoid the possibility of someone running out of energy chips and you add another, interesting dillema.

Quote:

Personally, I would divorce the money aspect from the racing aspect; I would say you should have the dual aims of receiving laurels for winning the races, and making money off of betting. That way, you could get rid of the clunky rules about how much you're allowed to bid on each team and just let people bid as they will.

I agree wholeheartedly with that. I think the most important "trick" that I've learned since I started designing board games is: divorce the resources and the vp's!. Yeah, I think that deserves a bold font. Divorcing resources and vp's prevents so many potential problems and poses a very interesting question: how much resources is one VP worth? Or: how can I get the most VP's with the least amount of resources?

In your game, you could keep the payout in money for winning a race and betting. However, the player with the most "fame points" at the end wins the game and not the player with the most money. You can award these fame points for different things than for winning the race. Perhaps a lot of ramming and such gives you fame points or ending the race with a lot of injuries (the crowd loves dangerous riding!). I'm sure you can come up with something better than that, but you get the idea. It is probably a good idea to give some kind of bonus at the end of the game to player with the most money, so that winning money in the last race is not totally useless.

However, if you are going to implement an idea like this, you do add another layer of complexity, which means you will probably want to simplify other aspects of the game, if you want to retain the same level of complexity.

-RW

jwarrend
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Re: Design Notes

DarkDream wrote:
I've been interested in chariot racing for sometime now. I have collected every single commercial chariot racing game out there including a 1960's Ben-Hur game.

No doubt you already have seen "Arena Maximus" from Fantasy Flight, then. It doesn't have the "prep" phases that your game has, I don't think, but the actual race sounds like it has some of the same aspects -- setting your speed, whipping, reining, etc. This may just be due to a commonality of a language than a commonality of mechanics. (And of course, your game doesn't have the "magic" stuff in it!) But still, it's probably something you should look at for similarities...

Torrent
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Game #23 Chariots of War by DarkDream

I haven't read the rules yet, but the basic description reminds me of the description of Hare and Tortoise. The whole spending of fuel/carrots/energy and having to deal with it's management. I haven't played it either, it just stuck in my mind.

I'll get back with more comments once I read the stuff.

Andy

DarkDream
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Joined: 12/31/1969
Game #23 Chariots of War by DarkDream

Zaiga,

Thanks for your candid response. To quote:

Quote:
That's a whole lot of rules to digest all at once. If you are trying to make a playable simulation of chariot racing then I think you are on the right track. However, if your goal is to make a streamlined and fast-paced game about chariot racing, then I think the game can use some streamlining.

I think I agree with you. With the current version of the rules the game does not really know whether it wants to be a simulation or not. For right now, for the fact that *a lot* is going on, I am going to try to stream line it as much as I can to the bare essentials. My ultimate test is to play it with my girlfriend and her kids, and get them to like it. I know for a fact if it is too much, they won't play it. Look for a version 2 of the rules coming out soon.

Quote:
I agree with ensor that the trading part seems a bit redundant when you already have an auctioning phase. I understand why it is there (to get rid of unused or obsolete stuff and still get some profit), but I feel it is better if you somehow integrate these two steps.

At first I tried to add the ability of factions selling their units to the auction. I ran in to difficulties of the exact mechanic of doing this -- this was the real reason I came up with the trading and selling thing. As there is a lot going on, I will try to integrate it in.

Quote:
For example, what if, at the start of a round, a number of unit cards is placed face-up. Then, players decide if they want to pay to keep their current charioteers/horse teams/whatever or if they want to sell them (perhaps for the cost noted on the card?). Finally, the face-up cards are auctioned. If, after the auction, a player has any cards he cannot use they are discarded (without any profit). I think this would add a nice strategic decision to the bidding process. Players must look ahead and plan for what they want to buy, so that they don't have to discard any cards for nothing. However, selling an item before the auction also means you now must acquire that item in the auction, or be left with nothing at all!

Wow! Let me see if I understand your idea correctly. To begin with, for example, you draw 4 face up cards to form the basis of the auction. Next each player decides whether to keep his units or sell them to the auction (at the cost on the card). Note: right now when you buy a card you must pay the cost to keep the card before entering the auction. Continuing, if a player has too many cards at the end of an auction (right now the limit is 4 charioteers, 4 horse teams and 2 chariots) he or she must discard them.
I understand your point about players having to plan ahead for what cards they want, but I fail to understand your last point, "However, selling an item before the auction also means you now must acquire that item in the auction, or be left with nothing at all!" Why would you have to get something you sold? The only situation where I can see this is if the player fails to get what he or she wants, and there is nothing left except the card he or she sold.

When I was thinking of being able to sell cards to the auction, I thought of players paying for their cards (re-hiring) and then placing the cards in the auction by adding them face up (to distinguish between card not placed in by players) to the face down auction deck that would be shuffled. If a face up card is picked then the money would go to the faction that sold the card to the auction if it was bought. If a face down card, then the money would go to the bank. The problem I thought about is players forgetting what their unit cards were. This lead me to the idea of all players autioning off their cards in order *prior* to the face down cards being auctioned, but this seemed sort of weak.

I really like the idea behind what you are saying Zaiga. An open auction like you are talking about is very interesting. I thought about an open auction before but disregarded it. You are sparking some thoughts.

Quote:
There's something about the betting process that isn't quite right, but I cannot put my finger on it exactly. If I understand it correctly you can bet any amount of money on any faction, as long as the total amount of money bid doesn't exceed the amount that you bid on your own faction? However, when a faction you bid on wins, you get a fixed amount of money back (depending on popularity rating)? This can't be right. Why would I ever choose to bid more then the minimum on any faction? I can bid 300 on my own faction and 100 on every other faction right? I can imagine situations where it might be more profitable to let another faction win and settle for second place yourself, is this what you want? Is it actually profitable to bet at all? Wouldn't it be a better idea if all bets were kept secret and only revealed after the race? Perhaps you could explain what the idea behind the betting is and what kind of decision process a player is supposed to go through when deciding where to place his bets?

Interesting thoughts. My intention was for players to bet on who they one, and try to make a profit on it. The rule about all other bets not exceeding the amount bet on your own faction, was to prohibit a player from betting on a faction with really low odds of winning and purposely loosing -- by at least forcing the player to bet as much on himself there would be a mitigated amount won.

Let's run through a couple of examples:

Red Faction has a total popularity of 5.
White Faction has a total popularity of 7.
Blue Faction has a total popularity of 2.
Green Faction has a total popularity of 5.

This makes a total popularity of 19. Let's say I'm the White Faction and I am the clear favorite to win. For the sake of argument, I bet 300 on myself and 100 on every other faction. Zaiga, your question was, why would I ever bet more than 100 on any other faction? Let's see.

If my faction wins (White) I get 600 plus my 300 for 900 minus 300 for the other factions bet on for a total of 600. If red or white wins then I get 300 back plus 100 wagered for 400 minus 300 on the other factions for a total of 100. If the blue faction wins then I get 900 plus 100 for 1000 minus 300 on the other factions for a total of 700. Obviously, if I really feel that the blue faction has an actually decent chance of winning I may put 200 on it as the risk of 200 well outweighs the payoff.

Now it is true the White faction may throw the race and try to come second so as to claim the betting amount (maybe put 300 on the Blue faction and 300 on himself) which would net him 2700 (minus amount wagered on self) for the bet and 2000 for second for 4,700. This is opposed to him coming in first getting 3000, and 600 (minus 300 on Blue) for betting to get 3,600.

However, other players may come up with a similar strategy and want to net second place so it is not a forgone conclusion of getting second place. Also the Blue faction himself may put, for instance 300 on himself (300 also on White) and get 2700 payoff from bets and 3,000 for winning for a total of 5,700.

The point is, letting another faction win, may not put you in the lead.

Quote:
The racing itself seems fairly well done, but I find it a bit too complicated for my tastes. Somewhere halfway the racing part I lost my interest. The actual number of decisions you take during a race seem quite low (not necessarily a bad thing, especially in a racing game), but there seems to be quite a bit of bookkeeping (ramming, crashing, collapsing, loose teams, trampling, etc). This is good if you want a simulation, but I think it will detract from the flow and speed of the game.

I will definitely stream line it to get rid of the loose teams, trampling and charioteers being dragged. I agree it may detract from the flow.

Quote:
Do you really need the special cards? The game seems complex and interesting enough without them. Perhaps you could explain what the idea behind the cards is? Why does the game need them, in your opinion?

I am not sure what you are refering to as "special cards"? The ram, crash and skid cards are to indicate what happens when a special situation occurs. I think this is pretty important to have.

The horse team and charioteer cards is to add a meta game element (see prior post) where players can invest in VP (cash) to try to gain more VP (cash). The cards will appeal to different players and may appeal to their strategy (let's ram everything that moves, opposed to lets get a quick start). I think this part is pretty neat as it lets players experiment with things and makes the game different every time.

Quote:
The energy chips: I don't see a way of regaining energy chips. Since every chariot has a limited number of energy and moving a chariot always costs energy, is it possible that a chariot runs out of energy? If so, what happens then? If not, what is the use of the energy chips then?

I thought if you run out of energy, your speed is "1" and you only move one square. The use of the energy chips is the fundamental part of the game. The whole point is that the faster you go the more energy gets used up opposed to going at slower speeds. This adds an intuitive dimension to the game. If I go really fast at first, I will deplete my gas tank and get beat or I can go at a medium speed and leave some reserves for the last stretch.

I may add the possiblity of gaining energy because people who run out of energy will probably get really frustrated. Maybe the denominations of the energy chips will be 8,4,2,1 where 8 is for a roll of the highest number die, 4 for the other lower number die, 2 to maintain speed and you gain 1 energy if you decrease your speed by 1.

What do you think?

Quote:
Finally, in every game where VP's are also the resources there is a danger of a runaway leader problem. For example, a player who gets lucky in the first race and can win it without too much injuries. This player gets a lot of money and can buy better equipment, which means he can win the second race even more easily, etc. I think you should keep an eye on this potential problem.

Yes, runaway leader is definitely a problem to look out for. Thanks for the heads up.

Thanks for spending the time with your detailed comments.

--DarkDream

DarkDream
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Joined: 12/31/1969
Game #23 Chariots of War by DarkDream

Jwarrend,

Thanks for your response. To respond:

Quote:
But...that's not necessarily a good thing [richness of a simulation]from a gameplay standpoint. It really depends on what you're going for. If it's a detailed simulation, then you've got it. But, if it's a fun, fast, playable game, then I don't think it's there. A good indicator is that 9 page rulebook in 10pt type -- that is a looong rulebook.

Good point. I'm going to try to get it to its bare essentials.

Quote:
As an example of a racing game with good compromise between simulation and playability, check out Formula De. Of course, it doesn't have every effect of car racing, but it strikes a good balance between giving flavor and giving decisions to the players (although it too is long).

I got Formula De mini, and I thought it was quite a lot to remember in regards to all the various ways you could loose your life tokens and the niggling little rules. Anyway . .

Quote:
The name is a bit misleading -- when I heard "Chariots of War" I was thinking of a conquest game a la Chariot Lords. There really isn't a "war" element to this game, I wouldn't say. Also, unless I'm missing something, your game isn't actually an 8 player game. Do the two players on the team get to act indepently of each other at any point?

The game name I guess is a little misleading. My brother pointed this out.

It is an 8 player game in that 8 people can play. It is just that you have 8 players of 4 teams where each player controls one chariot. The players on the same team should work together.

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I like the energy system, but will it be very common for a player to run out of energy? I think something like "slowing down gives you extra energy tokens" might be good; you want to keep everyone in the race.

In response to Zaiga, I mentioned the idea of increasing the denominations of the energy chips to 4: 8,4,2,1 where you can gain one energy by reducing your speed by 1. 8 is for a whip, 4 a rein, and 2 to maintain speed. What do you think?

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I'm concerned that three races just won't be enough to even out the fluctuations of luck that will be inherent to the racing; I feel like if you had 6 or 7 races, it would be much better -- there would be a sense of progress, of struggling to do well enough to get a good enough payday to buy that one upgrade that you need. You could make the resource system tighter, and really force players to choose between which upgrades they really want.

I would love to have more races, but no matter what a race is going to take at least 15-20 minutes to do. It would take just too long.

Quote:
Personally, I would divorce the money aspect from the racing aspect; I would say you should have the dual aims of receiving laurels for winning the races, and making money off of betting. That way, you could get rid of the clunky rules about how much you're allowed to bid on each team and just let people bid as they will. In fact, you could do something cute like lose an auction on purpose to let someone else upgrade their chariot, then bid high on that guy's chariot and make money.

Interesting thought, are you indicating that there is two types of victory points: laurels and money? So a person wins who has the most laurels and if there is a tie, the one with the most money wins?

Quote:
It also seems like the upgrades shouldn't be (and maybe they aren't I didn't really get this) fully public; that you should be able to have something that is kept secret and only revealed on race day.

There is no "upgrades" per se, you can try to buy better horse teams or charioteers which are public.

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Obviously, you should steer the game in the direction that most appeals to you based on your goals for the game. Whereever you take it, good luck!

Thanks for the encouragement.

--DarkDream

DarkDream
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Game #23 Chariots of War by DarkDream

Zaiga,

To respond to your second post:

Quote:
This was also something I was going to suggest. If you make the energy chip system a bit tighter and add the rule that slowing down gives you one extra energy chip, you avoid the possibility of someone running out of energy chips and you add another, interesting dillema.

I thought of the action of reducing speed by 1 (an action of "nothing" in the rules) would get 1 energy.

Maybe this works, I'm not sure (this is why I thought of the 4 denominations). For example, you have 2 energy and your speed is 6: do nothing, speed is now 5 and energy 3. Next turn, do nothing, speed is now 4, and energy 4. Next turn, use up 2 energy to roll die and get a 2, speed is now 6, and energy 2. Thus, you are keeping a constant energy that is not slowly going down. Your speed may go down if you keep repeating this tactic (you roll a 1 for a rein instead of a 2), but your energy will stay constant. Maybe this is ok.

Quote:
I think the most important "trick" that I've learned since I started designing board games is: divorce the resources and the vp's!. Yeah, I think that deserves a bold font. Divorcing resources and vp's prevents so many potential problems and poses a very interesting question: how much resources is one VP worth? Or: how can I get the most VP's with the least amount of resources?

In your game, you could keep the payout in money for winning a race and betting. However, the player with the most "fame points" at the end wins the game and not the player with the most money. You can award these fame points for different things than for winning the race. Perhaps a lot of ramming and such gives you fame points or ending the race with a lot of injuries (the crowd loves dangerous riding!). I'm sure you can come up with something better than that, but you get the idea. It is probably a good idea to give some kind of bonus at the end of the game to player with the most money, so that winning money in the last race is not totally useless.

That's quite an interesting bit of advice. Keep resources seperate from victory points. I'll have to give the fame idea some thought, but I understand your basic point.

Thanks again for your comments.

--DarkDream

zaiga
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Game #23 Chariots of War by DarkDream

DarkDream,

I still don't understand the betting.

Quote:
Let's run through a couple of examples:

Red Faction has a total popularity of 5.
White Faction has a total popularity of 7.
Blue Faction has a total popularity of 2.
Green Faction has a total popularity of 5.

This makes a total popularity of 19. Let's say I'm the White Faction and I am the clear favorite to win. For the sake of argument, I bet 300 on myself and 100 on every other faction. Zaiga, your question was, why would I ever bet more than 100 on any other faction? Let's see.

If my faction wins (White) I get 600 plus my 300 for 900 minus 300 for the other factions bet on for a total of 600. If red or white wins then I get 300 back plus 100 wagered for 400 minus 300 on the other factions for a total of 100. If the blue faction wins then I get 900 plus 100 for 1000 minus 300 on the other factions for a total of 700. Obviously, if I really feel that the blue faction has an actually decent chance of winning I may put 200 on it as the risk of 200 well outweighs the payoff.

Wait, wait... When I cross-reference the "19" (total popularity) with the "7" (popularity of the winning faction) on the pay-out chart, I see the number 200. Why do I get 600 when my bet was 300? Or do you actually mean "2x" and not 200? I think you got me confused with all the 100's.

Hmm, I still feel there is something wrong with the betting. Suppose white is doing very well, he can bet a lot on himself and win both a lot of money in the race and in the betting. Other factions could also bet on white, but then if white wins, it means they lost in the race and they can never win as much money as white can. Non-white factions could go against the odds and bet on themselves and hope they get lucky and get a double payout, but that is opportunistic play, not good play. Of course, if you bet on yourself and you do lose, against all odds, it will be very bad for you.

Perhaps it is better if players can bet on any faction, except themselves? But then you create the problem that players want to try and get second, or they just want to win the race and then they don't bet at all, if that is more profitable. Either betting on someone else will be profitable for a player OR winning the race. Then again, the popularity ratings will make making the "right" bet a bit "murkier" and there's still a luck element in the race itself keeping things uncertain.

Anyway, good luck with the game :wink:

-René Wiersma

Torrent
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Game #23 Chariots of War by DarkDream

I finally read the rules. I'm going to try to give my overall thoughts and critiques. I agree with the others that it could be a bit complex for a non-sim crowd.

First the money. Is there any reason for the numbers to be so high? Why not make the main coin a single sesterii, the small one a half-sesterii and the big one a 10. I realize the math comes out the same, but for some reason my mind likes the smaller numbers. Also, whatever numbers you choose for the denominations, make sure to have that number on that coin.

The betting almost seems like a good spot for a screen. If you have a large-ish screen that is sort of like a box top, it could stand on it's own while you are placing the pieces, and then lay flat and be lifted off for the reveal, or whatever. I don't personally like games that require the little slips of paper, it just sort of makes them feel incomplete to me.

There are several phases (betting, trading, auctioning) that deal with entire factions making decisions. How does this work with a team? It seems like a point of external conflict if the team members have different strategies. It will also add time to those phases, which could already be pretty time consuming (as it's been mentioned several times on the board that Auction

and trading phases are inherently time heavy). I don't really have any advice, just sort of a watch-out with respect to players playing together. "Don't sell that, I needed that" and "Don't pay so much for that, we don't need it" seem like common phrases for this part of things. The betting as well could be contenious.

Swerving rules could do with a picture in your final draft.

Ramming? Is the movement and loss of speed indicated by the ram in Addition to that required by the Swerve to initiate the ram? So a ram costs 2 move and 2 speed? In the rules, the defender has choices based on where he can move into empty spaces (brake or evade). Why? Wouldn't it be neat(and more thematic) if a chain of rams could occur. If I tap him, he swerves into the next one which brakes back into another.

The card sheets are hard to read. I can't tell what is an entire Ram card, the Crash and Skid have titles, which is helpful.

The crash rules seem odd to me somehow. Shouldn't it be more the relative speeds between the chariots than the obsolute speed of the rammer. I don't know what this does to your cards. The thing being that you are doing turns sequentially instead of simultaneously. If the foreward chariot was moving faster than me, the crash can't actually take place. Also as above, why limit the 'ram-from-behind'/crash to only when you can't swerve around him. Shouldn't it be a standard option as well? I guess I see this as being more cutthroat and competetive than honorable.

Quote:
A player cannot end of his or her move in a square directly behind another chariot if the moving chariot would be prevented from swerving if it had any more movement left.
This I don't understand at all.

Again for the final draft, box the examples or somehow make them stand differently than the main text.

On the mats, I like thw way the Horse Card moves about to represent the max speeds. The loose team and trampled charioteer rules seem to be a bit advanced and not easily remembered, if only for the case that it doesn't seem like they will come up that often.

The rehiring. If I have a basic horse team and a basic chariteer, it still costs me 400 per race. If he just finishes, that is only 300. Do you only have to rehire guys that you played that race, or all in your group? Since money equals VP this seems... uh odd almost. Your group drags you down even if you are winning races? I don't know as I obviously haven't played, but it seems that money could be tight and that second to last race you might get people wanting to discard their good teams so they don't have to pay for them the next round.

All in all a neat game. I certainly see similarities to Arena Maximus, but without the magic and the race hazards. Good luck.

Andy

DarkDream
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New Version of Rules -- Better, Shorter and Easier to Read

After some good feedback, I have gone ahead and streamlined the rules and cut some stuff out. Overall the rules are clearer, cleaner and shorter (at least 2 pages while adding some diagrams as well!).

If you were intimidated by the rules before, please try this version. I think it is a lot more palatable. Even if you read the old version, I suggest you read this one.

The things I have done:

1) Cut out the charioteer being dragged by a horse team.
2) Cut out the possibilty of a charioteer being trampled.
3) Changed the auction (much like Zaiga suggested) to where players can sell cards to the auction at the cost on the card.
4) Changed auction rules so the beginning bid is 100HS and everty succesive bid must be 200HS (mini-bomb).
5) Reduced maximum number of charioteers and horse teams a faction can have.
6) Eliminated the selling and trading part.
7) Simplified the handling of injuries.
8.) Betting is done in secret and the bets are revealed *after* the race.
9) Re-hiring units is a part of the auction

I accidentally left out a small explaination of how the payoffs works next to the betting payoff table. Here it is:

Quote:
Chart indicates for every 100 wagered, how much the faction gets backs if the faction wins plus the initial amount wagered.
The “50/100” entry on the chart means a payout of 50 for every 100 wagered.

I appreciate all and any comments.

Thanks,

--DarkDream

FastLearner
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Game #23 Chariots of War by DarkDream
DarkDream
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Game #23 Chariots of War by DarkDream

Zaiga,

Your comment on the betting:

Quote:
Wait, wait... When I cross-reference the "19" (total popularity) with the "7" (popularity of the winning faction) on the pay-out chart, I see the number 200. Why do I get 600 when my bet was 300? Or do you actually mean "2x" and not 200? I think you got me confused with all the 100's.

I apologize, when I cut and pasted the chart I left out a key statement about the payoffs: every amount shown are for every 100 wagered. You are correct, the chart does show "200"; it is 200 for every 100 betted so the total amount won is 200 * 3 (3 100's betted) for a total of 600.

Quote:
Hmm, I still feel there is something wrong with the betting. Suppose white is doing very well, he can bet a lot on himself and win both a lot of money in the race and in the betting. Other factions could also bet on white, but then if white wins, it means they lost in the race and they can never win as much money as white can. Non-white factions could go against the odds and bet on themselves and hope they get lucky and get a double payout, but that is opportunistic play, not good play. Of course, if you bet on yourself and you do lose, against all odds, it will be very bad for you.

A faction that has a clear favorite can bet a lot on himself and win the race. However, he will not win as near as much as a long-shot that bets on himself and wins the race. Other factions can bet on the sure-thing, but the betting bias (bet on self must not be less than total bet on other factions) will favor them betting on themselves. What is wrong betting on yourself at supposedly long odds? If you win, you get a lot. Now remember the situation of the clear favorite that bets a lot on himself to win. The more he bets on himself, the greater the pressure for him to win. If he looses, he will really put himself in the hole. The other factions betting on themself do not have to risk as much money because the pay outs are far better.

I do agree with the statement, "Suppose white is doing very well, he can bet a lot on himself and win both a lot of money in the race and in the betting."; however, nothing is for sure and White can either end up winning a lot (if he wins) or loosing a lot if he looses (even placing will not be great because of the amount of money lossed on betting).

I would also remember if you have a clear favorite in a race, the other players will know that and will most likely attack him as much they can to get rid of a player who has a good chance of *potentially* winning big.

Thanks for your thoughts. If you have any alternative suggestions of making the betting better, please let me know. Right now this is the best I can come up with.

SVan
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Game #23 Chariots of War by DarkDream

After finally getting a chance to read the rules, this is what I've thought so far (some of these remarks may be similar to the others posted):

I like the idea of players being able to be teammates. I wonder though if you could just have it 2-8 players instead, and allow each player to drive one chariot instead of 2. That would make the game go a little quicker for less than 5 players. You could still have the teammates idea in the game, for 4 or more players or they can all play against each other.

The betting part of the game doesn't seem to gel very well with the rest of it. To me, the focus of the game is the race and the betting part seems to be a sidetrack for the race. The popularity thing seems a little complex.
The only thing I can see is to let players bet on themselves, secretly, and allow them to lose or earn what they bet. If you let players bet on other players to win, there is a chance if they can make more money on the bet that they will let the other player win. That would be a very bad thing.

On the money, I know you are trying to preserve the historical part of the game, but I think saying 1 medium coin instead of 100 HS would make a little simpler. To keep the historical aspect of it, in the glossary or somewhere make a mention that a medium coin is 100 HS. I didn't really see why the small coin is there at all. Is anything less than 100 HS? The large coin is a good idea, having too many 1's is annoying in any game. 1000 HS is a good number for the large one. I think keeping all costs in 100 HS increments will simplify the game and reduce the number of counters.

I still need to read more and let it sink it, but those are the things that stick out to me right now. The racing and auction parts look good so far.

Hope this helps and will try to post again when it all sinks in.

-Steve

DarkDream
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Game #23 Chariots of War by DarkDream

Torrent,

Thanks for your comments. To quote:

Quote:
First the money. Is there any reason for the numbers to be so high? Why not make the main coin a single sesterii, the small one a half-sesterii and the big one a 10. I realize the math comes out the same, but for some reason my mind likes the smaller numbers. Also, whatever numbers you choose for the denominations, make sure to have that number on that coin.

The reason the numbers are so high is for two reasons. The first is an influence of historical realism. The medium size gold coins (aureus) were actually worth 100 sestertii and the smaller gold coins (quinarious) worth 50 sestertii. A bonio (large gold coin) was never really used for currency -- it was a medallion. The second reason is that I like higher numbers.

Quote:
The betting almost seems like a good spot for a screen. If you have a large-ish screen that is sort of like a box top, it could stand on it's own while you are placing the pieces, and then lay flat and be lifted off for the reveal, or whatever. I don't personally like games that require the little slips of paper, it just sort of makes them feel incomplete to me.

I agree with you I don't like little slips of paper, but I think it is a lot easier and less resource intensive than what you are suggesting. I am not quite sure I am visualizing what you are describing. Anyway, I'll definitely keep it in mind.

Quote:
There are several phases (betting, trading, auctioning) that deal with entire factions making decisions. How does this work with a team? It seems like a point of external conflict if the team members have different strategies. It will also add time to those phases, which could already be pretty time consuming (as it's been mentioned several times on the board that Auction and trading phases are inherently time heavy). I don't really have any advice, just sort of a watch-out with respect to players playing together. "Don't sell that, I needed that" and "Don't pay so much for that, we don't need it" seem like common phrases for this part of things. The betting as well could be contenious.

It is definitely a concern. I have not seen too many games where they have teams of players. But like life and the work place, you have to learn to work together with others. It may add some time, but I thought the idea of having players working together, people would like and thus do. I know my girlfriend's sons would love to work together to bash me in a game.

Quote:
Swerving rules could do with a picture in your final draft.

Very good point. Thanks!

Quote:
Ramming? Is the movement and loss of speed indicated by the ram in Addition to that required by the Swerve to initiate the ram? So a ram costs 2 move and 2 speed? In the rules, the defender has choices based on where he can move into empty spaces (brake or evade). Why? Wouldn't it be neat(and more thematic) if a chain of rams could occur. If I tap him, he swerves into the next one which brakes back into another.

I maybe didn't explain that part well. The ram costs one movement and one speed. Maybe I confuse the issue. A ram and a swerve are exactly the same except with a ram you swerve into another player's square and must get a ram card.

The defender can only evade or ram if the ram is successful. If you look at the ram cards, a ram can force a player to swerve which will result in an unintentional ram which can lead to a possilbe chains of rams occuring.
I'll however keep the idea in mind that a defender can ram.

Quote:
The card sheets are hard to read. I can't tell what is an entire Ram card, the Crash and Skid have titles, which is helpful.

I ran out of space on the ram cards, I'll definitely try to but a header on it indicating it is a ram card. A different color back saying ram or different background color may also suffice.

Quote:
The crash rules seem odd to me somehow. Shouldn't it be more the relative speeds between the chariots than the obsolute speed of the rammer. I don't know what this does to your cards. The thing being that you are doing turns sequentially instead of simultaneously. If the foreward chariot was moving faster than me, the crash can't actually take place. Also as above, why limit the 'ram-from-behind'/crash to only when you can't swerve around him. Shouldn't it be a standard option as well? I guess I see this as being more cutthroat and competetive than honorable.

The game is meant to represent simultanious speeds but for practical matters the game is done sequentially. In a pure sense, you are correct if the movement is simultanious, but the fact of the matter it is not. I am trying to handle the situation where a chariot is stuck behind another chariot and must still move, yet it can not swerve or ram. If this situation should occur and both chariots have a current speed of 9 (no speed difference between them) and one chariot is stuck behind the other, yet must still move, it seems wrong to me to say that no collision should occur -- what happens to the player that must move? Must the player's chariot immediately stop, even though it may have 10 or more squares to move? Seems a little too unrealistic.

I'll have to give it more thought as to a ram from behind. It is a pretty costly maneuver for both sides. I'm afraid that a player may use it as a sacrifice to get rid of another chariot that is a sure favorite to win. Basically, a ramming player could go ahead and go full speed in to the back of the other player, totally destroy the forward chariot and hobble his horses so much that he can hardly move at all.

Quote:
Again for the final draft, box the examples or somehow make them stand differently than the main text.

That is some good advice.

Quote:

The loose team and trampled charioteer rules seem to be a bit advanced and not easily remembered, if only for the case that it doesn't seem like they will come up that often.

I got rid of the trampling part.

Quote:
The rehiring. If I have a basic horse team and a basic chariteer, it still costs me 400 per race. If he just finishes, that is only 300. Do you only have to rehire guys that you played that race, or all in your group? Since money equals VP this seems... uh odd almost. Your group drags you down even if you are winning races? I don't know as I obviously haven't played, but it seems that money could be tight and that second to last race you might get people wanting to discard their good teams so they don't have to pay for them the next round.

You must rehire all guys in your group regardless if you raced them or not. In actuality you will be driving 2 chariots and thus for simply basic cards you will be spending 400 per chariot. If your chariots both make it past the finish line but do not place you will get 600, for a loss of 200 (800 for basic cards and 600 for finishing). You say that, "Your group drags you down even if you are winning races?" This is definitely what I am trying to acheive. I may have to adjust the payouts but I want the factions with the more expensive players to pay a lot more to keep them because they should be winning more. The more average players should win or place less but will be less expensive to keep. It is meant to be a balancing mechanism in the game.

The key is, a faction with great players are more likely to win big, but if don't will suffer a great loss. On the other hand, more average players will win less money but losses are not so great as you are paying them less.

Andy, I really appreciate your thoughtful and detailed comments.

All the best,

Edington

DarkDream
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Game #23 Chariots of War by DarkDream

Svan,

Thanks for your comments. To quote:

Quote:
I like the idea of players being able to be teammates.

Yea, I thought this was neat. Thanks.

Quote:
I wonder though if you could just have it 2-8 players instead, and allow each player to drive one chariot instead of 2. That would make the game go a little quicker for less than 5 players. You could still have the teammates idea in the game, for 4 or more players or they can all play against each other.

I always wanted to have two chariots per faction as it gives some more depth: chariots can work together with one chariot protecting while the other one concentrates on getting ahead. I think with two chariots it makes it more interesting. If the game really bogs down, I will keep it in mind with 4 or less players of allowing each player to control one chariot.

Quote:
The betting part of the game doesn't seem to gel very well with the rest of it. To me, the focus of the game is the race and the betting part seems to be a sidetrack for the race. The popularity thing seems a little complex.
The only thing I can see is to let players bet on themselves, secretly, and allow them to lose or earn what they bet. If you let players bet on other players to win, there is a chance if they can make more money on the bet that they will let the other player win. That would be a very bad thing.

I've recieved quite a few comments about the betting. I thought betting on factions to win would be a fun and neat thing. Right now all bets are in secret and revealed *after* the end of the race. I realize that there is the possibility of a faction trying to throw a race by betting on an underdog and letting the underdog win. I think I'll try it out and if it looks like the game can be broke by what you are describing then maybe I'll have to take the betting out or at least come up with a better way to do it. Betting on yourself to win is definitely a thought. I'll have to think about it more.

Quote:
On the money, I know you are trying to preserve the historical part of the game, but I think saying 1 medium coin instead of 100 HS would make a little simpler. To keep the historical aspect of it, in the glossary or somewhere make a mention that a medium coin is 100 HS. I didn't really see why the small coin is there at all. Is anything less than 100 HS? The large coin is a good idea, having too many 1's is annoying in any game. 1000 HS is a good number for the large one. I think keeping all costs in 100 HS increments will simplify the game and reduce the number of counters.

Right now there is a small gold coin worth 50HS, a medium at 100HS and a large one at 1000HS. My brother pointed this out, and I agree that it would make it simpler to say 1 medium gold coin and show the denominations as 2 small gold coins = 1 medium gold coin
10 medium gold coins = 1 large gold coin.

However, how would you show something as a cost for a card with 5 medium and 1 small gold? I'm not sure. You would have to show maybe two different symbols on the card, and next to each symbol show an "X" with a number after it to indicate how many.

Thanks for all your comments. You have really given me some food for thought.

--DarkDream

Anonymous
Game #23 Chariots of War by DarkDream

Lemme pile on, too!

Apparently I was a little late to the party, as I read the revised rules first off, which made some of the earlier comments slightly out of context. Oh, well, it cleared up the more I read.

It looks linteresting, although I have to warn you I'm not a big fan of bidding/auction games (mostly because I usually lose my shirt for a mere shiny bauble). I like the sliding horse team aspect shifting the speed thresholds...that was very clever. Other comments that I wrote up as I read the rules and the previous posts:

Are horse and charioteer cards that are returned to the auction pile shuffled into that pile?

If a defender holds against a ram and is not required to evade to another space, what happens to the attacker?

While it may be more historically accurate to use the three different denominations you mentioned earlier (I won't try to restate them here because I'll boggle it badly), I think it would just be more confusing than using one common denominations. Using coin symbols instead of numerical costs might alleviate some of that confusion, and make it more "universal" and less language-specific? My personal preference would be that the smallest-valued coin would have a value of 1.

I like the idea about keeping crashed chariots on the board.

You could put reference chart for movement actions on board's median?

Not sure I like having to pay for what I already bought, especially if I *don't* have to pay for it just because it's damaged. Maybe a lower "maintenance" fee? Or, if I still have to pay the salary, shouldn't I still have to pay to keep them on staff while they recover from race wounds?

Change "Movement Change Phase" to "Adjust Speed Phase"

Just put factors in the Betting Payoff Chart, not "x00 per 100 bet"

Why don't chariots move in the order they are in the race? That way you'll never have an issue where a it's a chariot's turn to move but the leader is in the way (unless the lead chariot laps slower ones!).

No rams from behind. The horses would never do it, would they?

I also agree that the cards were a little difficult to discern, but I think I understood them.

I think you've really got something going here. Keep up the good work!

zaiga
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Game #23 Chariots of War by DarkDream

DarkDream,

Good work on the new rules. There seems to be as much game, or perhaps even more, in less rules; always a good thing.

Some more specific comments...

In the auction, why are the four initial cards put face down? I think the decision to buy or sell units will be more strategic if those four cards are face up. The player who starts an auction then selects an item to auction, instead of drawing a random item.

Players selling their units to the auction... I'm not sure if this is a good idea (I know you think I suggested this, but I didn't, actually). I think it is better if the number of items available in the auction is more limited, this would create more tension and fiercer bidding. Perhaps it is also a good idea to relate the number of items in the auction to the number of factions (N, N-1 or N+1, for example), so that the game keeps the same level of tightness with different number of players.

Why does each unit have a different "cost"? Perhaps it is better if each unit has a basic cost of "100 HS" or perhaps "200 HS". The players themselves can then work out what an item really is worth in the auction. I know the cost is really more a "maintenance cost", but I think you could get rid of that... the "cost" of an item will then be factored in the auction price.

OK, so what I suggest:

- Draw N cards from the unit deck and place them face-up.
- Players, in turn order, may sell any number of their current units for 100 HS each. Sold units are discarded, not added to the auction.
- Then the face up items are auctioned, one by one (one player chooses which item is auctioned each round).
- After the auction, a player must have exactly enough items to furnish two complete sets. If he has more items, he discards them. If he has less, he buys basic units for a cost of of 200 HS each (note that this is more than what you can sell them for).

This would of course mean that it is impossible to make money at the auction and there is no way to "sell" something to other players, but I do think it will make the auction process much more tense. You have to look ahead and see what is available in the auction. If there is something want, say, a better charioteer, you want to sell your current charioteer, so that you still get 100 HS for it, otherwise you will have one charioteer too many and you'll be forced to discard it later on, without any profit.

However, if you sell your current charioteer and you fail to get another one in the auction, because you are outbid, you have to buy a basic one back for 200 HS, which means you lost 100 HS. I like this decision process, I can see it creating some tough decisions.

So far the comments on the auction process. I'm interested in what you think of my suggestions!

- René Wiersma

DarkDream
Offline
Joined: 12/31/1969
Game #23 Chariots of War by DarkDream

Mike,

Thanks for your input. To quote:

Quote:
Are horse and charioteer cards that are returned to the auction pile shuffled into that pile?

Yes, cards by factions that are sold to the auction are added to the auction deck face down and finally reshuffled when all factions have sold their cards.

Quote:
If a defender holds against a ram and is not required to evade to another space, what happens to the attacker?

A defender that annouces he will hold is trying to retain the square he currently occupies against a ram. A ram typically will cause the player to swerve and hence vacate the current square the defender is in. Regardless of what defensive stance the player chooses, a ram card is drawn. If the card indicates the ram is successful, the card will specify what will happen to both the attacker and the defender. If the ram is unsuccessful and the defender chooses to hold, the defender stays in the same square that he is in and the attacker does likewise.

The rules a maybe a little remiss in explaining this. I will have to edit them slightly.

Quote:
While it may be more historically accurate to use the three different denominations you mentioned earlier (I won't try to restate them here because I'll boggle it badly), I think it would just be more confusing than using one common denominations. Using coin symbols instead of numerical costs might alleviate some of that confusion, and make it more "universal" and less language-specific? My personal preference would be that the smallest-valued coin would have a value of 1.

Right now I have three denominations: small, medium and large gold coins (no super size gold coins :D). I agree by indicating symbols instead of 100HS, for example, would be more universal. How do you suggest I would represent the price of 250HS (two medium gold coins plus 1 small one)? Would I print on the card a medium coin symbol with a x2, and then show a small coins symbol with a x1? Or have 2 then the medium coin symbol (2 [Medium Coin Symbol]) then 1 and the small coin symbol. Now the symbols themselves. Maybe have a coin picture with a small "m", "l" or "s" in it to indicate small, medium and large respectively?

To answer a previous question in a post as to why I have a small gold coin? The answer is that this small gold coin (50HS) is useful for fixing injuries and sometimes betting payouts.

Quote:
I like the idea about keeping crashed chariots on the board.

Yes, I will give this one some serious thought. It will become just another obstacle like a wall. You could replace a chariot counter with a "crashed" one or simply turn it over with a crashed side.

Quote:
You could put reference chart for movement actions on board's median?

I thought of maybe putting the crash, ram and skid cards on the median. A refrence chart may also work on the player mat if I can fit it on.

Quote:
Change "Movement Change Phase" to "Adjust Speed Phase"

Great suggestion. Sounds a lot better. Thanks.

Quote:
Just put factors in the Betting Payoff Chart, not "x00 per 100 bet"

Mike, not sure I understand you on this one. Could you explain this more?

Quote:
Why don't chariots move in the order they are in the race? That way you'll never have an issue where a it's a chariot's turn to move but the leader is in the way (unless the lead chariot laps slower ones!).

Great suggestion. Thanks. I did consider this method, but relegated it because I saw no benefit to it over the more common around the table clockwise routine. It would not rid of the crash from behind scenario (for example, a chariot directly besides another chariot on the inside -- therfore moves first-- and has 2 movement could move one square forward and swerve in front of the chariot that used to be next to him) completely but it would greatly reduce the chance of it. I also think it would give more of a feel of simultaneous movement. I will definitely try it out.

Quote:
No rams from behind. The horses would never do it, would they?

In reality, from ancient times to the 18th and early 19th century, where horses were used in a military capacity they had to be specifically trained to run over people, let alone running into a wooden platform with a person in it. Horses have a natural tendancy to not do these type of things.

Realistically, horses would have a problem running in to moving objects and charioteers would not be too keen on the idea of causing a mass collision where they could be killed. For this fact a lone, some charioteers would purposely cut in front of another chariot because the charioteer and the horses would instinctively try their best not to smash from behind because of the potentially dangerous consequences -- even to the point where they would swerve to avoid the collision into a wall.

Rams from the side were practiced all the time in the arena, but it was a lot safer to do, and the main purpose was to knock a player from lane. It was more of a form of bumping rather than a homing torpedo attack.

Quote:
I also agree that the cards were a little difficult to discern, but I think I understood them.

Mike, can you be a little more specific. What about the cards is difficult to understand. Is the font too small? Too much information at once? Torrent suggested the cards are too hard to read. What is about the cards that makes it so. Maybe making them bigger would be the key.

Quote:
I think you've really got something going here. Keep up the good work!

Thanks for the encouragement. I really appreciate your comments.

All the best,

DarkDream

DarkDream
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Joined: 12/31/1969
Game #23 Chariots of War by DarkDream

Zaiga,

Thanks for some input. To quote you:

Quote:
Good work on the new rules. There seems to be as much game, or perhaps even more, in less rules; always a good thing.

I'm glad you looked at the new set of rules and like them better.

Quote:
In the auction, why are the four initial cards put face down? I think the decision to buy or sell units will be more strategic if those four cards are face up. The player who starts an auction then selects an item to auction, instead of drawing a random item.

What I try to do is imagine the auction actually going on and see if I can create agonizing descisions from it. With the four face down cards, I believe it creates more tension for players. Players are thinking to themselves, "There may be a good card I can purchase in the auction or there may not be. The card I have is ok, but I'm not sure I want to risk selling it. However, if I don't then I may pass up a good oportunity. Darn, ok, I will sell it." As the auction goes on (I'll take your suggestion of discarding the sold card) and as each card is turned over the tension mounts as people are not sure to hold out as there may be a better card around the corner or there might not be. I may go ahead and try really hard to bid on this decent card, but if I get it, I'll deplete my cash for something really great that may come along.

I can imagine with your version that when players see the cards, there will be more planning involved but less tension. People will think, "Wow the third card looks really good. I'll definitely get rid of this card and this other card for some extra cash to bid on the card I really want. The second is not too great, but I'll only bid up to 300HS for it. In case I can't get the third card, I'll really go for the not so great 4th card." While there is definitely more strategy and planning involved in your method, I am not so sure that it adds as much tension and agonizing decisions to the game. I do agree there is more skill involved in your method and less in mine.

I would throw my hands up at this point and play test with both and see which is better. Don't get me wrong, its definitely a good suggestion. Thanks.

Quote:
Players selling their units to the auction... I'm not sure if this is a good idea (I know you think I suggested this, but I didn't, actually). I think it is better if the number of items available in the auction is more limited, this would create more tension and fiercer bidding.

Excellent point. I agree with you the less there is to auction the more valuable each card will appear to the players and hence more competition to get them adding tension and suspense to the game. I'll change the rules so the cards sold are discarded. Thanks again.

Quote:
Perhaps it is also a good idea to relate the number of items in the auction to the number of factions (N, N-1 or N+1, for example), so that the game keeps the same level of tightness with different number of players.

Yes, I thought of this too. Right now there can be 2 to 4 factions playing. I think you are correct that there should be something like 2 cards per faction playing or something. I'll have to test to see which ratio is the best but with the idea to keep it low.

Quote:
Why does each unit have a different "cost"? Perhaps it is better if each unit has a basic cost of "100 HS" or perhaps "200 HS". The players themselves can then work out what an item really is worth in the auction. I know the cost is really more a "maintenance cost", but I think you could get rid of that... the "cost" of an item will then be factored in the auction price.

The idea of a different unit having a cost is to represent the fact that some cards are better than others and you will have to pay more to keep them. As the rules now currently stand, the cost is how much you can sell the unit for and how much it will take to keep such a player. The reason for the maintenance cost is to make those people pay more if they want to keep a winner who will more likely win. I consider it a balancing mechanism in the game. I'll certainly try to reduce the costs for the units.

A maintenance fee helps keep the money tight, and if a faction with a good card wins, it will help reduce the winnings or at least give the faction a second thought on keeping such a good player. If you have a winning faction with a good unit card, that faction is not going to pay anymore to run the same unit again thus increasing the player's advantage instead of reducing it somewhat. Players who don't have such great players will pay less maintenance and therefore will have more cash around to possible get better players.

Why don't you like the maintenance? I'm just curious.

Also with a "cost" associated with cards, factions can actually profit off of charioteers by getting a low price for him at the auction and sell it to the bank. I thought this was a neat idea, and would award skillful acquisition of purchases.

The problem I see with your idea, is once a faction purchases a decent card, it seems to me they would never sell it for such a dismal price of 100HS or 200HS when they got it for 600HS and it is actually worth that amount. It would be a huge loss. The only time they would sell the card, and even this would be tough, is if they see something they really want, and they were sure they could get it. This brings up a good point. Under this scenario, most players would rather keep the card considered for sale and only discard it later when they got the better card. It would not be worth it for them to not get the auctioned card and be without a good card they sold for peanuts! If I did use this idea the auction would have to be open, otherwise players would never sell.

Quote:
- Draw N cards from the unit deck and place them face-up.
- Players, in turn order, may sell any number of their current units for 100 HS each. Sold units are discarded, not added to the auction.
- Then the face up items are auctioned, one by one (one player chooses which item is auctioned each round).
- After the auction, a player must have exactly enough items to furnish two complete sets. If he has more items, he discards them. If he has less, he buys basic units for a cost of of 200 HS each (note that this is more than what you can sell them for).

Like I said above, I see a potential problem with selling the units for 100HS. The sold units being discarded I will definitely corporate. You specify two complete sets. Currently the rules has a 3 set limit, the reason for this is to have a set for reserves. As the rules stand a charioteer that is injured does count towards the 3 charioteer limit. Maybe it is better to keep with the two complete set units, and a injured charioteer does not count towards this limit as he is not being paid and just sitting out. I think that is better.

This brings up an important point where I'll need your expertise from you and anyone else. The lesson I learned after my first rule revision is to only have rules that actually contribute. If a rule does not result in adding strategy to the game or help create agonizing decisions then it should be removed. My trampling charioteer rule was a perfect example of a rule that did not add to the game. Also a rule that a player is always going to do does not carry its weight, it another type of rule that does not add anything.

Right now, the ram cards will have to be changed so the desision is a little more agonizing when it comes in terms of ramming a chariot in to a wall. If a defender brakes, their should be a chance that the ramming chariot will swerve two square so if there is a wall it will slam in to it. This makes the descision more agonizing due to the risk.

Right now I am feeling that the rules for repairing chariots and tending to injuries might be nixed. If players had to really consider whether to actually use a damaged chariot or horse team, then it would add a layer of strategy. Right now the cost to fix them up is low, and so players will look at it as a nuisance. If you make the costs more to fix, then players will simply discard the cards. Also a charioteer waiting out for a game, doesn't really seem to add a whole lot.

Zaiga, what do you think?

Quote:
This would of course mean that it is impossible to make money at the auction and there is no way to "sell" something to other players, but I do think it will make the auction process much more tense. You have to look ahead and see what is available in the auction. If there is something want, say, a better charioteer, you want to sell your current charioteer, so that you still get 100 HS for it, otherwise you will have one charioteer too many and you'll be forced to discard it later on, without any profit.

However, if you sell your current charioteer and you fail to get another one in the auction, because you are outbid, you have to buy a basic one back for 200 HS, which means you lost 100 HS. I like this decision process, I can see it creating some tough decisions.

I like your idea but I'm not sure players will actually sell their units. The basic ones maybe, but not any of the good ones.

Got to get back to work.

You've really come up with some great suggestions. I can see why you won the BGDF competition. Tell me what you think.

Thanks once again,

--DarkDream

zaiga
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Joined: 12/31/1969
Game #23 Chariots of War by DarkDream

DarkDream,

DarkDream wrote:
What I try to do is imagine the auction actually going on and see if I can create agonizing descisions from it. With the four face down cards, I believe it creates more tension for players. Players are thinking to themselves, "There may be a good card I can purchase in the auction or there may not be. The card I have is ok, but I'm not sure I want to risk selling it. However, if I don't then I may pass up a good oportunity. Darn, ok, I will sell it." As the auction goes on (I'll take your suggestion of discarding the sold card) and as each card is turned over the tension mounts as people are not sure to hold out as there may be a better card around the corner or there might not be. I may go ahead and try really hard to bid on this decent card, but if I get it, I'll deplete my cash for something really great that may come along.

I do think this is also a perfectly good way of auctioning things and I agree that not knowing what will come up next in the auction will probably also provide tension. It makes it a bit more random, but that is not necessarily a problem. It just depends on where you want to game with the game and what kind of auction fits best with the rest of the game.

Quote:

Why don't you like the maintenance? I'm just curious.

Because I think it is a fiddly bit that you could do without. The "maintenance cost" of a unit will be factored in with the auction price, at least if players play sensibly. So, if a really good charioteer comes up in the first round auction it will sell for a lot more than when it comes up in the last round auction.

Adding a maintenance cost to a unit might have the strange effect of a really good unit selling for a much lower price than a mediocre unit, simply because it has a much heavier maintenance cost.

Quote:

Also with a "cost" associated with cards, factions can actually profit off of charioteers by getting a low price for him at the auction and sell it to the bank. I thought this was a neat idea, and would award skillful acquisition of purchases.

That's what I thought your idea was. Personally, I think that the game's focus should be the race part and the auction should be about preparing for that race. It's OK if it has a side-effect of being able to make some money, but I don't think it would feel right if I would make a purchase that is only intended to make money and not because it would allow me to do better in the race.

Quote:

The problem I see with your idea, is once a faction purchases a decent card, it seems to me they would never sell it for such a dismal price of 100HS or 200HS when they got it for 600HS and it is actually worth that amount. It would be a huge loss. The only time they would sell the card, and even this would be tough, is if they see something they really want, and they were sure they could get it. This brings up a good point. Under this scenario, most players would rather keep the card considered for sale and only discard it later when they got the better card. It would not be worth it for them to not get the auctioned card and be without a good card they sold for peanuts! If I did use this idea the auction would have to be open, otherwise players would never sell.

Oh yeah, this definitely means the auctioned cards should be face up, so players can plan ahead. I agree that it is not likely that players will want to sell good units they bought in a previous auction. However, a faction has 2 of each type of unit and there are only three auctions in the game, so I don't think this will matter that much. Perhaps it creates a tension of its own. Suppose there is an OK charioteer in the first auction. How much is it worth, knowing that there are some absolutely great charioteers left that may come in the next auction?

Quote:

Like I said above, I see a potential problem with selling the units for 100HS. The sold units being discarded I will definitely corporate. You specify two complete sets. Currently the rules has a 3 set limit, the reason for this is to have a set for reserves. As the rules stand a charioteer that is injured does count towards the 3 charioteer limit. Maybe it is better to keep with the two complete set units, and a injured charioteer does not count towards this limit as he is not being paid and just sitting out. I think that is better.

I think limiting a faction to two complete sets and being forced to discard everything else will make the game a bit tighter and the auction more important.

Quote:

Right now, the ram cards will have to be changed so the desision is a little more agonizing when it comes in terms of ramming a chariot in to a wall. If a defender brakes, their should be a chance that the ramming chariot will swerve two square so if there is a wall it will slam in to it. This makes the descision more agonizing due to the risk.

Right now I am feeling that the rules for repairing chariots and tending to injuries might be nixed. If players had to really consider whether to actually use a damaged chariot or horse team, then it would add a layer of strategy. Right now the cost to fix them up is low, and so players will look at it as a nuisance. If you make the costs more to fix, then players will simply discard the cards. Also a charioteer waiting out for a game, doesn't really seem to add a whole lot.

I'll reread this portion of the rules and see what I can come up with.

- René Wiersma

zaiga
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Joined: 12/31/1969
Game #23 Chariots of War by DarkDream

DD,

One question: can you still finish the race even if the charioteer dies? I think I read that somewhere and the rules seem to imply it, but it is not completely clear.

Anyway, about fixing damage and injuries. It is probably easiest if you nix the rules about damage and tending to injuries and just give the players the option to either sell damaged units and buy new ones or just race another round with damaged units. I think this is still an interesting enough decision to make. It will also give players a reason to sell units they acquired in an auction.

If you really want to keep the rules for damage, then I suggest that you treat all the different units the same, for sake of simplicity. So you could also "heal" charioteers in between rounds, just like chariots and horseteams. In that case I think it is a good idea if "healing" a lot of injuries costs relatively more than healing less injuries.

For example:
- Removing 1 injury marker or hit costs 50 HS
- Removing 2 injury markers or hits costs 100 HS
- Removing 3 injury markers or hits costs 200 HS
- Removing 4 injury markers or hits costs 350 HS
- Removing 5 injury markers or hits costs 550 HS
- Removing 6 injury markers or hits costs 800 HS

Surely this scale will need some tweaking, but you get the idea. The idea behind the increasing scale is that it will make the decision whether to pay for healing and how much to pay, will be tougher. With a normal scale (50 HS per injury/hit), if it is worth to pay 50 to remove one hit, then it is also worth 200 to remove 4 hits, for example.

With an increasing scale there will be a "breakpoint" after which it doesn't become profitable to heal a unit anymore, but where that breakpoint is, will not always be clear I think. If a unit is damaged too much, it might be a better idea to sell it and hope you can acquire the same type of unit in the auction. I think this will create some interesting decisions.

- René Wiersma

Anonymous
Game #23 Chariots of War by DarkDream

DarkDream wrote:
Quote:
While it may be more historically accurate to use the three different denominations you mentioned earlier (I won't try to restate them here because I'll boggle it badly), I think it would just be more confusing than using one common denominations. Using coin symbols instead of numerical costs might alleviate some of that confusion, and make it more "universal" and less language-specific? My personal preference would be that the smallest-valued coin would have a value of 1.

Right now I have three denominations: small, medium and large gold coins (no super size gold coins :D). I agree by indicating symbols instead of 100HS, for example, would be more universal. How do you suggest I would represent the price of 250HS (two medium gold coins plus 1 small one)? Would I print on the card a medium coin symbol with a x2, and then show a small coins symbol with a x1? Or have 2 then the medium coin symbol (2 [Medium Coin Symbol]) then 1 and the small coin symbol. Now the symbols themselves. Maybe have a coin picture with a small "m", "l" or "s" in it to indicate small, medium and large respectively?

Well, I would use a method similar to Bohnanza where coins of similar denomination ("medium", for instance) are shown overlapping each other, so you get a stack of coins. In an ASCII format, which is of course a poor demonstration, it may look something like: ((0 for 3 coins. I would do that for each denomination required for the purchase, so you might have something like: (0 0 for something that would cost 2 of one coin and 1 of another. I hope what I'm trying to describe comes across.

DarkDream wrote:

Quote:
Just put factors in the Betting Payoff Chart, not "x00 per 100 bet"

Mike, not sure I understand you on this one. Could you explain this more?

What I meant was, rather than the chart saying "200", just have it say "x2", or even just "2". Instead of "300", just say "x3" or "3". That's more intuitive, IMO.

DarkDream wrote:

Quote:
I also agree that the cards were a little difficult to discern, but I think I understood them.

Mike, can you be a little more specific. What about the cards is difficult to understand. Is the font too small? Too much information at once? Torrent suggested the cards are too hard to read. What is about the cards that makes it so. Maybe making them bigger would be the key.

More specifically, I had a hard time telling where one card stopped and the next card started. I'm sure it would be easier if they were printed and cut. I don't know if putting the borders on the sheets would help, or just some empty space between cards (the ever-popular battle between "how much information can I cram on the card" versus "how can I keep it readable")?

Hope that clears up what I meant!

DarkDream
Offline
Joined: 12/31/1969
Game #23 Chariots of War by DarkDream

Zaiga,

Thanks again for your great comments and input. To quote:

Quote:
One question: can you still finish the race even if the charioteer dies? I think I read that somewhere and the rules seem to imply it, but it is not completely clear.

Right now with the current version of the rules, the only way a charioteer can die is if the chariot collapses. If this occurs the charioteer can get injured or die. Regardless, the chariot counter is removed. Therefore, you can not finish the race without a charioteer or chariot.

Quote:
Anyway, about fixing damage and injuries. It is probably easiest if you nix the rules about damage and tending to injuries and just give the players the option to either sell damaged units and buy new ones or just race another round with damaged units. I think this is still an interesting enough decision to make. It will also give players a reason to sell units they acquired in an auction.

I agree, it would definitely provide more of a reason to sell a damaged unit. However, right now a charioteer who gets injured can't race in the next race. To incorporate the charioteer in the equation would mean eliminating the ability of the charioteer to get injured or keeping with the clunky rule of getting healed by waiting out one race.

Quote:
If you really want to keep the rules for damage, then I suggest that you treat all the different units the same, for sake of simplicity. So you could also "heal" charioteers in between rounds, just like chariots and horseteams. In that case I think it is a good idea if "healing" a lot of injuries costs relatively more than healing less injuries.

For example:
- Removing 1 injury marker or hit costs 50 HS
- Removing 2 injury markers or hits costs 100 HS
- Removing 3 injury markers or hits costs 200 HS
- Removing 4 injury markers or hits costs 350 HS
- Removing 5 injury markers or hits costs 550 HS
- Removing 6 injury markers or hits costs 800 HS

Surely this scale will need some tweaking, but you get the idea. The idea behind the increasing scale is that it will make the decision whether to pay for healing and how much to pay, will be tougher. With a normal scale (50 HS per injury/hit), if it is worth to pay 50 to remove one hit, then it is also worth 200 to remove 4 hits, for example.

Right now a charioteer can only take 2 hits and then dies. A chariot can take either 5 or 7 depending on the grade of the chariot. A horse team can only take as many hits as its tiring speed -- usually 6. Healing a charioteer will always be 50HS.

Quote:
With an increasing scale there will be a "breakpoint" after which it doesn't become profitable to heal a unit anymore, but where that breakpoint is, will not always be clear I think. If a unit is damaged too much, it might be a better idea to sell it and hope you can acquire the same type of unit in the auction. I think this will create some interesting decisions.

Rene, do you agree that we need to bump up the selling cost greater than 100-200, more like I have it now? I just think selling the units for this price is way too low. I like your idea, except, players will always heal their charioteer (a no-brainer which does not create an agonizing decision).

As for repairing/healing the horse teams and chariots let's have a look. Right now the chariot costs 200 for a regular chariot and 350 for an elite one. Going by your chart (I realize it may have to be tweaked), it is apparent that for an elite chariot you sell it if it has over 4 hits. For a regular chariot, you sell it if it has more than 2 hits.

I just think players will intinctively make it a top priority to heal their units and heal them up to the maximum amount they can without it becoming no longer cost effective to do so. I believe, if they cannot heal a unit almost full way, then they will discard it, hence eliminating an agonzing decision; I feel players are going to be very adverse to driving with a dinged chariot or horse team.

To me if you are going to have a cost to heal, you should have only the option to discard and not be able to sell. This will increase the chance of the players actually healing.

In summary, I think players will be ok with depleting their cash to fix up a sure thing in front of them, rather than hope to use the small amount of saved cash to try to buy a not so sure thing.

I think your first suggestion, where players either decide to play with dinged units or get rid of them, will work as long as a player gets nothing for selling it. In fact, I think the game would be better without the selling aspect (for both injured and non-injured units).

It seems to me if you can't sell units for cash, it would actually help make more agonizing decisions. For example, "My horse team is a good one and it is a little beat up. It's about as good now as a decent team. I've already paid 700HS for it, and it would be a huge loss to get rid of it as I would get nothing! I would then have to buy another replacement chariot at 200HS which I would love to use this cash to bid on something really great!" As you can see, if I got something for my dinged team, let's say 200HS, then it makes the decision easier to sell it and get rid of the card.

Here is what I propose. Please tell me what you think:

- There is no selling of units.
- 2 charioteer and horse team limit.
- Injuries cannot be healed, or damage fixed up.
- If over the 2 limit you must discard a card.
- For a charioteer, if the chariot collapses, he is either ok, or seriously injured and removed from the game.
- There is obviously no cost on the cards.

In this way, there is no injury pay back charts, no tending to injury phase and adds focus to the auction and helps make the decisions more agonizing. I thought it was a neat idea selling units to get back money. The only strategic thing from this idea is that with selling skillfully you could make some cash. I think it deters from the central theme of the auction to buy!

Zaiga, my final idea for making things a lot simpler is not having any continuation between the races. In otherwords, after the first race finishes, all unit cards would go back and you start a new game from scratch except players do not get any cash, they use what they currently have.

The advantages obviously is there are no injuries, notions of maintenace and so on. Also if players just want a quick bash, they could just play one race instead of three and seeing the winner after one race.

The disadvantage I see in this approach is that there is no continuation between the races that players may like (there is more of a story going on of players slowly building up cash for better players. Also players may become partial to their horse teams and chairoteers). Also the auction would need to be changed for more cards which may extend the time on the game.

What do you think?

Once again Rene, you have really raised some good questions and excellent suggestions.

Thanks,

DarkDream

DarkDream
Offline
Joined: 12/31/1969
Game #23 Chariots of War by DarkDream

Mike,

Thanks for getting back to me. To quote:

Quote:
Well, I would use a method similar to Bohnanza where coins of similar denomination ("medium", for instance) are shown overlapping each other, so you get a stack of coins. In an ASCII format, which is of course a poor demonstration, it may look something like: ((0 for 3 coins. I would do that for each denomination required for the purchase, so you might have something like: (0 0 for something that would cost 2 of one coin and 1 of another. I hope what I'm trying to describe comes across.

I can see what you saying with ((0 where you have three coins stacked on each other. Yes, I think this will definitely work. It may be a bit difficult at a glance if you had 7 medium gold coins ((((((0 or more. Worst comes to worst you could have a little meter like a ruler where a horizontal stack of gold coins would immediately be under a number telling you how much you had. Definitely good idea, thanks.

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What I meant was, rather than the chart saying "200", just have it say "x2", or even just "2". Instead of "300", just say "x3" or "3". That's more intuitive, IMO.

Yep, good point. Thanks.

Quote:
More specifically, I had a hard time telling where one card stopped and the next card started. I'm sure it would be easier if they were printed and cut. I don't know if putting the borders on the sheets would help, or just some empty space between cards (the ever-popular battle between "how much information can I cram on the card" versus "how can I keep it readable")?

Yes, things are crammed together and it is a little difficult to tell right now. Some kind of border on the cards themselves may be a good idea.

Thanks for clarifying things for me. Great suggestions!

--DarkDream

zaiga
Offline
Joined: 12/31/1969
Game #23 Chariots of War by DarkDream

Quote:
Zaiga, my final idea for making things a lot simpler is not having any continuation between the races. In otherwords, after the first race finishes, all unit cards would go back and you start a new game from scratch except players do not get any cash, they use what they currently have.

It would certainly make things a lot simpler, but the game would also lose some of its charm and the game would lose some over-arching strategy. I think you should try and keep the continuation between the races, I'm sure it can work.

I think I like the idea of not being able to fix up any damage, even though it is not really thematic. This will make it important to race a bit more carefully. Also, it will provide an interesting choice during the auction part. Do you want a sturdy chariot / horseteam that will surely last three races or do you want a faster, but less sturdy team if it has a larger chance at actually winning a race?

- René Wiersma

Joe_Huber
Offline
Joined: 12/31/1969
Thoughts...

BTW - if this post is good for nothing else, it does go to demonstrate that if you want my comments on something asking does wonders. (I haven't found _any_ time to browse this section of the Forums - or much of any of the forums, really.)

Thoughts upon reading the rules...

* The theme is appealing for me. I'm a fan of Circus Maximus; while I haven't played it in many years, I still am interested enough in it to own a copy.

* The breakdown of auction & race makes sense for me, and adds a nice element.

* I don't believe the game could be played in 30 minutes. I strongly suspect that the game will work best for the German game audience when tuned for a single race.

* I really like the fact that the system has multiple chariots per team. That's how we played Circus Maxmus, and it helped make the game.

* The bidding doesn't quite work. Requiring players to bid on themselves is good for many reasons - but as someone else (Rene?) pointed out, it only really rewards the person already being rewarded.

* I can't manageto download the cards, so no comment on those.

* I'd like look ahead on the cards to be auctioned (I can imagine a case where you see the next three cards to be auctioned, for instance, assuming you don't want to reveal all of them).

From what you've designed, what _I_ want the game to be is a single race with an auction-driven setup for the race and no bidding. (Well, OK, I'd even more prefer a drafting-driven setup, but that's just me - or perhaps a Knightmare Chess-esque setup, wherein players have a budget for their upgrades that must be apportioned out.) That's a niche that hasn't been filled to my satisfaction - but seems well removed from your intent.

Joe

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