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Game #8: City Builder

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sedjtroll
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I haven't seen Oracle in a little while, maybe due to the outage. But I do know he was excited about workshopping his "Investment/Rail" game- which has evolved into City Builder, so I'm going to post this on his behalf. For more background check out the Investment/Rail thread. Here is a link from that thread to the rules as they stand...

Oracle wrote:
My prototype for the game is coming along nicely.

I have the current rules and some pictures of sample cards available here.

I could use some suggestions for buildings to include too. I'll need a total of 40 for now.

- Seth

Oracle
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Re: Game #8: City Builder

sedjtroll wrote:
A re-written and updated set of rules for City Builder are located here. This link has no cards though.

Most of the updates in your version rules help clarify things, but in a few cases, you change a rule in a way I don't want. For example, I don't think overhead should be paid for workers involved in a bid even if they lost. Thematically, it makes sense that the company requesting bids pays for the cost of preparing those bids. Mechanically, it encourages people to bid higher because they don't have the fear that if they don't win the auction they'll have to pay higher upkeep fees so they may as well bid as low as possible to try and guarantee a win.

I've updated my version of the rules with most of the syntactic changes you made. At the very least, mine is formatted nicely :). http://jason.profquotes.com. The summary there is very out of date, it was an aid in creating an early draft of the rules, and now it's just there for archival purporses, so you might want to ignore it and just read the rules.

I have sample cards for all 5 districts more of the contracts. I'd rather have had time to get those on the site before posting, but I'll put that together and work on the district tiles.

Jason

jwarrend
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Game #8: City Builder

It still has some ambiguities. First, you say:

Quote:
The banker figures out the fee for the contract and places that much money on the contract card as well.

How does the banker figure this fee? On what is the calcuation based?

Also, your sample cards have the words "workers", "dividend", "base pay", and "share price". With the exception of "dividend", it is never clear exactly what these words mean. I sort of figured out that "share price" is the base price, but it isn't clear to me how you keep track of the increases in the price in the shares.

Your book gets an A+ for brevity, but more explanation would make things more clear. In my rulebooks, I usually spend a good page or two walking through what the components of the game are. If there are cards, I like to show a picture and/or describe what the various numbers and symbols mean. This can be just a crude overview, you shouldn't get into detailed specifics. But it should be clear what the different components of the game are, and how they contribute to the game's functionality, and I should have a rough idea of that BEFORE I start reading the actual rules of how I'm going to manipulate those components.

I'll have plenty more to say about mechanics and such, I'm sure, but I think the rulebook isn't yet totally clear on how the game works. I still don't see, for example, the concept that "your payoff scales with the number of workers." Does it say that unambiguously? If so, where?

-Jeff

sedjtroll
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Game #8: City Builder

jwarrend wrote:
It still has some ambiguities. First, you say:

Quote:
The banker figures out the fee for the contract and places that much money on the contract card as well.

How does the banker figure this fee? On what is the calcuation based?

This should go into the rules- probably in a little sub-section under Bidding. It's a function of the number of workers... i.e. there would be a base amount plus an additional amount per worker assigned.

Quote:
Also, your sample cards have the words "workers", "dividend", "base pay", and "share price". With the exception of "dividend", it is never clear exactly what these words mean. I sort of figured out that "share price" is the base price, but it isn't clear to me how you keep track of the increases in the price in the shares.

I believe the "workers" is the minimum number of workers required to do the job. This may or may not be necessary. It's one way to keep people from just bidding 1 worker all the time. "Base Pay" is pretty clear, the payout for completing. What isn't on there is the additional payout per worker assigned. That needs to be added. Dividend is the amount of money paid to the stockholders when the job completes, it's probably "per share held," and it's paid out before the price changes... "Share Price" is intended to be the amount by which the value of the stock changes in the District where the job is built.

Quote:
If there are cards, I like to show a picture and/or describe what the various numbers and symbols mean.

I agree. If this can be added, it would be great. I want to do the same with 8/7c for sure.

Quote:
I still don't see, for example, the concept that "your payoff scales with the number of workers." Does it say that unambiguously? If so, where?

It doesn't say it unambiguously. It does need to be in the rules somewhere (how to calculate the payoff), but I don't think the "more workers you use, the higher the fee" needs to be explicitly spelled out. If everything that needs to be in there is in there, then this will become evident intuitively. What I'm trying to say is... does it say in the rules of monopoly that "the more houses you have on a property, the higher your income if someone lands on it"? Or does it just say "If someone lands on your property you collect rent. Look at the card to see how much."

I think once it's cleaned up with the diagram of a card and everything this concern will be a non-issue.

- Seth

sedjtroll
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Re: Game #8: City Builder

Oracle wrote:

Most of the updates in your version rules help clarify things, but in a few cases, you change a rule in a way I don't want.

I didn't realize I had changed that rule the way you say. I see now that it was an unclear point, and I think I see what you mean now. By the way, I think you misspoke in your reply-
Oracle wrote:
I don't think overhead should be paid for workers involved in a bid even if they lost.... Mechanically, it encourages people to bid higher because they don't have the fear that if they don't win the auction they'll have to pay higher upkeep fees so they may as well bid as low as possible to try and guarantee a win.

This was confusing to me, but I think I've figured out what you mean. You want the definition of "Idle Worker" to be "Worker not assigned to a job AND not used in bidding this turn." This sounds like a decent way to keep people from going broke if someone just bids the minimum every time.

And by "Mechanically, it encourages people to bid higher..." I think you meant to say "lower" or "fewer workers."

Finally, update the "Last Updated" line on your website ;)

- Seth

EDIT: I fixed the initial post, took out my link. You might want to edit your comment down too, and we'll strike the references to my version from the thread now that you've updated. Your current rules are the ones we're trying to workshop here.

Oracle
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Game #8: City Builder

sedjtroll wrote:
This should go into the rules- probably in a little sub-section under Bidding. It's a function of the number of workers... i.e. there would be a base amount plus an additional amount per worker assigned.

Yep, I've already added that to the rules and cleared up the other questions.

sedjtroll wrote:
I agree. If this can be added, it would be great. I want to do the same with 8/7c for sure.

I also agree, the rules should have diagrams. I intend to add them.

sedjtroll wrote:
I don't think the "more workers you use, the higher the fee" needs to be explicitly spelled out. If everything that needs to be in there is in there, then this will become evident intuitively.

I think Jeff was just saying that the calculation needs to be in the rules unambiguously (and now it is), not that I had to explain the ramifications of it.

sedjtroll wrote:
I think once it's cleaned up with the diagram of a card and everything this concern will be a non-issue.

As I said, the text is cleaned up to address this, I will add the images to the rules, it will just take a day or so. For now, I think everyone knows what the card text means based on what we've posted already, so it's not a huge priority.

jwarrend
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Game #8: City Builder

Oracle wrote:

As I said, the text is cleaned up to address this, I will add the images to the rules, it will just take a day or so. For now, I think everyone knows what the card text means based on what we've posted already, so it's not a huge priority.

I agree, and I want to emphasize again that games for the GDW don't have to have "pretty" rulebooks; hpox's rulebook was just simple html text, yet it was one of the better rulebooks we've seen. What's more important is clarity. Try to put yourself in the shoes of someone who hasn't played the game, and is just taking it out of the box. What components is he seeing? What do they "do", in game terms? If you want to add images, it's fine, but what's more important is that you explain clearly what the different aspects of each component mean to the game, and that you include this in the overview up front so a learner doesn't have to reach page 5 before he learns a basic definition.

Brykovian
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Game #8: City Builder

Well, here's my intial response after a couple read-throughs ... On a general note, I think you do have a start to an interesting game. The mechanic discussed in such detail regarding how the number of workers bid determined how long the job took isn't even the most interesting part, in my eyes. I think the balance needed between simply getting cash from doing work, and smartly investing in the different stocks is really the thing this game will hang on.

Now on to the detailed stuff ...

Quote:
Place the 5 Land Tiles in the middle of the table leaving enough space between them for the contract cards.

Seems the second half of this sentence is unnecessary, since a couple sentences later, you say, "Shuffle the contract cards and place the stack next to the land tiles." This second sentence seems simpler, and since the exact location of the contract deck with regards to the land tiles isn't overly important, I think it should do the job just fine by itself.
Quote:
Place the stock value marker on each land tile, starting at $25.

I'm sure this will make more sense once an example of the land tiles is available to be seen ... but since that "stock value marker" isn't listed on the components list, nor ever mentioned again in the rules, I'm having a hard time visualizing how it will work.

I think that your idea about replacing the diceroll with a player decision *is* the way to go ... it allows the players to do a number of things: improve their own stocks, screw their neighbor, and determine if the game ends or is extended another turn. I think you should continue to develop that.

One thing I just need to flesh out in my head -- let me know if I stray off track. The fewest workers bid on a job wins it ... and the amount paid out by the job is larger if you use more workers. Also, having more workers on-hand allows you more flexibility in bidding, but is costlier as overhead.

Is it possible to fire all of your workers, never win a bid, and win based upon the money made on stocks?

I think it might be good to see a fictional round or two of the game played out ... it would help me get my brain around the different decision points and possible strategies.

Nice start so far!

-Bryk

Oracle
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Game #8: City Builder

Brykovian wrote:
Quote:
Place the 5 Land Tiles in the middle of the table leaving enough space between them for the contract cards.

Seems the second half of this sentence is unnecessary, since a couple sentences later, you say, "Shuffle the contract cards and place the stack next to the land tiles."

I've added an image of one of the district tiles. The 4 squares in the corners will overlap with the contract cards, so a fully loaded district will take up a lot more space than just the empty land tile. That's the space I meant the players should leave. I've clarified that sentance by changing it to

Quote:
Place the 5 Land Tiles in the middle of the table leaving enough space between them for the contract cards that will go in the slots.

Brykovian wrote:
Quote:
Place the stock value marker on each land tile, starting at $25.

I'm sure this will make more sense once an example of the land tiles is available to be seen ... but since that "stock value marker" isn't listed on the components list, nor ever mentioned again in the rules, I'm having a hard time visualizing how it will work.

Hopefully the land tile will clear this up, the grid in the middle of the card is the stock value area. I've added the 5 pawns to the component list (leaving it off was an oversight on my part).

Brykovian wrote:
I think that your idea about replacing the diceroll with a player decision *is* the way to go ... it allows the players to do a number of things: improve their own stocks, screw their neighbor, and determine if the game ends or is extended another turn. I think you should continue to develop that.

I agree, I will add that. I just need to rewrite it more formally and add it in to the main rules.

Brykovian wrote:
One thing I just need to flesh out in my head -- let me know if I stray off track. The fewest workers bid on a job wins it ... and the amount paid out by the job is larger if you use more workers. Also, having more workers on-hand allows you more flexibility in bidding, but is costlier as overhead.

Is it possible to fire all of your workers, never win a bid, and win based upon the money made on stocks?

The $50 fixed upkeep amount is designed to prevent that, it might need more balancing (I'm starting to think it's too high, but playtesting will tell). It should be too hard to make enough money only speculating in stock to pay that fee, at least early in the game.

Later, once you've made a lot of money and can buy a lot of stock, it should be possible to play that way, but it's a short game, so it should end by then.

Brykovian wrote:
I think it might be good to see a fictional round or two of the game played out ... it would help me get my brain around the different decision points and possible strategies.

That's a good idea. I'll try to write it up in a little while.

Brykovian wrote:
Quote:
Place the 5 Land Tiles in the middle of the table leaving enough space between them for the contract cards.

Seems the second half of this sentence is unnecessary, since a couple sentences later, you say, "Shuffle the contract cards and place the stack next to the land tiles."

I've added an image of one of the district tiles. The 4 squares in the corners will overlap with the contract cards, so a fully loaded district will take up a lot more space than just the empty land tile. That's the space I meant the players should leave. I've clarified that sentance by changing it to

Quote:
Place the 5 Land Tiles in the middle of the table leaving enough space between them for the contract cards that will go in the slots.

Brykovian wrote:
Quote:
Place the stock value marker on each land tile, starting at $25.

I'm sure this will make more sense once an example of the land tiles is available to be seen ... but since that "stock value marker" isn't listed on the components list, nor ever mentioned again in the rules, I'm having a hard time visualizing how it will work.

Hopefully the land tile will clear this up, the grid in the middle of the card is the stock value area. I've added the 5 pawns to the rules list (that was an oversight on my part).

Brykovian wrote:
I think that your idea about replacing the diceroll with a player decision *is* the way to go ... it allows the players to do a number of things: improve their own stocks, screw their neighbor, and determine if the game ends or is extended another turn. I think you should continue to develop that.

I agree, I will add that. I just need to rewrite it more formally and add it in to the main rules.

Brykovian wrote:
One thing I just need to flesh out in my head -- let me know if I stray off track. The fewest workers bid on a job wins it ... and the amount paid out by the job is larger if you use more workers. Also, having more workers on-hand allows you more flexibility in bidding, but is costlier as overhead.

Is it possible to fire all of your workers, never win a bid, and win based upon the money made on stocks?

The $50 fixed upkeep amount is designed to prevent that, it might need more balancing (I'm starting to think it's too high, but playtesting will tell). It should be too hard to make enough money only speculating in stock to pay that fee, at least early in the game.

Later, once you've made a lot of money and can buy a lot of stock, it should be possible to play that way, but it's a short game, so it should end by then.

Brykovian wrote:
I think it might be good to see a fictional round or two of the game played out ... it would help me get my brain around the different decision points and possible strategies.

That's a good idea. I'll try to write it up

Brykovian wrote:
Nice start so far!

Thanks :)

jwarrend
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Game #8: City Builder

Ok, I've read through the rules a bit, and unfortunately, I just don't know how intelligently I can comment on this one. I think I finally understand how the game system works, and I admit that many of my early concerns are indeed dealt with by the rules as they now appear, but I just can't tell whether this game will be fun to play or not. I really think I'd only be able to know via playtesting.

One of my bigger concerns about the game is the bidding system. I'm worried about the "head-game" aspect of blind bidding combined with "in event of a tie, both players lose" kind of effect. This makes the game very rewarding of guesswork, which can be a real turn-off of a mechanic, but in some sense, it does fit the theme, I guess.

I don't like it that you pay overhead after every single bid. I think this will make the game turns feel very repetitive, and that people will go broke very quickly. Moreover, it's not interesting to have a consequence after every bid, since not all players will be (or should be) interested in bidding on every item. It seems like it would make more sense to have 4 contracts up for auction each turn, bid on those one at a time, then have "overhead" costs and removal of workers from contracts, etc.

I'm trying to analyze how the bidding decisions will be made.
Advantages to bidding high: payoff will be higher, will tie up more workers so I don't have to pay upkeep on them. Advantages to bidding low: tie up fewer workers, so I'll have more bidding power, more likely to win bid.

But the problem is, there's no actual rhyme or reason to any of this, because only a unique bid wins. So it isn't just "bid low" or "bid high", it's "bid low, but differently than everyone else". This is different from most bidding games, where the idea is that if you're willing to pay more than everyone else, you can win. Here, the similar idea should be "if you're willing to do the job for less than anyone else, you can win". But it doesn't work that way, in part because of the minimum bid, but also because of the structure of the allocation of workers as the bidding commodity.

I know you like the Big Cheese mechanic, and it may be great, I haven't played, but I really feel that to fit the theme better, there should be two aspects to the building; one should be "I bid to get contracts", in which case low bid wins. But then the next should be "I must acquire workers/resources/whatever, and I must do so in such a way that when I get paid for completing my contract, I'll still make some money". I know you think you have this effect, and maybe you do, but it seems to me that the only sense in which you do is the abstract sense of "workers working on this contract can't be bid on other contracts, thus can't make me money in other places". But since your pay scales linearly with number of workers on the contract, it seems like there's no particular preference for bidding high as opposed to winning many small bids; that winning often is as useful as winning big, and in fact is more likely to succeed because of the "low bid wins".

But again, it all comes back to that tie breaker mechanic, where "lowest unique bid wins". In practice, I just don't think that is going to work. I think you're going to need some more creative tie breaker mechanic, because it makes the whole bidding process such a crap shoot. In blind bidding games, there's some guesswork because you're trying to avoid bidding more than you have to, so you have to guess what others will bid. In this game, though, you are trying to avoid picking the exact same number that everyone else picks. It's not much different from "I'm thinking of a number between one and ten", or at least, not in a way that is interesting.

I think the concept for the game is sound, and the theme is solid. I even think that "low bid wins" can work, since it matches up well with the theme. But I'm very concerned that the game as a whole has some bugs, and I'm not sure if they're big or small. I bet the game could be lots of fun, or not fun at all, and I really can't tell with this one which it is; I think I'd have to play to know. So again, I'd be really interested in hearing how your playtests go, I think that will answer a lot of questions for you and hopefully will show that most of the concerns I have are totally unfounded.

Either way, kudos for a compact and simple game with some interesting ideas, in spite of my concerns about the actual gameplay.

Good luck with your design!

-Jeff

sedjtroll
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Game #8: City Builder

jwarrend wrote:

One of my bigger concerns about the game is the bidding system. I'm worried about the "head-game" aspect of blind bidding combined with "in event of a tie, both players lose" kind of effect. This makes the game very rewarding of guesswork

This is a good point.

Quote:
I don't like it that you pay overhead after every single bid... it would make more sense to have 4 contracts up for auction each turn, bid on those one at a time, then have "overhead" costs and removal of workers from contracts, etc.

This is also a good point, with good logic behind it. It is also easy to fix and try different ways. Probably best would be to try it as is and see if it's really an issue, then try it another way and see if it's better.

Quote:
I'm trying to analyze how the bidding decisions will be made.
Advantages to bidding high: payoff will be higher, will tie up more workers so I don't have to pay upkeep on them. Advantages to bidding low: tie up fewer workers, so I'll have more bidding power, more likely to win bid.

I don't know if "more bidding power" is accurate. In a "bid high" auction, more resources = more bidding power. This is quite different. I'm not 100% convinced that it will work- I'm interested to see it in practice.

Quote:
But the problem is, there's no actual rhyme or reason to any of this, because only a unique bid wins. So it isn't just "bid low" or "bid high", it's "bid low, but differently than everyone else". This is different from most bidding games, where the idea is that if you're willing to pay more than everyone else, you can win.

Is being different from other bidding games really a bad thing? We hope that rather than "no rhyme or reason" this game will simply have "different rhyme and reason" to the bidding.

Quote:
But since your pay scales linearly with number of workers on the contract, it seems like there's no particular preference for bidding high as opposed to winning many small bids.

I think the pay needs to not scale linearly...

Quote:
I think the concept for the game is sound, and the theme is solid. I even think that "low bid wins" can work, since it matches up well with the theme.

I agree, and I agree that it remains to be seen if the way we're approaching it will work. I suppose we could use other suggestions on how to make a "bid low" auction work... Do you have any suggestions for alternatives?

- Seth

jwarrend
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Game #8: City Builder

sedjtroll wrote:
Quote:

But the problem is, there's no actual rhyme or reason to any of this, because only a unique bid wins. So it isn't just "bid low" or "bid high", it's "bid low, but differently than everyone else". This is different from most bidding games, where the idea is that if you're willing to pay more than everyone else, you can win.

Is being different from other bidding games really a bad thing? We hope that rather than "no rhyme or reason" this game will simply have "different rhyme and reason" to the bidding.

Being different isn't necessarily bad, although being "different just for the sake of being different" usually is. The point is, standard bidding games cause you to think along the lines of "how much am I willing to pay for this?" Your game about bidding for contracts is obviously going to be a little different. To me, it should cause you to think along the lines of "how much can I take in and still make money on the job?" But it doesn't do that at all. In fact, it's a game of psychology -- "what number can I bid such that no one else will bid that exact number, and everyone lower will be tied?" So I think the biggest problem I have right now is the tie breaker. It will indeed have a "different rhyme and reason", but I bet a player choosing his bids randomly will do as well in the game as someone who's really trying to bid intelligently (try it and see!). I really think your tiebreaker is the chief culprit, and I'm pretty sure it renders the bidding equivalent to "I'm thinking of a number...".

I also think that while it's obvious you want to use this mechanic from "the Big Cheese", the fact that you're bidding small quantities makes ties incredibly more likely, which also makes the tie breaker more important. If you were bidding thousands of dollars, then someone could bid "15200" and somone else could bid "16000" and the chance of ties would be way down. But because you're bidding workers, it won't work that way.

Quote:
Quote:
But since your pay scales linearly with number of workers on the contract, it seems like there's no particular preference for bidding high as opposed to winning many small bids.

I think the pay needs to not scale linearly...

Me too.

Quote:

I agree, and I agree that it remains to be seen if the way we're approaching it will work. I suppose we could use other suggestions on how to make a "bid low" auction work... Do you have any suggestions for alternatives?

Again, I think you should try what you have before pulling up the rug, but if I were going to make a game about bidding for construction contracts, it would work like this (and I may have said this). First, there would be an auction phase where you place a "sealed bid" on the contracts you want. (this could be a closed-fist auction, like what you have). The amount you bid is the amount you'll be paid, either immediately, or when you complete the job. In the next stage, you must pay money to acquire resources/workers/whatever. Maybe it's a second auction, where some workers are more resourceful than others and you want to get the best ones, but want to get them for cheap. Maybe this one is a traditional auction, so that to get the best workers, you probably will have to pay more, but they'll get more of the job done quickly. Maybe each job is characterized by a "size of the job", represented by X cubes that are placed on the card, and when the cubes are gone, the job is done and pays out. So each worker removes a different number of cubes from the job, and you want to acquire the workers who remove the most cubes.

This is just a rough sketch, the point is, it divorces the two kinds of bidding. The first kind is "how much will I get paid". The second concerns "how cheaply can I do the job, such that when I get paid, I'll turn a profit?"

Again, this is a very different game than what you're talking about, but I think it's more thematic, and also makes your "bid low" auction more interesting.

IngredientX
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Game #8: City Builder

Sorry it's taken me so long to respond... I finally had a chance to give the rules more than a passing glance.

I agree with the current thread that the bidding tiebreaker is an issue, especially if the bids are going to go down to one or two workers. Ties will become very likely, and the current mechanic is a little too arbitrary. Better to have a mechanic where a player feels outbid because his opponent is over/undercommitting, rather than because he chose the wrong number and lost a head game.

Perhaps blind bidding isn't the way to go. Perhaps a regular open bidding round is. And instead of players paying for all their idle workers, which seems a little backwards, perhaps the payout for the building fee could be multiplied by the number of workers in the winning bid. So you can try to outbid a player, but you will get less money as a result.

Another suggestion: the "Big Cheese" mechanic of releasing only one worker per turn was a big inspiration for this game. But is it still needed? The more I think about it, the more I feel that it applies to a high-bid system, because the winning bidder will have to wait longer to get his bidding power restored. In a low-bid system, since the more powerful bids (in terms of winning) can be with a single worker, the mechanic might just be out of place.

Instead, building payouts could be at the end of a turn. Players get all their workers back immediately, and have to deal with them next turn. This will encourage players to keep their overheads low.

Also, I think the “low bid” mechanic is screaming for something that happens with real-life low bids: mistakes. I believe that this can really improve your low-bidding idea, because it creates a sense of risk every time you improve your bid by dropping a player. So now every step in bidding creates two levels of drawbacks: less money for the winner, and more chances of a liability.

The problem with introducing liability is that it will very likely be a random mechanic. So perhaps once everyone has taken their turn and set up a building, a “liability card” can be drawn that affects everyone who has fewer than the number of workers listed on the card. In order to fix the problem, the player will have to pay the amount indicated on the card, or abandon the project. This means that players can make other players bid too few workers, causing their projects to have too many problems to be profitable.

Next: is the presence of stocks too much in this game? What does it add, in terms of complexity and fun? I might be wrong about this, but you may be able to cut stocks out of the game and not be losing too much. Personally, I think it might be a little too much upkeep for what it brings to the table. Perhaps playtesting will prove me wrong, but there you go. :)

Dropping stocks will help you keep the prestige system, which I think can turn out to be a major strategic factor in the game. In fact, the victory conditions could be victory-point driven rather than decided by net worth.

So, the following is merely a suggestion in how you can implement a victory-point system…

First: there’s no central board. Each player fills out their own city, like in Princes of Florence.

When a player completes construction of a building (that’s immediately, at the end of a turn), he places a marker of his color on the building. At the end of the game, they gather victory points, as such...

SEWAGE PLANT
Scores no victory points by itself, but your condos and houses will not score ANY points without one!

PRISON
Scores no victory points by itself, but your malls, industrial parks, and houses will not score ANY points without one!

CONDOMINIUM
+2 by itself
+1 for an adjacent Shopping Mall (only scored once)
-1 for an adjacent Sewage Plant (only scored once)
-1 for an adjacent Prison (only scored once)

HOUSES
0 by itself
+1 for each adjacent House
+2 for an adjacent School (only scored once)
+2 for an adjacent Shopping Mall (only scored once)
-2 for an adjacent Sewage Plant (only scored once)
-2 for an adjacent Prison (only scored once)

SHOPPING MALL
+1 by itself

INDUSTRIAL PARK
+2 by itself, costs extra to build

SKYSCRAPER
+3 by itself, costs much extra to build

MOST MONEY (at the end of the round)
+1 Victory Point

MOST MONEY (at the end of the game)
+3 Victory Points

Okay, so I'm petering out towards the end. But you get the idea... you're encouraged to build districts that complement each other. This is why I would suggest everybody filling out their own board for this; otherwise, bloodthirsty play would cause sewage plants built next to houses, and while I can’t say that doesn’t happen IRL, I’m not sure that’s what you’re shooting for here. Having lots of money also helps with VPs, but may not win the game by itself. Still, it’s another path to victory.

A lot of suggestions here… I know a few of them are a little radical. I hope they help, though. :)

Oracle
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Game #8: City Builder

IngredientX wrote:
I agree with the current thread that the bidding tiebreaker is an issue, especially if the bids are going to go down to one or two workers. Ties will become very likely, and the current mechanic is a little too arbitrary. Better to have a mechanic where a player feels outbid because his opponent is over/undercommitting, rather than because he chose the wrong number and lost a head game.

It seems like most people don't like the tie goes to the next highest bidder mechanic, but I can't think of an alternative, and I haven't seen any suggestions. Based on how strong the opposition is, I'd be happy to change the mechanic, but to what?

IngredientX wrote:
Perhaps blind bidding isn't the way to go. Perhaps a regular open bidding round is. And instead of players paying for all their idle workers, which seems a little backwards, perhaps the payout for the building fee could be multiplied by the number of workers in the winning bid. So you can try to outbid a player, but you will get less money as a result.

I think if it's open bidding, it will just degenerate to the someone winning with the smallest possible bid every time. No matter what I do to influence higher bidding, everyone will have the same costs associated with bidding so the minimum possible profitable bid will be the same for everyone, so why not bid it?

Also, in this game, blind bidding fits in with the theme better.

Tai Pan is a game that uses blind bidding (though a normal high bid wins), and the tie-breaker mechanic is a die-roll. It seems like my tie-breaker is better and less arbitrary than that.

IngredientX wrote:
Another suggestion: the "Big Cheese" mechanic of releasing only one worker per turn was a big inspiration for this game. But is it still needed? The more I think about it, the more I feel that it applies to a high-bid system, because the winning bidder will have to wait longer to get his bidding power restored. In a low-bid system, since the more powerful bids (in terms of winning) can be with a single worker, the mechanic might just be out of place.

I like the fact that if you win with a less likely, but higher bid, you'll have to wait a bit longer for your payoff. What are you suggesting to replace it? The player gets his workers back instantly or after a fixed amount of time, and the player gets paid at the beginning or end if he doesn't get the workers back instantly. None of those sound good to me.

IngredientX wrote:
Instead, building payouts could be at the end of a turn. Players get all their workers back immediately, and have to deal with them next turn. This will encourage players to keep their overheads low.

The way to keep overheads low is to fire most of your works, and with a low bid system where you don't even have to tie up your workers on bids. If we have that rule, that will be the only viable strategy.

IngredientX wrote:
Also, I think the “low bid” mechanic is screaming for something that happens with real-life low bids: mistakes. I believe that this can really improve your low-bidding idea, because it creates a sense of risk every time you improve your bid by dropping a player. So now every step in bidding creates two levels of drawbacks: less money for the wihinner, and more chances of a liability.

The problem with introducing liability is that it will very likely be a random mechanic. So perhaps once everyone has taken their turn and set up a building, a “liability card” can be drawn that affects everyone who has fewer than the number of workers listed on the card. In order to fix the problem, the player will have to pay the amount indicated on the card, or abandon the project. This means that players can make other players bid too few workers, causing their projects to have too many problems to be profitable.

I'm uncomfortable with introducing another random element. What sort of liabilities would the card have? Pay $X to complete your project?

IngredientX wrote:
Next: is the presence of stocks too much in this game? What does it add, in terms of complexity and fun? I might be wrong about this, but you may be able to cut stocks out of the game and not be losing too much. Personally, I think it might be a little too much upkeep for what it brings to the table. Perhaps playtesting will prove me wrong, but there you go. :)

For one thing, without stocks, it would just be an inferior version of the original big cheese game.

The stock market was intended to be one of the main points of the game. It lets players make a profit from someone elses sucess.

My original plan was to introduce a stock element to the big cheese, everything else evolved from that. The Investment/Rail thread is a nice summary of that evolution.

IngredientX wrote:
Dropping stocks will help you keep the prestige system, which I think can turn out to be a major strategic factor in the game. In fact, the victory conditions could be victory-point driven rather than decided by net worth.

...[snip]...

Okay, so I'm petering out towards the end. But you get the idea... you're encouraged to build districts that complement each other. This is why I would suggest everybody filling out their own board for this; otherwise, bloodthirsty play would cause sewage plants built next to houses, and while I can’t say that doesn’t happen IRL, I’m not sure that’s what you’re shooting for here. Having lots of money also helps with VPs, but may not win the game by itself. Still, it’s another path to victory.

That does sound very good. I've never played princes of florence so I don't know how similar that would be. It does seem like your idea would be a major change of direction for the game, but it might be good. For one thing, a high-bid mechanic would work because now you're trying to entice those projects to build on your land instead of simply trying to build them.

I like that idea, but it wouldn't be the same game at all.

Jason

sedjtroll
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Game #8: City Builder

Oracle wrote:

The stock market was intended to be one of the main points of the game. It lets players make a profit from someone elses sucess.

What if the placement were something like what IX said, only on a single board... the players who builds the project gets points for that project, but the placement changes the values of the project and surrounding projects (which are owned by other players).

This is starting to sound a whole lot like Urban Construct and that Piecepack game which is similar...

The idea being that you benefit (or detriment) from someone building something near your property.

- Seth

Scurra
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Game #8: City Builder

Any building game starts to resemble other games of the same type (my own "Planning Permission" game has quite a few aspects in common with this design now, which it didn't at the start!)

I reckon that some sort of Dutch Auction system ought to be possible for this game, although figuring out how to implement it would be tough (even Merchants of Amsterdam requires a mechanical device!) But it would seem to be the ideal mechanic for this game; a contract is offered at so many workers, and if no-one takes it then the number of workers is reduced by one and this continues until someone accepts it. As I say, I can't see a game mechanic that would make it work though.

jwarrend
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Game #8: City Builder

Oracle wrote:

Also, in this game, blind bidding fits in with the theme better.

I agree with this.

Quote:

Tai Pan is a game that uses blind bidding (though a normal high bid wins), and the tie-breaker mechanic is a die-roll. It seems like my tie-breaker is better and less arbitrary than that.

I disagree with this. A die roll to break the tie at least has the result that one of the people involved in the tie will get whatever is being bid on. The combo of blind bidding and "ties mean neither gets it" is devastating. I agree with you that coming up with good tiebreakers in blind bidding is tough. But you've come up with some other good mechanics. Try to come up with something, and we'll tell you why it won't work! (kidding)

Quote:

I like that idea, but it wouldn't be the same game at all.

Don't be afraid of this. When designing your games, always try to create the best system you can, even if it means abandoning most of the ideas you started with. I'm sure many of us can testify that many of our games ended up very differently than when we started. But if there's an idea that you're not sure will be an improvement or not, be sure to playtest before you change it.

One other thing I should observe is that I've been making comments primarily with an eye towards the kind of games I like to play; namely, German-style games with lots of hands-on control over your decisions. However, you might be more interested in creating a game that's more chaotic, like something from Steve Jackson games, for example, in which case a mechanic like your tie breaker, while brutal, would fit right in. So it's important to evaluate our comments within the context both of the games we like, and the game you're trying to create.

jwarrend
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Low bid wins

FYI, just found a game on BoardGameGeek that uses a "low bidder wins" auction style. It's very different from your game in every way, but check it out if interested in seeing another implementation of low bid winning the auction:

The game is called "Ponte Vecchio":

http://www.boardgamegeek.com/viewitem.php3?gameid=324

sedjtroll
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Game #8: City Builder

I PM'ed this to Oracle, but I think it doesn't hurt to have it here too...

So, I had told a friend about the City Builder idea, and he is in town for the holidays... he and I talked about it a little and how certain aspects weren't working and why, and the whole idea sort of evolved into almost a different game. Here's some thoughts, tell me what you think. It sort of touches on a lot of things we talked about during the development of City Builder, but dismissed for one reason or another:

Ok, for starters lets say there are 3 types of resources. We'll call them Workers, Concrete, and Steel (but they could just as easily be anything- A, B, and C). Each Project card would have some number of each resource (zero, 1, 2, etc), and a Timeframe number. [note: the game would probably be better with more resource types, in the case of building that could mean Wood and Masonry for example, making 5 resources)

Also, there would be some money in the game, another type of resource (VPs I guess).

Now, At the beginning of a turn (the first phase, if you will) there's an opportunity for the players to "produce resources as follows. There's a blind auction for each resource A, B, and C. For each resource, players who bid $0 (zero units of money) get nothing, all players bidding the lowest non-zero bid get 1 unit of the resource, players bidding the second lowest get 2 units, etc. Thereby, any player who wants a resource can get it, the more you pay, the more you get. Perhaps an additional unit to the highest bid(s) would promote higher bidding, but I don't know if that's necessary. Since this is a purchase of resources, the players would then surender an amount of $$ (vps) equal to their bid, and of course cannot bid more than they have.

The next phase of the turn would be a different kind of bidding, bidding on projects. A Project Card would be revealed- either from a face-down stock, or from a face-up queue (so you can see what's coming and plan ahead a little- maybe the top 3 cards are always face-up or something). The players then bid secretly the amount of money they are willing to complete the job for. This is not a bid they will pay for, they are simply offering to do the job at a particular price. The lowest unique bid wins the right to work on the job. The job has a Timeframe number, which is the number of turns alotted to finish the project. Each turn a Time counter is added to each Ongoing Project to show how long the job has taken. There is no bonus for finishing the project early (or maybe there could be), but for finishing late there is a penalty (the payout is reduced).

The third phase of the turn would be allocation of resources. At this time players allocate their Workers, Concrete, and Steel as they see fit... they put them on the job cards that they have won (Ongoing Projects). When a project has all of the necessary units on it, the job is considered complete. Those units are discarded, and the payoff for the job is made. the payoff is equal to the contract amount (decided during bidding). If the Timeframe has been exceeded, then subtract $1 for each turn past the Timeframe number on the card. Perhaps during this phase players can trade resources (a la Settlers).

Somewhere in there I was thinking that maybe players can only allocate so many resources per turn (like 1 of each), so they can't just wait til the last minute and dump the appropriate resources into a job and finish it. If that's the case, they should probably be allowed to allocate whatever they want to a job when it first is won maybe?

Of course once a resource has been allocated to a job, you never get it back. Perhaps there should be some cost to having extra resources (like overhead to store it for example).

Oracle
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Game #8: City Builder

sedjtroll wrote:
I PM'ed this to Oracle, but I think it doesn't hurt to have it here too...

There's a lot of good ideas there. It sounds like it's worth another playtest.

sedjtroll wrote:
Ok, for starters lets say there are 3 types of resources. We'll call them Workers, Concrete, and Steel (but they could just as easily be anything- A, B, and C). Each Project card would have some number of each resource (zero, 1, 2, etc), and a Timeframe number. [note: the game would probably be better with more resource types, in the case of building that could mean Wood and Masonry for example, making 5 resources)

This is very good. One of the problems I had with my original idea even when I thought it was going to work out was it seemed a bit too light for my tastes (there's nothing wrong with a lighter game, but I prefer some heavier strategy). Multiple resources would require more planning of how to allocate your cash resource.

sedjtroll wrote:
Now, At the beginning of a turn (the first phase, if you will) there's an opportunity for the players to "produce resources as follows. There's a blind auction for each resource A, B, and C. For each resource, players who bid $0 (zero units of money) get nothing, all players bidding the lowest non-zero bid get 1 unit of the resource, players bidding the second lowest get 2 units, etc. Thereby, any player who wants a resource can get it, the more you pay, the more you get. Perhaps an additional unit to the highest bid(s) would promote higher bidding, but I don't know if that's necessary. Since this is a purchase of resources, the players would then surender an amount of $$ (vps) equal to their bid, and of course cannot bid more than they have.

If there are 3 bids for $1 and I bid $5, do I get 2 resources because I'm the second lowest bid, or 4 because there's 3 bids at lower values than mine?

This mechanic also means it's easy to get a small amount of resources; you always get something unless you bid 0, and it's virtually impossible to embargo another player.

On the flip side of that coin, it's very difficult to get a large amount of a resource; no matter how high you bid, you'll only get at most 1 for each player in the game.

I'd suggest having tiles for each resource type. At the beginning of this phase, we randomly take a certain number of them (which resource is on each tile is random) and place them face down, so it's known how many they are but not how many of each resource.

Then the highest bidder can take as many as he wants (including all of them) but his bid price is for *each* tile he takes. If there are any left, the second highest can take as many as he wants at his price and so on down as long as any resources remain.

Before selecting which tiles to take, the player may look at all the tiles and choose which ones he wants. The other players don't see the tiles until it's their turn to take some.

sedjtroll wrote:
The next phase of the turn would be a different kind of bidding, bidding on projects. A Project Card would be revealed- either from a face-down stock, or from a face-up queue (so you can see what's coming and plan ahead a little- maybe the top 3 cards are always face-up or something). The players then bid secretly the amount of money they are willing to complete the job for. This is not a bid they will pay for, they are simply offering to do the job at a particular price. The lowest unique bid wins the right to work on the job. The job has a Timeframe number, which is the number of turns alotted to finish the project. Each turn a Time counter is added to each Ongoing Project to show how long the job has taken. There is no bonus for finishing the project early (or maybe there could be), but for finishing late there is a penalty (the payout is reduced).

This sounds good, but after my playtests of citybuilder, I'm not sure about the lowest unique bid mechanic.

sedjtroll wrote:
The third phase of the turn would be allocation of resources. At this time players allocate their Workers, Concrete, and Steel as they see fit... they put them on the job cards that they have won (Ongoing Projects). When a project has all of the necessary units on it, the job is considered complete. Those units are discarded, and the payoff for the job is made. the payoff is equal to the contract amount (decided during bidding). If the Timeframe has been exceeded, then subtract $1 for each turn past the Timeframe number on the card. Perhaps during this phase players can trade resources (a la Settlers).

I like the resource trading idea. The allocation sounds workable but too automatic. You allocate resources to finish the most nearly done project as quickly as possible.

sedjtroll wrote:
Somewhere in there I was thinking that maybe players can only allocate so many resources per turn (like 1 of each), so they can't just wait til the last minute and dump the appropriate resources into a job and finish it. If that's the case, they should probably be allowed to allocate whatever they want to a job when it first is won maybe?

This is an interesting idea, but it seems like it would decrese the possibility for planning and strategy and make your actions a lot more forced.

sedjtroll wrote:
Of course once a resource has been allocated to a job, you never get it back. Perhaps there should be some cost to having extra resources (like overhead to store it for example).

Or just have some random event (like the robber in settlers) to discourage hoarding.

Overall, there's a lot of great ideas here, and it's definately worth another playtest.

Thanks for brining up the game with your friend.

Jason

sedjtroll
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Game #8: City Builder

Oracle wrote:
sedjtroll wrote:
Now, At the beginning of a turn (the first phase, if you will) there's an opportunity for the players to "produce" resources as follows. For each resource, players who bid $0 (zero units of money) get nothing, all players bidding the lowest non-zero bid get 1 unit of the resource, players bidding the second lowest non-zero bid get 2 units, etc. Thereby, any player who wants a resource can get it, the more you pay, the more you get.

If there are 3 bids for $1 and I bid $5, do I get 2 resources because I'm the second lowest bid, or 4 because there's 3 bids at lower values than mine?

According to the above, you would get 2 units. If you want to be able to Embargo people, and/r promote higher bidding, you could say that the lowest non-zero bid gets nothing, the second lowest gets 1 resource, etc. Thus, you're not guaranteed to get any resources, and you might want to bid higher to make sure you get some. Thematically, there's never quite enough of any givn resource- and the highest bids get it before the lowest bids *shrug*.
Quote:
This mechanic also means it's easy to get a small amount of resources; you always get something unless you bid 0, and it's virtually impossible to embargo another player.

Is this good or bad?

Quote:
I'd suggest having tiles for each resource type. At the beginning of this phase, we randomly take a certain number of them (which resource is on each tile is random) and place them face down, so it's known how many they are but not how many of each resource.

Then the highest bidder can take as many as he wants (including all of them) but his bid price is for *each* tile he takes. If there are any left, the second highest can take as many as he wants at his price and so on down as long as any resources remain.

Before selecting which tiles to take, the player may look at all the tiles and choose which ones he wants. The other players don't see the tiles until it's their turn to take some.
This is interesting. I don't know if it's fair or not. Might be worth considering more.

Quote:
sedjtroll wrote:
The next phase of the turn would be a different kind of bidding, bidding on projects...

This sounds good, but after my playtests of citybuilder, I'm not sure about the lowest unique bid mechanic.
I think this time it makes more sense. You may be right though... maybe "lowest unique bid" just won't work at all.

Quote:
sedjtroll wrote:
The third phase of the turn would be allocation of resources. At this time players allocate their Workers, Concrete, Steel, etc. as they see fit... they put them on the job cards that they have won (Ongoing Projects). When a project has all of the necessary units on it, the job is considered complete. Those units are discarded, and the payoff for the job is made. the payoff is equal to the contract amount (decided during bidding). If the Timeframe has been exceeded, then subtract $1 for each turn past the Timeframe number on the card. Perhaps during this phase players can trade resources (a la Settlers).

I like the resource trading idea. The allocation sounds workable but too automatic. You allocate resources to finish the most nearly done project as quickly as possible.
Any other ideas? I'm open to suggestions. How should you decide to allocate?

Quote:
sedjtroll wrote:
Somewhere in there I was thinking that maybe players can only allocate so many resources per turn (like 1 of each), so they can't just wait til the last minute and dump the appropriate resources into a job and finish it. If that's the case, they should probably be allowed to allocate whatever they want to a job when it first is won maybe?

This is an interesting idea, but it seems like it would decrese the possibility for planning and strategy and make your actions a lot more forced.
I'm not sure I see what you mean. If you're limited to what you can place and when, shouldn't that mean MORE planning? Also, there could be some penalty for overstocking resources... like you want to stock some, but you should have to pay for each stocked (unassigned) resource... like a storage fee. This might also add to the planning when buying resources.

Something I forgot to mention before... the idea of buying an upgrade. For a certain set cost (like a Settlement or City in Settlers), a player could buy an upgrade which would work as follows:
For each resource there could be an upgrade. Maybe a limited number of each (less then the number of players). The upgrade could do one of 2 things, I don't know which would work better... either during production you auto-produce a unit of the appropriate type (like you build a concrete plant, so you get 1 Concrete each Production phase, or else you can exchange $$ for it at a set rate). The other way is that with the upgrade for a resource, each job you do costs 1 less of that particular resource.

These could possibly be further upgraded from 1 unit to 2... but that might be a little crazy.

- Seth

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