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Game #9: Dirty Business

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Brykovian
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I have the main rules PDF posted here: http://www.mwgames.com/_ufiles/DirtyBusiness.pdf (~102kb)
And I have a scans and mock-ups as examples of the in-game components here: http://www.mwgames.com/_ufiles/DB_Examples.pdf (~2MB ... zipping it doesn't compress much)

This is much, much different than anything else I've designed ... much bigger and more complex, but I feel it's built from a bunch of smaller, easy-to-digest pieces.

There are a lot of stacking chips used in the game, and I'd like to find ways to reduce them without much change to the size of the different game boards used. Very interested in feedback along those lines.

Other than that ... the usual hack-n-slash, red-pen treatment would be much appreciated! :)

-Bryk

Scurra
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Game #9: Dirty Business

Ho boy, I nearly fainted when I read the components list!
Even Eagle's "Sid Meier's Civilization" didn't come with that much stuff :)

Coherent comments may have to wait (although I like the dice mechanics) but the theme is hilarious. I'd love to know the projected game length though - there seems to me that there would be a fair amount of downtime for non-active players (even allowing for the interaction bits.)

Torrent
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Game #9: Dirty Business

I agree with Scurra, a lot of little bits to push into a box. And for me at this time of night a lot to digest, so this will come in two pieces.
The first are my first impressions on how to reduce # of componets.
1) Supplier boards. Make them double sided. Flip them over when needed for Shortage conditions.
2) Product chips. Pretty much the same thing. You essentially have three commodities, a raw state and a refined state. If you added a mark or such to one side of each color chip, you would only need one set instead of two.
3) Order chips. Thought the First, just add a few more product chips into the bag. This doesn't really reduce the # of anything, it just reduces complexity. Since they are stacked on the customer board there should be no confusion with actual products.
Thought the second, make them cards. There is not a lot of art that I can see. Maybe cards as orders would allow for a better development of theme. ie. Prize winning Tomatoes: Premium Soil.
4) Calender. If the track was 4 wide and 12 long, you could eliminate one of the two time markers. I think this would also make it clearer without having to look in two places on the track.
5) Customer boards. If the Contract boxes were tracks, you could move the white markers up or down as needed, instead of having to move them back and forth from the pile. Also most human minds can instantly count things up to about 4, and really quickly count them up to about 7.

Hmm.. Thats all I can think of. It does seem like a neat game, but I will have to read again tomorrow and get back here on some other stuff.

Andy

Brykovian
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Game #9: Dirty Business

Scurra wrote:
Ho boy, I nearly fainted when I read the components list! Even Eagle's "Sid Meier's Civilization" didn't come with that much stuff!

Hey now -- I cut out every single one of those little Civ figures after I bought my copy!! :D Found some nice customizable plastic fishing lure organizers that work nicely for containing all of the figures once they're cut out. :)

Throwing in a little defense ... a lot of stacking chips handle much easier than a lot of 3D figures. But, I am certainly looking to reduce the # of chips in the game. The marking/tracking of items on the various boards could be done by pegs, or small chits of some sort. But, once I saw how cheap plastic stacking chips get when ordered in bulk ... well, I got kinda caught up. :P

Torrent wrote:
1) Supplier boards. Make them double sided. Flip them over when needed for Shortage conditions.

Excellent idea.
Quote:
2) Product chips. Pretty much the same thing. You essentially have three commodities, a raw state and a refined state. If you added a mark or such to one side of each color chip, you would only need one set instead of two.

Hmmm ... could work. But there are a couple different reasons to keep them different sizes -- mainly for inventory and Vehicle cargo reasons. Also, what happens if someone were to bump a stack of chips and some of them fell off the table or otherwise flipped over? Might not be a big deal -- but I feel a need for a level of clarity that different sizes helps.
Quote:
3) Order chips. Thought the First, just add a few more product chips into the bag. This doesn't really reduce the # of anything, it just reduces complexity. Since they are stacked on the customer board there should be no confusion with actual products.
Thought the second, make them cards. There is not a lot of art that I can see. Maybe cards as orders would allow for a better development of theme. ie. Prize winning Tomatoes: Premium Soil.

Your first thought here is probably very workable. The idea of cards isn't quite as workable for a couple reasons -- since randomly drawn, and since my plan is for there to be differing types of customers (no way for you to tell by the rules, though -- but I was thinking Lawn & Garden Centers, Landscaping Companies, General Large-Scale Home Centers, etc.) the themed wording might not fit ... a Landscaping company probably wouldn't be dealing with tomatoes, for example. Second, it is quicker, easier, and cheaper to include chips than cards.
Quote:
4) Calender. If the track was 4 wide and 12 long, you could eliminate one of the two time markers. I think this would also make it clearer without having to look in two places on the track.

Agreed.
Quote:
5) Customer boards. If the Contract boxes were tracks, you could move the white markers up or down as needed, instead of having to move them back and forth from the pile. Also most human minds can instantly count things up to about 4, and really quickly count them up to about 7.

Yeah -- the expected Delivery and Price areas of the Customer Boards is really where I don't like the idea of stacking chips. If I switch to pegs, there might be enough room to put numbered tracks in place.

My other idea was to have small pieces (wooden circles or squares, for a change of texture, and easier recognition) marked with "1 Week", "2 Weeks", etc., and "$4", "$5", etc. Originally, the max numbers could be placed on the cards, and then lower numbered pieces would be swapped out as adjustments were made ... but that hits up against the same problems as I gave for not wanting to use cards. ;)

Thanks for the comments, Torrent ... nice help.

-Bryk

zaiga
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Game #9: Dirty Business

Observations:

Too many different components to be seriously considered for commercial release. Also possibly too "fiddly" (can't really tell without playing the game though, I think I would call Puerto Rico "fiddly" too had I only seen the list of components).

Pre-game decisions. I don't think it is a good idea to let players decide on the endconditions and the number of customers. This is stuff that can make of break a game. Decide a number and end conditions, possibly tweak it after extensive testing and set it in stone. I think that such important decisions should be left to the designer, not the players. Players can always play a variant or tweak the numbers if they want, you do not need to mention that in the rules or, if really want, you could add it in a "variant" section at the end.

What if a player cannot pay interest on his loans?

Does the game have a runaway leader problem?

How is the downtime in this game?

Whims of fate. The mechanic is very random and seems tacked on. It just doesn't feel "right" in what seems to otherwise be quite a heavy business, resourcemanagement game. There must be other ways to achieve some nasty interaction with the components you already have, right?

- Rene Wiersma

Torrent
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Game #9: Dirty Business

More thoughts from me..

First I agree with zaiga, it sounds a bit wishywashy to have the players choose the winning conditions, especially when you have the 'standard game' numbers in the same wording. Just describe a standard game and put the rest in a 'Tweaks' section later.

Been thinking about your Customer Boards a bit. Each of the contract sections could be a grid with the price versus the timing. Reducing the number fo white markers from lots to just three per board. If each grid had another column ( or row depending) on the time side called Overdue, there could be another row called current. Then per customer board you have a marker called the current marker. When a new order comes up, it goes down under the proper grid on the cooresponding week with the white marker. Then this marker just moves left until it reaches overdue. This would require some rearangement of the Customer boards, but it may make it easier to see which soil is up and how long it has left sort of visually without counting.

Play questions..
From reading you do your processing phase before you do your vehicle phase, not interspersed. Also, I couldn't find where it says it, but I assume processing occurs in the processing area. So I need to make sure all my inputs end up on the processing area at the end of my turn or I can't process that 'weekend'<? because the vehicles run during the week>.
Secondly there is some talk in about leaving piles of dirt(chips) at any of the various cities or the processing plant. How does this look on the board and how do I tell my nice pile of dirt from the next players?

For some really odd reason I get a vague impression of a big soda/vending machine sort of thing, where a guy throws a shovel full of dirt into one end and puts in his coin to get a better shovel of dirt.

When is the upkeep for the vehicle paid? At the point the vehicle is used, or all at the end of the phase, or just remembered and paid in the next week's upkeep.

Can a customer's order be fulfilled without a vehicle in the city if I have stock there. If not, does it take 1 or 2 actions to deliver stock in a city to a customer in the same city.

Is the only time customer expections go back to 'normal' when the contract is stolen? So the balance in beginning is between raising expectations to gain a contract earlier at a risk of losing it later due to unfulfillment. Also is there any rule about contracts for products that the customer won't want, just because there are no more of that kind of order in the stack.

It seems like there could be a better way to put the Suppliers into shortage than a random roll. Maybe if they had their supply depleted during a week, then other players could buy a limited amount at the shortage price until the supplier came out of shortage. I dunno, the randomness just feels wierd.

It does really seem like a neat game, it is taking me a bit to get my mind around it. :) I wonder however, that since the whole supply chain starts at the black raw soil chip, that a strategy could be to screw the rest of the players by hoarding it and only fulfilling the black refined soil contracts.

Torrent

Brykovian
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Game #9: Dirty Business

I'll hit some specific points in this post, then follow with another that goes into some more general comments.

zaiga wrote:
What if a player cannot pay interest on his loans?

Thank you, zaiga! You found an obvious omission on my part ... I have the answer in my head, but forgot to transfer that to paper. Here's the deal: If a player cannot pay their interest payments, they are allowed to cash in Vehicles ($3/each) or Processing Capacity ($7/each) to the Bank. This is only allowed in the case they can't pay -- kind of like the Bank foreclosing, in a way. Or, they can make deals with other players -- perhaps trade some already-created Product chips for cash?
Quote:
Does the game have a runaway leader problem?

Not sure ... The assumption is that as players gain more of a profit, they'll invest in their operations in a way to increase their output and ability to deliver more orders. However, their operational costs go up as well. Are those costs enough to stop explosive growth from occuring? Not sure yet -- testing will be needed to tell, I think.

Torrent wrote:
From reading you do your processing phase before you do your vehicle phase, not interspersed. Also, I couldn't find where it says it, but I assume processing occurs in the processing area. So I need to make sure all my inputs end up on the processing area at the end of my turn or I can't process that 'weekend'<? because the vehicles run during the week>.

Yeah -- I wanted to keep the phases of manufacturing/production cleanly separate from the Vehicle actions. This is mainly to keep it easy to track which Vehicles have done what ... same reason you can't intersperse actions between the different Vehicles. So, in the example you game, you'd need to make sure you have the right Supply chips in your inventory (and, yes, that is at your Processing Plant) before you end this turn, so that you can produce the Products you want next turn.
Quote:
Secondly there is some talk in about leaving piles of dirt(chips) at any of the various cities or the processing plant. How does this look on the board and how do I tell my nice pile of dirt from the next players?

I don't see this being used a lot ... most like a temporary way to transfer stuff between Vehicles, but I could be wrong. I think players should be able to keep track of which stacks of chips are theirs ... but, I suppose they could put one of their little colored factories on top of them to represent the storage facility used to hold it?
Quote:
For some really odd reason I get a vague impression of a big soda/vending machine sort of thing, where a guy throws a shovel full of dirt into one end and puts in his coin to get a better shovel of dirt.

LOL ... nice. :) Instead, think of a large machine with conveyors, shakers, pummelers, spray nozels, and screens. The $1 in the mix is merely an easy way to have the players pay the costs for production.
Quote:
When is the upkeep for the vehicle paid?

Before the first action for a Vehicle. The current rules don't specify that, because I thought it could be left up to the player, as long as they did it *sometime* during the phase -- figuring it might help the player in the case they are needing to deliver on an order to have the cash to pay. However, the more I think about it, the more I think a firm rule -- pay $1 before using a Vehicle -- might work better, keep things cleaner.
Quote:
Can a customer's order be fulfilled without a vehicle in the city if I have stock there. If not, does it take 1 or 2 actions to deliver stock in a city to a customer in the same city.

The Vehicle makes the delivery ... so having Product chips sitting in storage in a city does nothing for you. This will mean it takes 2 actions to deliver on that order -- 1 for the Vehicle to get it out of storage, and another to make the delivery.
Quote:
Is the only time customer expections go back to 'normal' when the contract is stolen?

Actually, there are no rules right now for expectations to go the other way. Much as in real life, right now the customers only get more demanding. ;) This means that if I lower the expected price $2 (say from $12 to $10), but fail to get the contract, the next guy trying to get the contract with start with a "base" expectation of $10 -- if they want to improve their odds for getting the contract, they'll either need to lower the expected price more, or lower the expected delivery time. When stealing an existing contract (because an order is overdue), if you try for a lowered price/delivery but fail, the existing contract is still in place for the same expectations and with the same player. But ... I'll have some more thoughts on this contract/expectation business in my next post.

I'll also discuss the supplier ideas next post ...

-Bryk

Brykovian
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Game #9: Dirty Business

Once I get a better handle on the tracking components for the Customer boards, I don't think the large number of chips is going to be too fiddly. I've tried to separate out each chunk of the game into its own organized thing ... so I hope this will help players keep track of everything easily.

I do hear the importance of clearly stating the game-end conditions ... I fix that section of the rules once I get some testing in to know what will work best. (I'm curious if what is "best" for 2 players, will also be "best" for 5 players -- or if some easy calc can cover for the the whole range.)

Now, for some general comments ...

This was originally intended to be a light manufacturing, supply chain, business sim -- focusing on the issues of inventory flow, logistics, and delivery of orders. I wanted the players to physically handle the supplies and products ... physically "shove" them through processing to create one from the other. I wanted little cars to have to move around on a map, dragging their cargo around with them -- to have to carefully plan routes and plan ahead for next turn.

But I also wanted a way to work in some of the interesting, unexpected things that can happen to a business -- both good thing and bad things. I wanted it to play out in a karma kind of way, where being good to your opponents (business competitors) might work out in a positive way for you ... and, in the reverse viewpoint, where screwing your neighbor may come back to haunt you. I wanted the player to have a little bit of guidance as to what the exact impact of some random factors would be, as a way to simulate preparing for risks, taking out insurance, hedging your bet, etc. This is what I'm trying to accomplish with the Whims of Fate phase.

Players only other interaction is in the direct competition for a limited customer base ... and, if they chose, in trading and making deals with each other. If you have a group of players where the second one never happens, then you almost have a multi-player solitaire where the only interaction is snatching contract away before another player can get to it. So ... the Whims of Fate seemed an interesting mechanic to try out. Something good or bad may happen -- each player can pick someone *else* in the game that it happens to. I figured this might have an interesting effect on the dealing and/or "messing-with" going on between players. But, as with anything else in this game, nothing is sacred -- just in a first draft ... I'm open to good ideas on how to accomplish these things with another system.

The customer expectations/contracts are an attempt to simplify what is essentially an NPC in the game. Managing customer expectations, firming them up in contract, then delivering on them is a major part of running a business successfully. If you want to improve your odds of landing a deal with a customer, there are many approaches that can be taken in real life ... in this game, I tried to simplify it down to two: pricing and delivery. In order to improve your chances, you can lower your price and/or improve your delivery times ... this, in theory, will reset the customers expectations on these items -- even if you don't win the contract. So, one of your competitors will have to deal with it -- "You're charging $11? Well, Jim just offered me the same thing for $10, and delivered a week sooner!"

Now -- I have considered adding in a rule that says you can move a customer's expectation backwards (increase the price, for example), but it makes you less likely to get the deal. I've actually seen this type of thing happen in real life ... getting a contract even when charging more (usually by showing more "value" to the customer). Not exactly sure what to do here, though, since someone could simply come in, lower the expected price by $3 and either hope not to get the contract, or just never deliver on it. (Now I'm thinking this customer contract system may need a bigger overhaul than I originally thought :? ...)

As for Suppliers ... I want to have a way for the supplies to have a variable cost -- and a limited availability. I can see Torrent's point that the first player in the turn could go to the Black Dirt dealer and simply buy all of the dirt there (both Vehicles would allow 12 units). So, perhaps there should simply be a maxmimum number allowed -- and change that depending on normal/shortage supply levels.

Amazing how a few comments from someone else's brain can get you to see things in a completely different light ... ;)

-Bryk

zaiga
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Game #9: Dirty Business

The reason why I think this game could have a runaway leader problem is the way the scoring system works. The scoring system rewards having a lot of money and production units at the end of each month. It seems to me that whoever scores the most points in the first month is likely to win the game anyway, because he has more resources which he can use to expand his lead even further. In other words, there is no tension between going for vp's or for resources since they are technically the same.

Perhaps it is an idea to award vp's to players with the most money, but ignoring Debt Chips. This way it might be lucrative to take an extra loan for a temporary boost in money and vp's, but it would be detrimental in the long-run.

In anyway it is a good idea to score vp's for something that doesn't directly translate into a good position in the game resource-wise. You could give some end-of-game bonuses for most money or such, because that encourages players not to "waste" money on vp's and to force them to keep playing within the theme of the game right up until the last turn.

A related idea is to allow the players to pay off only one loan per turn. This way the decision to take a loan is even harder, as it takes longer to pay them all back.

Also, calculating the vp's for Largest Operation seems extremely fiddly. I can't imagine that it is easy to see who has the largest operation, unless you do a large amount of counting, recounting, checking and rechecking.

Is there something else you do with the bag except drawing starting tiles? If not, you could use drawing tiles from the bag as an extra randomizer instead of the die. Used-up tiles could go back in the bag in some cases, so that you have some control over what is in the bag and the odds of a certain tile being drawn, which makes it is possible to plan around that a little bit. I always like to connect every "thing" in the game with another "thing" in the game, so that when you do something *here* it influences something *there*. Even if it is something very small such as subtly changing the odds of a card- or tiledraw.

- Rene Wiersma

jwarrend
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Game #9: Dirty Business

Time for my stream-of-conciousness knee-jerk reactions to your game. Haven't been following the discussions, so some of this may be redundant. And, I'll try to have a more thorough critique later in the week...

First, I think the theme is unique, but I am not personally attracted to a detailed simulation about harvesting and selling dirt. I don't think you'll sell very many of this game except as a novelty item, perhaps to soils engineers or something. And because of the huge number of stacking chips required, you won't be able to afford making many of the game anyway.

Now, that said, it depends what your goal is. My philosophy is that going a little nuts with components is perfectly ok in a prototype; you shouldn't rein in your creativity by considerations like "my card decks need to be multiples of 54" or something. But it's something you need to think about if you want to go further, and obviously you're already aware of it. As for the theme...well, there's a game about filing paperwork, so why not dirt farming? My knee-jerk reaction is that of a friend who told me about a game where you run a chocolate factory. He said that the game was all about hiring secretaries, managing production, etc, such that he really felt that he was running a factory, but this was a bad thing; the game was dry and dull, even though the simulation was excellent. And I think you need to be careful that you not get so mired in simulation that you lose sight of what is supposed to be fun about the game.

Ok, onto the rulebook itself. On the 2nd page, I'm confronted with a customizable game end condition. Not a good thing. If I haven't played before, I don't want to have to decide how the game should end; I want you to tell me that you've tested it, and here's the "best way" to play. Giving the players options like this is, to me, a sign of sloppy playtesting. I recognize you're in the early stages of the design, but when you've tested it a lot, pick a set of game end conditions and make them gospel (and possibly put an addendum to the very end of the rulebook about "optional game end conditions -- for those who want a longer game")

As for the game itself. Well, unfortunately, I'm going to have to get back to you on this one...the game seems more complicated than what I can digest in a single skimming. I don't think I would know until playtesting whether the complexity is warranted or not. It seems like you have some "simulation" elements that are just too much detail for the actual functionality they provide to the gameplay. For example, why not abstract the "vehicles" and just let a player either move supplies, or initiate contracts? Why add the positional aspect of moving the vehicle? Sure, it works from a simulation standpoint, but it seems like just one extra superfluous system. I also am worried about the "whims of fate". It is necessarily going to add a lot of chaos, and in a long complicated game, that isn't something you need. It seems that there are so many possible outcomes to the whims of fate that trying to plan based on what could potentially happen is basically impossible. If it's player interaction you want, there are other ways of doing it; and the fact that you have players controlling the "whims of fate" obviously makes the simulation aspect suspect.

I'm not sure you really need trading in this game. I understand that you're trying to create a microcosm of an economy here, but I would watch and see what happens in playtest sessions; I bet there won't be much need for trading. I could be wrong!

I like the processing aspect; input X, Y and Z, and out comes A. Nice!
I also like the "debt" aspect. I think it may be extra complexity, but yet, I think it's nice from a simulation standpoint to be able to take out loans to finance your operations.

I don't think I like the "normal vs. shortage" supply. I particularly don't like that they are toggled between randomly. If you're going to have "shortage" supply, it should be determined by how many players bought that commodity that turn. If it exceeds a threshold, or perhaps in the commodity that the most people bought, the commodity goes into shortage, and costs more that turn. But making it a die roll adds one more mechanic without really making the game more interesting, as far as I can tell. Except perhaps it facilitates trade; if you bought Wheat while it was in normal supply, you can sell it while it's in Shortage supply or something.

Anyway, as I said, I need to read more to understand the game more clearly. It sounds pretty complicated, yet, it might be a lot of fun to play, and might justify the complexity. I am concerned that there are a lot of random events in what will be a pretty long game, but they might not dominate the effects of gameplay, so that's ok. Despite my concerns, I think you do have a good core of a game system here, and I think you're off to a really solid start. As I read more, my opinion will become more intelligent, and I'll be able to say some more sensible things, I hope.

Nice job!

-Jeff

IngredientX
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Game #9: Dirty Business

Hi Matt...

Very interesting! It seems that there are a few different directions this game could go in...

SIMULATION - By "simulation," I mean a game that adheres to a real-life scenario through a host of complex rules. To me, this is why theme is so crucial for a simulation. A WWII grognard will demand that a simulation of the landing at Normandy Beach be as true-to-life as possible, and if this means reams of modifiers and fiddly rules to simulate the smallest of minutae, so be it.

STRATEGY GAME - This would be more like Puerto Rico, in which the game sacrifices realism for mechanics that are elegant but engaging. As you know, strategy gamers are interested in game balance over realism, so that their gameplay decides the outcome of the game, rather than a deterministic mechanic (no matter how realistic). The rules need to be simple enough to be absorbed and memorized by the end of a player's first game, yet involving enough that a player will want to come back to it again and again.

FAMILY GAME - This would be a game that retains some strategy, but throws in enough random events that a less skilled player can beat a more-skilled player.

I know this is common knowledge to most BGDFers, but I wanted to lay out my definitions at the outset to make sure we were talking about the same things. Now, I can use these three directions this game can go in my responses...

1 - THEME
If you're aiming for a simulation, you could try to make this a model of modern business, with the logistics of supply and demand, vendor/customer relationship, and goods transportation all in the mix. If you went this direction, would keeping the "dirt" theme still be applicable? Would your target audience be willing to overlook the somewhat mundane theme, or even be drawn into it?

If you're aiming for a strategy or family game, theme isn't so important as long as the mechanics are strong. In fact, if you rethemed the game to be about tampon manufacturing or frog baking, you might not even have to change a single mechanic. Obviously, a family game has more room for overt humor than a strategy game.

Personally, the more of a simulation a game becomes, the more the theme needs to appeal to me. If a game promises 15 minutes of light, fulfilling fun, then I couldn't care less what the theme is.

2 - WHIMS OF FATE
You've mentioned that you want to keep some chance in the game, to represent the "whims of fate" that can mess with the best of businesses. I'm not sure what I think of this. It depends on what kind of game you're shooting for.

If you're aiming for a simulation, there is a place for these. Some wargames let players pick up single cards that can be played to one of your "whims of fate" effect. This would be better than a die roll, in that it would encourage a player to formulate a strategy based on his available cards. On the other hand, you might consider having the game trigger these events, and players would have no control over them, good or bad.

If you're aiming for a strategy game, then the Whims of Fate need to be reined in. They need to be triggered by the players at the most optimal time; but their effect shouldn't be so strong that another player feels "interfered with." Direct interaction is a tricky thing here; too much feels chaotic (a player feels that he lost because he wasn't dealt the right cards), but too little feels like multi-player solitaire.

One way you can do this is by strictly budgeting a player's options. Done properly, a player will have to judge whether he has a spare action to mess with another player, or if it will not justify the neglect done to his own processes.

If you're aiming for a family game, then the Whims of Fate would be a great way to even the competition. You may want to consider printing the results directly on the dice, so that players don't have to constantly refer to a table. Again, you don't want to make them too powerful, lest the game become a matter of who rolls the best.

3 - STREAMLINING
If you're aiming for a simulation, then I don't know how much streamlining you need. Maybe a nip here and a tuck there, but it depends how realistic you want to keep things, and how many bits you can afford to provide.

If you're aiming for a strategy game, perhaps you don't need vehicles. Your resource-to-goods process is very rich, and there's enough there to build a good game around. Anything else might detract from a potentially wonderful mechanic. Also, you'd be able to dispose of a number of bits and boards that way.

If you're aiming for a family game, then perhaps you would consider the following radical suggestion: how about a card game? You'd have resource cards, vehicle cards, customer cards, and fate cards. Draw a certain amount from the deck, play a few, produce goods tokens if you can, and sell them for money. It could work, it would simplify the game to the level that anyone could play, it would seriously cut down on the number of bits and boards the game needs, and it would still have a relationship to your theme.

Finally, I second (or third, or fourth... I lost count) the idea that you should have fixed game-end conditions. Anything variable could be too overwhelming, when combined with potentially complex rules.

I hope this helps...

Brykovian
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Game #9: Dirty Business

Thanks zaiga for the follow-up and to jwarrend & IngredientX for your posts ... I truly appreciate the frank and open discussion.

And, throwing in Scurra & Torrent, I'd like you all to know that over the past day you've become my muses (or is it musi?). (btw, I usually prefer my muse to be an attractive female, but this beggar is not choosy!)

In any case, the comments from you all got my brain travelling down a new, but similar, set of tracks. In my attempt to get a first draft of the game done, I got stuck on some systems that, while probably workable, might not be the best overall fit from a big picture. So ... on my drive home yesterday, and while I slept last night, I came up with some changes that I think will make things better.

I will write-up a more in-detailed doc on it (and post it here once it's done), but I'll give a few of the high points now:

  • Minimum number of players is now 3 (with 5 still the max)
  • Central Board (with the map) and Month/Week tracks go away
  • Customer Boards (as previously described) go away -- or at least are cut down to simply being a place-holder
  • Each player controls their own dirt-pushing company and one of the Customers (explained more in a bit)
  • Number of Vehicles owned simply gives the number of actions the player can take in their turn (the Vehicles are no longer shoved around)
  • The amount of Processing Capacity owned gives the number of those actions that can be used to process products from supplies ... and the processing can be interspersed with buying supplies and making deliveries
  • Each player handles a single order at a time for the customer they are controlling ... the other players bid to fulfill the order (this is where the detailed write-up will be needed to make sense)
  • Only 1 supplier will be in "shortage" condition at a time ... this is based upon a random draw from the Orders bag, and so will be weighted based upon what's left in the bag ... "normal" or "shortage" will only determine the maximum number of each supply that can be purchased be a player in a turn, and its cost (again, the detailed write-up will state things more clearly)
  • Scoring will be based simply on 2 things -- cash and orders fulfilled ... players get credit for the orders they delivered to other players, and also the orders that were delivered to the customer they were controlling (no matter who delivered them)
  • Whims of Fate will be put on hold for now ... although I would still like to have something in the game that gives players something unexpected to have to deal with now and again, and have it controlled by the other players ... perhaps the bidding for orders will do the job, but if not, I may revisit this in some form

Okay ... I'll try to get to writing up the details in the next day or two.

In the meantime, I still welcome as many commments as possible ... even if your mama told you to "say something nice or say nothing at all" -- this is one of those cases where you don't have to listen to your mama. ;) :D

-Bryk

[/]
Brykovian
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Game #9: Dirty Business

Okay ... I have the re-write completed, and you can grab it here: http://www.mwgames.com/_ufiles/DirtyBusiness2.pdf

It's quite a bit different game now, but I think it is much more management ... and, frankly, just a better game.

Okay ... comments on the new "Dirty Business"??

-Bryk

FastLearner
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Game #9: Dirty Business

Dang, I just finished reading version 1!

I'll take a look at #2. Many of my thoughts have already been stated, so I'll see what stick from #1 (and what's new).

--Matthew

zaiga
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Game #9: Dirty Business

Bryk,

The design looks much "cleaner" now and makes a cohesive impression. You seem to have tackled most things discussed here.

However, you still have a lot of components. One way to reduce the number of components is to have some double-sided chips. Another way is to simply reduce the amount of chips, especially the number of supply-, order- and productchips and to make the shortage of chips an integral part of the game, something players have to plan around. You might want ot tweak the amount of chips available for each different number of players, though.

I like it that players now have their own customer as well. This brings a nice interactive aspect into the game, as well as a method to slow down the leader a bit.

The description of the banking phase is a bit wordy. Perhaps it is a bit easier to understand if you clearly state the steps in this phase. The order in which things are processed is pretty important here. For example:
- Sell Vehicles and Factories
- Pay interest on loans and maintenance on vehicles
- Pay off any loans
- Buy new vehicles, factories and/or take new loans

I think this is the most logical order in which to do things. It does allow a player to sell vehicles and factories before paying maintenance on Vehicles, but that is not a big deal. I think it would be nice if you gave the players to option to sell Vehicles and Factories, even when it is not needed to pay the loans.

It is still theoretically possible that a player cannot pay his loans, even after selling all of his factories and/or vehicles. You need to state in the rules what happens when that occurs.

I wonder if the Vehicles or not too powerful. If they are, it might be an idea to give a player 2 actions for his first Vehicle and only 1 for each next Vehicle. Of course, tweaking the costs and abilities of things can only be done through playtesting.

I am a bit worried about downtime in this game. The bidding for orders is an interactive phase in which all players can participate, so that should give players something to do and think about in between their own turns. However, the banking- and actionphase are pretty much solitaire. If these phases take up quite a bit of time, other players might get bored.

A nice trick to prevent downtime is to divide a turn into smaller segments. This is easy to do in this game, because it has clearly defined, separate phases. For example: player A executes the banking phase, then player B executes the banking phase, then player C executes the banking phase. Then player A executes the action phase, the player B executes the action phase, etc. This would decrease the perceived downtime dramatically, although it does alter the dynamics of the game somewhat.

Have you thought about changing the order in which the phases are executed? What if a turn starts with, for example, the order phase, then an action phase and then the banking phase? How would this effect the dynamics of the game? What if the starting player could choose the order in which the phases are executed? Just some stuff to think about. It might add some nice strategy to the game.

Drawing chips from the bag. I think that is a really nice touch. It's something the players can plan around, especially later in the game, but it's still a bit random.

The new scoring system doesn't convince me. It's much cleaner than the previous version, but the new system is very "calculative". Every 1$ is still 1 VP. I think this also makes the bidding for orders less exciting, because it is much easier to see how much an order is worth.

Perhaps it is an idea to award the player with the most money (and perhaps second-most, etc) and to reward the player with the most factories + vehicles. Fulfilled orders could still have a fixed VP value.

Such a scoring system would create some more competition between players. For example, a player might want to buy an extra factory just for the vp's even though he doesn't really need it for his production. Or, a player might sell a vehicle, because he cannot win the "most of" in that category, but he can win the "most money" with the money generated from the sale.

In anyway, it would be harder to determine how much exactly a VP would be worth in $'s which is important to keep the bidding for orders interesting.

I think both scoring systems would promote min/maxing in the last turn(s). One way to solve this is by having a more or less random ending. For example put 7 "endgame" chips in the bag. When the last one is drawn, the game ends. Another idea is to hide some information, for example, put the money chips behind a screen or use one-sided papermoney that players keep facedown.

Another thing that you might want to think about: allow the players to only sell 1 thing (loan, factory, vehicle) and buy only 1 thing (loan, factory, vehicle) during the banking phase. This way players are forced to look ahead a bunch of turns and it will introduce some gut-wrenching decisions, especially with the threat of going bankrupt (through costs of maintenance and interest on loans) always looming over one's head.

- Rene Wiersma

Brykovian
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Game #9: Dirty Business

Thanks, zaiga ... here's my response ...

zaiga wrote:
reduce the amount of chips, especially the number of supply-, order- and productchips and to make the shortage of chips an integral part of the game, something players have to plan around.

The current number of Order, Product and Supply chips are thought out pretty well ... starting with the Order chips, 6 per player gives a nice 3:2:1 ratio of the different level of products. I suppose I could simply drop to only 2 level of products, but for some strange reason 3 "feels" better to me for this type of thing. Then, there are 2 Product chips for each possible Order, and 3 Supply chips for each possible Order -- this will allow multiple players to get the Supplies they need to create the Products that are being ordered ... and the higher-level products require the same Supplies as the lower-level products, so a true shortage on the low end would be more a frustration than an "interesting strategic decision" in my view.
Quote:
You might want ot tweak the amount of chips available for each different number of players, though.

I do like that idea a lot. There's no reason for there to be a relative abundance of Supplies in a 3-player game compared to a 5-player game. Controls in this area make sense.

Quote:
The description of the banking phase is a bit wordy. Perhaps it is a bit easier to understand if you clearly state the steps in this phase. ... I think it would be nice if you gave the players to option to sell Vehicles and Factories, even when it is not needed to pay the loans.

Agreed ... I editted that section very quickly. I like the order you present the steps in and I do agree that selling cars & factories back to the bank should be allowed in any situation. I'll whip that section into better shape. ;)
Quote:
It is still theoretically possible that a player cannot pay his loans, even after selling all of his factories and/or vehicles. You need to state in the rules what happens when that occurs.

Good catch ... I need a true "bankrupcy" condition and response -- check.
Quote:
I am a bit worried about downtime in this game. The bidding for orders is an interactive phase in which all players can participate, so that should give players something to do and think about in between their own turns. However, the banking- and actionphase are pretty much solitaire. If these phases take up quite a bit of time, other players might get bored.

I'm not as concerned about downtime in games, generally. Unless it gets extreme (like when others are having large battles in Risk, for example), I've always liked a game where I have a couple minutes to make a snack/bathroom run while the game continues. It also allows a player to spend some time planning before his/her turn comes up -- might even speed up the game over all. In most games I play, I will watch and learn from the other players at the table, even during the times that I can't have direct interactions ... however, I'm personally not a fan of games where every player *needs* to keep an eye on the game at all times -- or where a game is hindered if a player takes the previously mentioned snack/bathroom break.

Besides, I doubt the banking/actions phases will take all that long -- but testing will prove out reality. I'll keep the rotate-through-players-each-phase idea in mind if this shows to be an issue.

Quote:
Have you thought about changing the order in which the phases are executed? What if a turn starts with, for example, the order phase, then an action phase and then the banking phase? How would this effect the dynamics of the game? What if the starting player could choose the order in which the phases are executed? Just some stuff to think about. It might add some nice strategy to the game.

The current phase order did go through a bit of thinking ... in both versions of the game. I think I'll ride with the current order, but will keep the idea of a variable order in mind ...
Quote:
Drawing chips from the bag. I think that is a really nice touch. It's something the players can plan around, especially later in the game, but it's still a bit random.

It's supposed to be random. :) However, which type of Orders come up shouldn't lead to a huge "bad draw" problem. It just keeps players from being able to plan too far ahead -- however, pre-creating a varied stock of Products will probably help no matter what Orders pop up.
Quote:
The new scoring system doesn't convince me. It's much cleaner than the previous version, but the new system is very "calculative". Every 1$ is still 1 VP. I think this also makes the bidding for orders less exciting, because it is much easier to see how much an order is worth.

The real calculation only happens once -- at the end of the game. During the game, it will be a touch difficult for players to exactly guess how well another player is doing -- it's the blessing and curse of using stacked chips. The tension in the bidding for Orders really comes down to who the Customer wants to grant the contract to. Since the credits given for the type of Order is known ... and the general expenses regarding delivering a specific Product are known ... then the bidders need to be able to know at what price they will gain a benefit from delivering the Order. The guy delivering the Order should normally get more benefit than the Customer ... but there will be times when a player will purposely break even or take a loss in order to under-cut another player who appears to be catching up.

Moreover, I don't want the ability to generate a profit (and a large operation -- many cars & factories -- is simply a reflection of an invested previous profit) to be "equal to" the ability to play the role of the Customer. I want them all to be part of the equation, and allow each player to decide how to balance them. If I already seem to have the most cash, but Mary is burning through her Customer Orders, I should be able to either try to get more of my Orders fulfilled *or* simply make more money. I think the current way of scoring will accomplish that, as long as the credits given for Orders is properly balanced out.

Quote:
I think both scoring systems would promote min/maxing in the last turn(s).

I don't see how exactly, since you can only deliver on Orders that are out there, and you can't get rid of Product/Supply stock any other way than using it to deliver on orders. At the very most there would be incredible competition for the last new Order and any overdue Orders ... which I think would be fun.
Quote:
One way to solve this is by having a more or less random ending. For example put 7 "endgame" chips in the bag. When the last one is drawn, the game ends.

Then again, I do like this idea ... if only to keep an edge-of-the-seat experience in play on every draw from the bag. Perhaps 1 chip per player in the game.
Quote:
Another thing that you might want to think about: allow the players to only sell 1 thing (loan, factory, vehicle) and buy only 1 thing (loan, factory, vehicle) during the banking phase. This way players are forced to look ahead a bunch of turns and it will introduce some gut-wrenching decisions, especially with the threat of going bankrupt (through costs of maintenance and interest on loans) always looming over one's head.

Another idea to keep in a back pocket ... if the unlimited way of playing seems too simple or boring, then having limits like you mention could add some tension.

Again, thanks a lot, zaiga!

Brykovian
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Game #9: Dirty Business

As zaiga suggested, even the re-hashed version of the game still has a lot of components, so my mind has been working on how to reduce that further, but still allow the same amount of gameplay .... and since it's 1:30am and I'm not falling asleep, I thought I'd share with everyone. ;)

My focus has been on reducing the number of different types of components, more than the total count. For example, I really don't need the Order chips to be the only large-sized chips in the game. I could just include additional Product chips, which would be the ones put in the Order Bag. Also, if the "end of game" chips idea would become the rule, I'd just include 5 more medium red chips (otherwise used for Debt chips).

I'm not sure if I really need to have both Vehicles and Factories to represent the size of a player's operation. So, I could just use Factories (players get 1 action + 1 action for every Factory, and pay a $1/Factory fee each turn) and ditch the little cars. Also, if the game had 10 Factories in each player's color, then I could ditch the little dollar-sign-shaped Contract Markers and use a Factory to mark contracts as well.

Well, now ... that feels a little better ... now I'm getting sleepy. :)

-Bryk

Torrent
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Game #9: Dirty Business

I kind of like the idea of only having factories, instead of both vehicles and factories together. It is almost like having a new francise, a factory with a warehouse and its own little fleet of trucks. You would have to playtest it to figure out the exact number of actions and cost for these factories.

One suggestion I have for processing.. if the actions are going to be really tight (only 2-4 a turn), it might be nice to be able to do a full process. In that you have one set of inputs and one set of outputs, but you can go several steps. Like if I primed the system with three money chips and three resource chips, one crank through the process produces one of the highest refined products (purple?) This would reward players for having good planning, producing what they need. They could still use an extra turn to transform a green product to a purple, but that woudl signal poor planning. IE they did the green and couldnt sell it , so they have to take the time to push it to purple level.

I don't exactly understand the dynamics of the order process. What is the reasoning behind allowing a customer's player to reject bids. Essentially that seems to be a dead choice. The player is essentially playing a NPC entity. That entity needs that product. The only reason for there to be no acceptable bids is to have no bids at all. I don't know, just seems kind of strange to me to allow a player to reject an order to others for 'whatever' reasons. Also, I would suggest stipulating a start for the bid, allowing for it to go up or down. Also, there should be some language as to which direction on which axis (time/price) is considered a better bid. Not that gamers are stupid, it is just generally better to spell out stuff like that, in my mind.

Quick thought.. maybe if there are no bids at all, the order automatically becomes overdue for one turn.

Question: In the previous version, once someone owned a contract that was for every order of that product per that customer, right? And now there is a new bid/auction per order pulled. If this is true, I like the change. It keeps early bids from overwhelming others. However, is there a pain for a player to underbid the contracts and just let them expire. From what I understand that would force everyone to just scramble and pick up the spoils, but it would put them off atleast one turn.
Was there any thought about doing multiples of products. So that in certain situations someone could sell three purples on a purple order and get a bonus?

I do like this version better. It feels a bit more like a game and less than a simulation. Which in my mind is a better thing. I'd be interested to see how the numbers and dynamics played out in the playtest.

Andy

Brykovian
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Game #9: Dirty Business

Thanks Torrent ...

Torrent wrote:
You would have to playtest it to figure out the exact number of actions and cost for these factories.

Definitely. ;)

Quote:
One suggestion I have for processing.. if the actions are going to be really tight (only 2-4 a turn), it might be nice to be able to do a full process. In that you have one set of inputs and one set of outputs, but you can go several steps. Like if I primed the system with three money chips and three resource chips, one crank through the process produces one of the highest refined products (purple?)

I think that seems reasonable ... however, the I think the premium items should not only cost more in materials, but also in labor -- and the actions are the closest thing I have to simulate man-hours spent. It would most likely be prudent for players to always try to have 1 of each kind of product so they can quickly respond to a new Order. I will keep that over-loading idea in mind though, and do some tests with it to see what kind of impact is has.

Quote:
I don't exactly understand the dynamics of the order process. What is the reasoning behind allowing a customer's player to reject bids. Essentially that seems to be a dead choice. The player is essentially playing a NPC entity. That entity needs that product. The only reason for there to be no acceptable bids is to have no bids at all. I don't know, just seems kind of strange to me to allow a player to reject an order to others for 'whatever' reasons.

This is where I'm still sort of simulating real life ... Customers are allowed to accept or reject bids for products/services for any reason they choose. It is stated that way to explain that a Customer doesn't *have* to accept a bid -- what if the only bid was for $20 with a 4 week delivery, while the standard in the game for that product has been $7 within 2 weeks? I think it will lead to a free-form economy forming that will structure itself -- it will also be different depending on the group of players in the game.

Quote:
Also, I would suggest stipulating a start for the bid, allowing for it to go up or down. Also, there should be some language as to which direction on which axis (time/price) is considered a better bid. Not that gamers are stupid, it is just generally better to spell out stuff like that, in my mind.

I did think through having a maximum starting bid ... but I think this will get worked out by the players. It's pretty obvious what direct costs are involved to deliver a product -- and players can even argue out how some of the "soft costs" can apply to delivery of the product. Once those costs are worked out, the players can see how the profit (in Cash ... which directly effects score) will balance out against the scoring credit given to the customer for having their Order delivered. It sets up some interesting negotiations, I think ... but testing will tell. If the players flounder early on -- giving the game a slow start -- or if experienced players get an incredible advantage over new folks, then something along the lines of what you suggest will have to be implemented.

Quote:
Quick thought.. maybe if there are no bids at all, the order automatically becomes overdue for one turn.

I like that a lot! :) ... the only problem is how much cash does someone get if they deliver it within the turn?

Quote:
Question: In the previous version, once someone owned a contract that was for every order of that product per that customer, right? And now there is a new bid/auction per order pulled.

That is correct ... contracts go Order by Order.

Quote:
However, is there a pain for a player to underbid the contracts and just let them expire.

The Customer should want to have the Order delivered in order to get credits toward their score. They'll want the delivery as soon as possible so they can put a new Order up for sale -- this would lead to them turning over more orders for credit. However, they don't really want one of their opponents to make too much cash off the deal ... it would be a net-positive for their opponent's score then. Accepting a contract that you can't deliver on will really only cost you one problem -- you might not get the next contract you under-bid on ... just like in real life, the customer actually wants the product delivered -- not just the promise of a low price.

Quote:
Was there any thought about doing multiples of products. So that in certain situations someone could sell three purples on a purple order and get a bonus?

Actually ... no I hadn't thought about that idea. Not sure how it would be worked.

Thanks again,
-Bryk

Anonymous
Game #9: Dirty Business

Hey, there, :)

Brykovian wrote:
Customers are allowed to accept or reject bids for products/services for any reason they choose. It is stated that way to explain that a Customer doesn't *have* to accept a bid -- what if the only bid was for $20 with a 4 week delivery, while the standard in the game for that product has been $7 within 2 weeks? I think it will lead to a free-form economy forming that will structure itself -- it will also be different depending on the group of players in the game.

Hmm.. Is there a danger of a leader-bashing phenomenon developing here, whereby Costumers simply elect to automatically reject any bids from whoever happens to be in the lead?

Cheers,

J.

Brykovian
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Game #9: Dirty Business

JMendes wrote:
Hmm.. Is there a danger of a leader-bashing phenomenon developing here, whereby Costumers simply elect to automatically reject any bids from whoever happens to be in the lead?

I wouldn't so much call it leader *bashing* as much as leader *slowing* ... and, yes, that will most likely occur ... and I'm fine with that, there will likely be a host of different reasons -- gamewise, social, etc. -- for players to choose around whose bid to accept/reject.

And there is a real-life tendancy to "give business to the little guy."

Testing will show if it's a problem -- I'll keep an eye on it.

Thanks,
-Bryk

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