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Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

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onew0rd
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Joined: 12/31/1969

Ok. Here is my game. It is a bit on the heavy side but does work. I have tested an earlier version several times and it played very well except the game goals were not easily met. So, I reworked and here you go.

http://www.keybring.com/game_rules.htm

For some reason, when I published this in Frontpage (I'm not the greatest web designer) it keeps giving a server authentication thingy when you close certain pages. Just close them and ignore. I'm working on that.

The components and game boards are hyperlinked in the rules.

Let me know what you think...

Eugene

Brykovian
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Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

Hi Eugene ...

I like this game.

On first pass, my comments are mainly on writing/language-related things in the game rules itself (although there are some game-play clarifications in there too). Most of those are due to inconsistency in the terms you used. I'll go section-by-section:

Components

  • "Tribesmen Markers (5 colors)" ... might be clearer to state "5 Types" to distinguish that they are not related to the 5 player colors (like you did with the description for "Goods")
  • "5 sets of Action markers (9 per set)" ... might be better stated as "Action Markers (9 per set, in each of the 5 player colors)" or something similar
  • You don't list the 2 player markers used for the Condition and Bonus tracks
Setup
  • "1. Each Player takes 1 player board and a set of colored Markers" ... might be better as "1. Each Player takes 1 player board and a set of Action Markers and Player Markers in the same color"
  • "3. Each player places a marker on the Condition Effects scale" ... might want to specify "player marker" (so not to confuse with the action markers -- same for step #4), and since that section on the player board is called "Condition Meter", you should probably use the same term here
Plan Phase
  • "During the plan phase, players place numbered markers" ... should stick with "Action Markers" to be consistent with the components list and setup (or switch those previous sections to "numbered markers"
  • Play order tie breaker for Hunt/Work phases ... If there are 3 players tied with the same number, are there 2 action card drawings done in order to get a true 1st, 2nd, 3rd order? If so, does this mean that the 3rd place person (lost twice) gets to keep both action cards?
  • What's the use of the action/numbered marker that's labeled "Same"?
Hunt/Work Phases
  • In both phases, you state that players can buy items under the phase's specific section or under the "Special" section ... is this the "Plan" section shown on the game/season board? If so, then consistent naming is needed.
  • Can players spend more than the number he/she personally assigned to hunt/work that turn if there are enough points left on the AP scale? For example, if the player had put a 3 forward for Work and when his turn comes to buy something in the Work phase there are still 8 Action Points left on the AP scale ... could he buy a Hut?
  • Can players buy Bonus points during Hunt and spend them during Work?
Condition Effects Phase
  • "Now using a Generic Marker to track progress, move down the list of Condition Effects for the given season and have each player resolve those effects in order." ... I can't figure out what is meant by this. I can see the "Condition Effects" board, but I'm not catching on to how it's used. It might be good to spell out a step-by-step example.
  • My assumption is that you go point by point on the condition effects and adjust your Condition Meter accordingly ... if this is the case, then I would suggest consistency again in the terms "Good/Bad" on the meter versus "Good/Unhappy" on the effects board.
  • (Also based on my assumption ...) A number of the effects are based on First/Last or Most/Least ... if 2 or more players are tied for the position, does it apply to all of them or none of them?
Other Points
  • I like the look of the Player Boards, especially the way the Food & Hut sections are layed out to show how many tribesmen they support
  • What are the purpose of the thumbs-up/thumbs-down rows on the player board?
  • What is the definition of "Happy Tribesman" ... is it a tribesman that has the proper good assigned to his need?
  • Another language-consistency item. I think each tribesman has a "Need", but it is fulfilled by a "Good". So, the term on the player board should probably be "Goods" instead of "Needs"

It looks like an interesting game ... and one that is probably easily taught by simply walking through how a turn works.

-Bryk

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onew0rd
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Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

Brykovian wrote:
Hi Eugene ...

I like this game.

On first pass, my comments are mainly on writing/language-related things in the game rules itself (although there are some game-play clarifications in there too). Most of those are due to inconsistency in the terms you used. I'll go section-by-section:

Components

  • "Tribesmen Markers (5 colors)" ... might be clearer to state "5 Types" to distinguish that they are not related to the 5 player colors (like you did with the description for "Goods")
  • "5 sets of Action markers (9 per set)" ... might be better stated as "Action Markers (9 per set, in each of the 5 player colors)" or something similar
  • You don't list the 2 player markers used for the Condition and Bonus tracks
Setup
  • "1. Each Player takes 1 player board and a set of colored Markers" ... might be better as "1. Each Player takes 1 player board and a set of Action Markers and Player Markers in the same color"
  • "3. Each player places a marker on the Condition Effects scale" ... might want to specify "player marker" (so not to confuse with the action markers -- same for step #4), and since that section on the player board is called "Condition Meter", you should probably use the same term here
Plan Phase
  • "During the plan phase, players place numbered markers" ... should stick with "Action Markers" to be consistent with the components list and setup (or switch those previous sections to "numbered markers"
  • Play order tie breaker for Hunt/Work phases ... If there are 3 players tied with the same number, are there 2 action card drawings done in order to get a true 1st, 2nd, 3rd order? If so, does this mean that the 3rd place person (lost twice) gets to keep both action cards? Each action card has a distinct number. Therefore, there will be an order established if there are more than 2 players tied. All players EXCEPT THE PLAYER with the highest card keeps their action card. So if three players are tied and they draw 4,12,8, the player who drew the 12 goes first and discards the action card. The player who drew the 8 goes second and keeps the action card, and the player who drew the 4 goes third and also keeps the action card.
  • What's the use of the action/numbered marker that's labeled "Same"? This is used in the event you want to use the same number twice. Say you have a total value of 8 and want to place 4/4.
Hunt/Work Phases
  • In both phases, you state that players can buy items under the phase's specific section or under the "Special" section ... is this the "Plan" section shown on the game/season board? If so, then consistent naming is needed. All the consistent naming things will be worked on...I tried for some consistency but apparently failed miserably... :lol:
  • Can players spend more than the number he/she personally assigned to hunt/work that turn if there are enough points left on the AP scale? For example, if the player had put a 3 forward for Work and when his turn comes to buy something in the Work phase there are still 8 Action Points left on the AP scale ... could he buy a Hut? Yes
  • Can players buy Bonus points during Hunt and spend them during Work?Yes

Condition Effects Phase

  • "Now using a Generic Marker to track progress, move down the list of Condition Effects for the given season and have each player resolve those effects in order." ... I can't figure out what is meant by this. I can see the "Condition Effects" board, but I'm not catching on to how it's used. It might be good to spell out a step-by-step example.
  • My assumption is that you go point by point on the condition effects and adjust your Condition Meter accordingly ... if this is the case, then I would suggest consistency again in the terms "Good/Bad" on the meter versus "Good/Unhappy" on the effects board. Your assumption is correct. I will clarify.
  • (Also based on my assumption ...) A number of the effects are based on First/Last or Most/Least ... if 2 or more players are tied for the position, does it apply to all of them or none of them? hrm...I'll have to take a look at those to see...good catch.

Other Points

  • I like the look of the Player Boards, especially the way the Food & Hut sections are layed out to show how many tribesmen they support
  • What are the purpose of the thumbs-up/thumbs-down rows on the player board? Thumbs up means Happy. Thumbs down means unhappy. You place the tribesmen in the square according to whether he's happy or unhappy. This is determined at the end of a season during condition effects. There are some that will make a tribesman happy/unhappy based on certain conditions.
  • What is the definition of "Happy Tribesman" ... is it a tribesman that has the proper good assigned to his need? See previous question.
  • Another language-consistency item. I think each tribesman has a "Need", but it is fulfilled by a "Good". So, the term on the player board should probably be "Goods" instead of "Needs"
I see this. I will call them all needs. Even the markers.

It looks like an interesting game ... and one that is probably easily taught by simply walking through how a turn works.

Nice suggestion. I will put together a season example. Thanks for the input. I will revise as I go along and consider all suggestions. I really appreciate the feedback. Thanks. Eugene

-Bryk

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Brykovian
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Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

onew0rd wrote:
Brykovian wrote:

  • Play order tie breaker for Hunt/Work phases ... If there are 3 players tied with the same number, are there 2 action card drawings done in order to get a true 1st, 2nd, 3rd order? If so, does this mean that the 3rd place person (lost twice) gets to keep both action cards?
Each action card has a distinct number. Therefore, there will be an order established if there are more than 2 players tied. All players EXCEPT THE PLAYER with the highest card keeps their action card. So if three players are tied and they draw 4,12,8, the player who drew the 12 goes first and discards the action card. The player who drew the 8 goes second and keeps the action card, and the player who drew the 4 goes third and also keeps the action card.
Brykovian wrote:

  • What's the use of the action/numbered marker that's labeled "Same"?
  • This is used in the event you want to use the same number twice. Say you have a total value of 8 and want to place 4/4.
    Thanks -- that clears those up.
    onew0rd wrote:
    Brykovian wrote:

    (Also based on my assumption ...) A number of the effects are based on First/Last or Most/Least ... if 2 or more players are tied for the position, does it apply to all of them or none of them?

    hrm...I'll have to take a look at those to see...good catch.

    IMO, I think it should apply to all of them.

    -Bryk

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    onew0rd
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    Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

    By popular demand...here is a season walkthrough:

    http://www.keybring.com/walkthrough.htm

    Anonymous
    Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

    I'll give my initial reactions as they come and save my overall impressions for the end.

    Quote:
    Each player takes 6 random tribesmen

    I think it would be clearer to say "6 randomly chosen tribesmen."

    Quote:
    players place numbered markers face down on their game board in Hunt and in Work.

    Explain the purpose of the "Same" maker. (I figured out what it was, but it would've been easier if you mentioned it in the rules.)

    Quote:
    To purchase items under hunt, players use points according to those available on the Action Scale.

    Say "players spend points" rather than "players use points." That way the words "purchase" and "spend" are linked to facilitate comprehension.

    Quote:
    As points are used, the markers on the Action Scale are lowered.

    What prevents the player who "won the bid" from using all the points to buy many items? Is there an item limit?

    . . . .

    I see now after looking at the walkthrough season that players take turns buying one item at the time. This could be made more clear in the rules.

    Quote:
    Whenever you purchase a need, you must immediately place it on one of your tribesfolk. . . . . If a Lore is placed under the green tribesfolk, that tribesfolk’s Goods are met.

    Is the need placed on or under the tribesfolk? (I can tell by the board that it's under, but this should be consistently explained in the rules.)

    Quote:
    Least Advancements – Ties count. So do Advancements not yet placed!

    This clarifying detail should be in the rules.

    In the components:

    The board that is discontinued over two pages should have the seasons at the head of the columns on the second page, too. (Otherwise, provide instruction to join these parts of the board together.)

    I like the font you used, but sometimes that 1's look to me like 2's.

    The chart design is excellent, especially the player boards. The colors are well-chosen as be distinguishable both in their respective sets and between sets. (i.e the player colors vs. the resource colors.) I would suggest, however, that you change the "thumbs up" and "thumbs down" symbols to a "smiley face" and "frowny face" (unless you think that's too cheesey or cutesy) which better convey the feelings of happy and sad. Also, I would suggest a different graphic for food; since the picture of the deer contains a background with an undefined border it might be hard to identify the picture.

    I like the bidding part where the players divide all their points between just two goals. I like the mechanic you have for resolving ties because it doesn't necessarily give the tie-winner an advantage over the tie-loser. I think, though, that you should state what would happen in the case of a three-way tie. (I assume you would have two players keep action cards.)

    The advancements and condition effects seem well-balanced, interesting, and fit with your game theme.

    I apologize for being nit-picky with your rules, but I do think it's important that players can understand the manual with a single read-through. Overall, I think you have a great, well-planned game.

    Brykovian
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    Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

    Here's a question on the gameplay ...

    The winner of a phase bid (hunt/work) gets to increase his bonus track for being the winning bidder and he gets to go first in the purchasing of things (meaning he will have the most AP to work with on the first go-around) ... and since the value on the bonus track helps determine how many points can be used to bid the next turn ... This makes me wonder if there will be a rich-get-richer effect with this.

    What have you seen in your playtests?

    -Bryk

    onew0rd
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    Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

    I appreciate all the posts and will work on clarifying the rules. I want everyone to be as brutal and nitpicky as possible as this will only help my game. I like suggestions about formatting and consistency because this will help me get the game across better. The times I have played it, I didn't have this confusion, because it's alot easier to explain by playing a season or 2 than to explain in a written manner. Actually, by Fall, most games are humming along without a major hitch. Unfortunately, I haven't played it much. To make matters worse, the times I have played it, it was prior to implementing the Bonus Scale. Before there was only Huts, Food, Goods, Cards and Advancements all purchased off of the Action Scale.

    To answer Brykovian as best I can though: In theory, the only real bonus in winning a season is the Bonus Scale point, the fact you get first crack at advancements, and the fact that you will probably purchase MAYBE 1 more item on average than the other players. Most of the time however, every player will be able to purchase several items each phase anyhow and there will be more than 1 solid advancement. Plus, if you are accumulating Bonus Points to win Hunt/Work all the time, you are not purchasing Advancements which are huge benefits and may not be a great idea to avoid them. The Bonus points were added as a way to allow players to screw with the rotation (it was so common to see...Food, Food, Food, pass,pass,pass) and allow a player to develop his future game at a minor sacrifice in the present. Before players purchased cards and advancements off the Action Scale and this would lead to heavy stagnation. The players would not be able to purchase enough items each round so they were just sticking to the Hut/Food/Goods and avoiding the Advancements.

    My idea is to have a game where various strategies are viable. You could go the route of short term control by hoarding your Bonus points thus controlling the Hunt/Work order. You could play a more long term game by purchasing Advancements. You could attempt to gain Tribesmen as fast as possible - happiness be damned, you could try to keep the ones you have happy and grow at a more reasonable pace.

    As it is now, the only things I am unhappy with is:
    I need to flesh out the Condition Scale. It seems like the scale should vary more maybe -3 to +3. Also, the Advancements may cost a little much. Maybe 3 Bonus Points instead of 4.

    Nevertheless, I need to test to figure all this out. I just don't have the group at the moment to facilitate this. IF anyone would like to volunteer however... :wink:

    Anyhow, I really like this game the few times I have played it as did the other players. I think the additions and adjustments I made only made it better and plan on streamlining what you see into a better game. I just need more plays.

    Thanks for the feedback and keep 'em coming...Eugene

    onew0rd
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    Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

    In regards to the component Graphics/Fonts, etc.: These were made to facilitate the creation of the prototype and in hindsight some decisions (thumbs up/down) were probably not the best fit. Thanks for the suggestions and I will be revising the prototype to clarify some things you guys noticed...thanks again for the attention to detail.

    Eugene

    jwarrend
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    Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

    Eugene,

    Thanks for sharinr game with us! I haven't been following the discussion, so forgive me if anything is redundant. Also, I can't view the board file, so that may be a problem that makes understanding things more difficult.

    First, the rulebook is awfully sparse, and it's rather hard to figure out what is supposed to be happening in the game, but here's my rough sense:
    First, there's a blind bidding round where you put markers down in 2 area, Hunt and Work. Next, each of those actions is resolved in bid order. On your turn, it seems like you can either buy some subset of items available for that action this season, or you can buy advancements and such. After all the actions have been taken, the effect of what you've bought is resolved, and your tribespeople become happy or angry or whatever according to a "condition scale".

    Again, I can't see the supporting components, but the lack of description of the condition scale in the rulebook is troublesome. My sense is that if it can't be described in the rulebook, there's a good chance it's analogous to a lookup table, which is potentially a source of unnecessary complexity. I'd be interested to see an algorithmic view of the "condition scale", although I suppose having a flexible track would allow certain seasons to emphasize different needs -- e.g., in winter, you need food and shelter in big amounts, whereas in summer you can get by with less (or no) shelter.

    It seems like the shifting seasons are really the potential innovation in this game, and I hope you've played it up to full effect. Again, since I can't see the board, it's hard to say, but the important consideration there should again be that the number of properties for each season should be as compact as possible.

    The one idea that confused me was the Action Cost track; it seems that this is a common pool that all players can spend out of. Ok, well and good. But what I don't see in the rules is a limitation on what the first player can buy; couldn't he just spend ALL of the action cost track on his purchases? Or is there a limitation that you can only buy one thing per phase? (and if so, are the costs small enough that no player could spend the whole pool in one shot?)

    It seems that if it's the latter, you've got a problem where people won't have enough actions in a turn to make stable progress in the game -- they'll always be behind. If it's the former, that's just a basic conceptual flaw in the design. I assume there's something I'm missing; what is it?

    Overall, the game sounds like there are some interesting bits, and I wish you the best of luck as you work on it further!

    -Jeff

    Johan
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    Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

    Hello Eugene

    Yesterday we tested your game Neolithic:Chieftan and this is the result.

    Background
    I had read the rules two times and did a Season Walkthrough before the game session. I also read the discussion on the BGDF.

    The game session
    When we tested the game, we were 5 players (age 13-45) both male and female. The game took (with rule explanation and that we ha to check the rules a couple of times) something between 1,5 and 2 hours. That is more then acceptable. The game ended after session 5.

    We grade all games we play and have (scale 1-10). If you get a 1 is really terrible game and a 10 is the best game ever. A 5 are playable but not more. Each player gives his or her grade and then we take the average from that. In our grading we took in account that this is a prototype and the game is not ready (We play between 1-5 prototypes per month).
    Your game got a 7 and that is a good grade (other games in the same grade are for example Talisman version 2, Settlers of Catan Card Game, Cave Troll, Kings Breakfast, Game of Thrones, Formula Dé and History of the World). When you are ready with the game it will probably land on 7-7,5.

    We all agreed on that this was a good game that had potential.

    The rules
    The rules were easy to follow, but you need to add examples (even easy examples for people that don't play games very often).

    One thing that we didn't find in the rules was when you got more tribesman, did you get them randomly or could select them. We took them randomly.

    The game
    Before I start to list all things that could be improved, I will go threw the things that are really good.
    - The basic mechanism with voting and the get the action points from that is the strongest part in the game.
    - The different tribesman did give the game the edge it needed (different goods for different tribesman).

    Now to the problems:
    The scale
    The scale (Good to bad) of getting tribesmen is to...(I don't find the word). It was too easy to get tribesman. The length of the game depends on how this scale. We suggest that you do the advancement scale longer and add some more zeros in the middle.
    - One way to change the scale is to have a scale from 2-12 where the scale indicates how many tribesmen you can have. If you have less than the number of tribesman you loose one tribesman and if you have more than the number you gain one tribesman. You cannot loose the last two tribesmen. (Then you can also add that during the winter you loose down to the number you actually have and during the summer you can gain up to two tribesmen).

    Advancement cards
    In turn 2, I bought an Advancement card (I believed that setting traps for the winter would give me an edge). The problem was that the Advancement had a to high price and I could not compete with the others to get the first hunt or first work that I needed).
    When we read the advancement cards we did not understand what to use them for (some of them was good as the ones that gave you +2 to hunt, +2 to work, leadership and some others?). The price was two high for what they did.
    - The problem with the advancement cards could be avoided by setting different prices to different cards (and the session only indicates +1 (+2) or -1 (-2) to those cards).

    Action cards
    Action cards did not feel right. You gain action cards if you had the same hunt or work number (and got the lowest numbers). You were promoted if you guessed the same as another player. In our game there was 3 players that had the same points threw the entire game and got action cards every turn.

    Suggestion: the action cards and the advancement cards.
    Put those in the same deck. Give each player 5 card each spring (the old cards are removed). Those cards can be used as action cards, can be permanent advancement, yearly (only valid for one year or one season) advancement and events. Each card has a cost on it. If two persons has the same work or hunt score, then each player select a card from there hand. The highest player discard his card and go first.

    I hoped this give you some help with the game.

    // Johan

    Johan
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    Game #54: Neolithic: Chieftan by Eugene Charron (onew0rd)

    I should explain why I did the test of the game.

    onewOrd did some work for me (in this case corrected the spelling and grammas on the Feeeeed Meeeee game (and did an excellent job)) and I tested his game. He sends me the components via mail and I printed them out, read the rules and the test group that I am a part of did the test. Then I send the result to him.
    He decided that it would be better to have a public discussion on the Forum.

    I'm willing cooperate with other members at the forum (I have a couple that indicated an interest to get there games tested) and I will create a new tread about that later (that is another subject).

    // Johan

    P.S. This game is much easier to understand when you have the components.

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