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Hi. I'm new, and my game is "RR Time Table"

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JonHook
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Joined: 10/21/2010

Hi, my name is Jon Hook, and I'm working on a train game.

My father worked for the Kansas City Southern railroad for 30 years, I grew up surrounded by trains. My game is not a simulation game by any stretch of the imagination, but it will include some elements that represent or mimic real elements on a railroad. I'm still working on the game in my head, so I'll do my best to describe each part of the game.

The Players - The game plays 2-5 players. Each player is represented by a color, Red, Yellow, Green, Blue, and Purple. Each player has about 30 small wooden discs of their color. The players use their discs to claim rail lines that connect two cities.

The Board - Picture a board similar to Ticket To Ride: USA. It will have major cities marked on the board, with dotted lines connecting the cities. The dotted lines are the rail lines connecting the cities to each other. The map is also divided into zones, so there will be a West, Central, Mid-West, South, and East zone. A score track goes around the edge of the board. Players will use one of their colored tokens as a score marker on the track. As their score advances in the game, players may earn bonus cards at the beginning of a turn.

The Time Tables - In real life, each railroad publishes a pamphlet that projects the schedule they plan to use when running their trains. In the game, each player will have their own time table to review. All of the time tables for each player are exactly the same. Inside the booklet, there are five two-page spreads. Each two-page spread lists a series of times for trains that are scheduled to run between cities. Because their are five two-page spreads, each spread is a turn in the game. More on the timing of the game later.

The Cards - This game will use a deck of cards to claim rail lines, but in this game the term used will be to "schedule" a rail line. The cards will be "reversible", (like how poker cards are, either way is "up"... I'm not sure what the correct term is). The top of each card will display a time. The times will be different on each end of the card, so each card will offer two times for the player to choose from. In the deck are three copies of each time, but each instance of each time will have an icon next to it that represents a track signal. In real life, track signals tell the engineer of a train if the track ahead of him is clear. The signal has two lights, a green one positioned above a red one. If the green light is only lit, then the signal is "Go", if both lights are one, (so green is lit above a red lit light), then the signal is "Go Slowly", and if the red light is only lit, then the signal is to "Stop". The signal lights will break the tie between players if more than one player tries to schedule the same time on a line at the same time.

Also, in the center of each card will be a freight bonus, but these are only used at the end of a turn, and only if the cards are still in the player's hand at the end of a turn. Again, more on that later.

The Clock - The game also has a large faux clock to mark the highest time on a card either played or discarded. A turn ends when the clock hits midnight. At that point the players calculate their current score, clear the board of their tokens, and then move onto the next turn, (there is five turns in the game).

How to Play -
1. Each player chooses a color. The oldest player is the first Engineer.
2. There are only five Turns in the game, but each Turn may have several Rounds.
3. Each Turn will have one designated Engineer. For Turn 1, it is the oldest player. Beginning with Turn 2, the Engineer is the next player to the left.
4. The Engineer will manage the deck of Scheduling Cards for that Turn.
5. At the beginning of each Turn, the Engineer will determine if any players have earned any bonus cards, and deals them out immediately. The Engineer always gets 1 bonus card.
6. The Engineer deals 3 Scheduling Cards to each player.
7. All players now review their cards to see what times are available to them, and compare those times to that Turn's Time Table.
8. All players secretly select one card from their hand as the time they want to schedule.
9. All players then reveal their scheduling choices at the same time. Any ties are broken by the Track Signal icon next to that time. Each player places their card in front of them as part of their line of cards.
10. All players then use their tokens to claim the rail line they scheduled.

SIDE NOTE - Stacking Rule - More than one player may claim a single rail line. The first player to claim a line places his tokens directly on the board, on the scheduled line. If another player schedules that line, then he places his tokens on top of the first players tokens, and a third player would place their tokens on top of the second player's tokens. The Time Table will list the victory points available for each line depending on if you are the first, second, or third player on that line. The first player's train is "On Time", the second player's train is "Delayed", and the third player's train is "Late".

11. After the lines have been claimed by all players at the same time, the Engineer determines what the highest time is, and then sets the Clock to display that time. If the Clock has hit midnight, the Turn has ended and scores for that Turn are calculated. At this time, the Engineer will only consult the times on the cards used for scheduling of lines in this Round.
12. All players then simultaneously choose one card in their hand to discard.
13. The Engineer again determines the highest time on the discarded cards, and sets the Clock to that time. The Engineer will consult both times on the discarded cards, looking for the highest time. If the Clock has hit midnight, that Turn has ended and the scores are calculated.

Scoring:
1. Scheduling a line may earn the player some victory points. Some times are worth zero points. Also, if a line has stacked tokens, a player's score might be different depending on if that player is "On Time", "Delayed", or "Late" on that line.
2. At the end of a Turn, each player will have a number of un-discarded cards in their hand. It is at this point that players now consult the Freight Points on the cards. Each Freight Point will be awarded if a player has connected certain cities or zones by the end of the turn. Any Freight Points not completed successfully will reduce the player's score, while completed Freight Points increase the player's score.
3. As a player's Scoring Token moves on the Score Track, they might become eligible for bonus cards at the beginning of the next turn.

Winning the Game - At the end of the fifth Turn, the player with the highest score wins. If there is a tie, the player who earned the most Freight Points in Turn 5 wins. If it is still a tie, then the players share the victory.

I am so sorry for such a long posting. My brain just had to vomit out this stuff. I plan to begin construction of my prototype game soon.

JonHook
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Joined: 10/21/2010
Oops, I forgot...

If at the end of a Round the Clock is not at midnight, then the players will play another Round. The current Engineer will deal 3 new cards out to each player, and they player another Round.

This continues until the Clock eventually hits midnight.

JonHook
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Joined: 10/21/2010
Forgot something else too...

Ok, so during a Turn, (which I'm thinking about calling a "Day" instead), all players reveal their Scheduling Cards at the same time, claim the track, and then adjust the Clock.

If the Clock is not at midnight, then each player then discards a card from their hand, and then you adjust the Clock again.

If the Clock is still not at midnight, then the Engineer passes out 3 more Scheduling Cards, and the players all play another Round of that Turn (Day).

The part I forgot to specify is that each Scheduling Card a player plays cannot be BEFORE the time you just played in that same Round. If a player is not able to play a Scheduling Card that has a time sequence higher than what has previously been played, then that player is not able to schedule a track during that Round.

If anyone has any questions, please let me know.

Dralius
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Joined: 07/26/2008
No questions yet.

No questions yet.

It seems like you have plenty of ideas. Before you get more I would suggest testing what you have or even better a striped down version of it.

Play with only the core elements to make certain that they work as planned. If they don’t work then fix it before moving on. If it works then slather on another layer of mechanics and test, test, re-test. You can do this until it’s as thick as you like.

Starting with it all at once and trying to sort out problems in a huge dynamic system is difficult at best. Start with a solid foundation and build on that.

JonHook
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Joined: 10/21/2010
Thanks. :)

Thanks, I'll work on that.

I'm most concerned about the cards and the availability of the times. I have thought of a scenario where it is possible for the midnight times can be "buried", and thus not come out on the Clock. I'm trying to think of a fix or adjustment to the game to handle that situation now.

Thanks!

Relexx
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Joined: 05/31/2010
Sounds really intersting.

Sounds really intersting. Keep up the good work.

JonHook
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Joined: 10/21/2010
Thanks!

I think I came up with a rule on how to manage the possibility that the midnight time cards are buried, and are not available for play or discard.

I also thought of a couple of non-time cards to put into the Scheduling Deck to add in a little bit more options to the players.

The first is an "Express" card. This card has no time on it, but can be played to schedule any time, and has a higher priority than any regular "time" card played for that same time. There will be 3 Express cards, and they will each have the track signal icon on them just in case more than one player plays an Express card at the same time on the same track.

The second new card is a "Schedule Change" card. A player can play this once a track already has a stack of tokens on it. If the player with a Schedule Change" card is not the "On Time" train on that track, he can play this card to move his tokens to the "On Time" position, and then the other tokens are shifted up in the stack in their existing order.

I am also going to introduce a rule for "Passing". If a player does not have a Schedule Card with a time greater than what he has already played in that Turn/Day, and that player doesn't have a special non-time card to play, then that player must "Pass" that Round and not schedule a track.

In the event that a track is attempted to be scheduled by more than one player in a single Round, and 3 players are using the time cards, and one or more players are using Express cards, then the players with the lowest priority cards will be forced into a "Pass" situation, since each track can only have a maximum of 3 tokens stacked on it.

Example: As luck would have it, 4 players all want to schedule the 1:00 PM track at the same time in the same Round. Here are the cards each player is trying to use to schedule time on that track.
Player A: 1:00 PM (Green/Red Signal)
Player B: 1:00 PM (Red Signal)
Player C: Express Card (Red Signal)
Player D: 1:00 PM (Green Signal)

Due to the priority of the Express Card, and then the priority of the Track Signals, the 1:00 PM track is scheduled in the following order:
Player C: "On Time" (first to stack his tokens)
Player D: "Delayed" (second to stack his tokens)
Player A: "Late" (third to stack his tokens)
Player B: Forced to Pass this play. Bad luck for this guy.

rcjames14
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Joined: 09/17/2010
Emerging Dynamics

You must correct me if I have misread the rules... but here's what I understand the game to be:

Everyone has the same train schedule book.
Each book tells you the value associated with each train route during a specific day.
Each player is dealt 3 cards (the Engineer gets one more) and chooses 1 card to play per turn.
Each card has 2 different times on it associated with one particular track.
There are many different tracks and times to choose from.
Once one or more player chooses midnight, the turn is over and completed routes are determined.
You receive VP for the train route you complete by having a train run on all of its required times.

You have already realized that 'buried' midnight schedules will prevent a turn from ending. But, players may also choose not to play them if they are losing and it will not help them to win to do so. So, your 'game clock' system for determining the end of a turn needs to change. Otherwise, you will render a lot of cards superfluous and you may still never properly end the turn. Perhaps some alternative mechanism where each card advances the clock a number of hours = the number of hours of routing time it allows you. That way, the clock is always advancing, but it's exact advancement can vary.

Given the number of cards played per turn, the number of routes and times available and the 'penalty' associated with overlap, you have actually created two (opposite) problems at the same time. The first problem is the minority game problem. In game theory, a minority game rewards the player for chosing the option which the least number of other players choose. This can be applied to traffic on a road or even commodity speculation... but the problem with how you have set up this dynamic is that there is very little way to know what anyone else is going to choose and all minority games introduce a 'take one for team' degenerate dynamic whenever the choices are not equal. If there are superior routes, then why would I choose an inferior route unless I thought that someone else would choose the superior route. But, then, he still does better than me... so I get stuck committing to the best card I have and hoping that no one else has one. The end result of this process is that chance will decide who wins rather than strategy.

The second problem is that you actually won't encounter the minority problem very much at all. With 6 times to choose from per player and 24 hours and a US size rail system to schedule, I don't see players actually interacting much. Perhaps you could mitigate this by reducing the train lines and increasing the track times, but you risk losing a lot of complexity in doing so. I suspect that the game will thus end up being either very simple or very random.

Also, a side note: based upon the few train schedules printed in booklets that I've seen, I'm not sure how enthusiastic I would be about playing a game where reading a train schedule was an important aspect of the gameplay.

JonHook
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Joined: 10/21/2010
Excellent feedback

Thank you. These are all issues that I had not considered. I will start looking into them.

One thing I don't think I had completely hammered-out yet is the time table. Each day of the booklet would change the VP values for each scheduled train, so in Day 1, maybe the East is more valuable to score with than the Mid-West, and so forth.

Thanks for the input, I am going to look into each of those points.

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