Dimanche 13 janvier 2008
So, as I detailed in the last entry, there were some clear issues with the CCCP map after the first playtest, the most glaring ones being the weak east, the not as compelling as I would like auction, and the not-yet-satisfactory goods growth pattern. All of these were addressed for playtest #2, on what is the 1.5 revision of the map.

Major changes:

- Moscow increased to two hexes in size
- Two black cities added, one in the east, one in the NE
- Obligations changed to force players to use only their own track to ship to Moscow
- Auction changed to "Winner selects two roles" and a simple role called Corruption, which grants the player taking it money outright added.
- Locomotive action changed to "Buy Locos first, buy anything on the display" (stronger)
- Goods Growth changed yet again. The idea now is exerting personal influence. A die is lain next to each row on the growth chart, and at the end of the round each player, in order, must move one of the dice up a notch, and can pay for additional notches at $5 per if they so desire.

So on to the playtest...this is the map with nothing on it...

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Here is the first round, 3 of us (Sean, Alex, and myself) started in the north this time, with Jesse left to himself in the south.

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This makes it evident that the introduction of the black cities has made the north viable...perhaps too viable.

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By round two the complex tiles are already coming out in force, partially driven by the need to get into Moscow, which is surrounded by the ever-inconvenient rivers, which require the engineer to get over.

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By round 5 the north was getting very crowded, but Jesse was still being left to his own devices in the south, generally a bad idea in AoS. Despite this, his delivery options weren't good, and his engine was screwing him repeatedly.

Moscow was blighted by this point, perhaps double blighted.

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Round 6, the track ball that occurred in the first playtest is here occurring up in the north by this point. I (red player) found the 2nd edition rules where one can lay a complex tile as an initial build quite useful at several points in this play.

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End of the game, final reductions taken into account.

Playtest comments: most of the changes are for the better. The auction had several pathological rounds because of the double role selection, and one particularly poor auction early in the game hurt Jesse for several rounds. The Corruption role, where you simply get cash back functions much like the Engineer does in Lawrence's Sun to that end, creating inflated bids and pulling money out of the game.

In terms of weaknesses, in this particular playtest the most notable one was the lack of impact of the split level engines. This is partially because of the extra cities, partially because of the track building rules, and partially because of our increased familiarity with the map. I think they might be an issue, but I have to brainstorm how to use them differently, or how to handle them. The engines on cards and buying Loco phase are the most original idea in this map, and I want to find some way to make them work. They do function, they just aren't quite what I'm looking for yet.

The changes all seemed positive: the auction is more interesting, the goods growth works better, the larger Moscow is nice. The obligations could still use some tweaking, but they are getting closer to what I want. Progress, in essence.
par Michael publié dans : Prototypes
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Lundi 7 janvier 2008
Playtesting time again...Michigan has fallen by the wayside, but over my vacation I came up with a new way to use the split level engines from Montreal and fashioned a map of the Soviet Union to go with them.

The core concept here was to make the second number in the engine restrict players from going through towns. A 2&0 engine would, for example, allow players to ship over 2 links, but they could not go through any towns along the way. Thematically I tied this to the Soviet Union because the government restrictions seemed like they would go along well with it.

Once I came up with the idea of putting the map in the Soviet Union, a number of other thematically based rules instantly evolved though, including Obligations (i.e.: the government demands that you ship a set number of goods to Moscow) and the need for the Engineer to build over the monstrous rivers. There was also another attempt to change the goods growth scheme (something I try to do...I don't particularly care for the dice and there are a number of potential solutions) and in this case it featured a display where goods were randomly seeded out, and which could then move onto the board either from the top or the bottom of the display, with players bribing for their choice.

In the initial draw, I erred on the side of too few cities, and I actually added a black one in the west (Kiev)  that makes it different from the initial draw here on the blog. I also decided to try something completely experimental with the engines, taking them from an abstracted chart to 18XX style cards which are purchased outright from the bank but which have no further expenses associated with them. The purchase of the engines and the overall structure is still in flux, but in this initial playtest the Loco buying phase is immediately after the auction, is done in player order, and the player only has the option of buying  worst engine on the display, where the next X engines are laid out at the start of the round, where X is equal to the number of players. The Loco ability in the auction allows players to buy engines last at this point, which means it is useful but still weak if the other  players opt to hold off. The total cost of buying the engines is calibrated to cost players about the same amount that they woud normally be paying out in expenses.

So onto the first playtest...

My regular game group is currently 4, so I designed the map with that number in mind. One thing that was apparent in the first playtest was how important the SW valley was...the highest concentration of cities was down there, and it was almost a no-brainer to build heavily in that area. The only incentive to go north was the need to ship goods to Moscow, and the presence of the only blue city.

In our first playtest, people tried to stay away from each other, and shipping rounds often featured painful delivery skips because of a lack of potential options (good!).

Here's how the board looked at the start of round 4:

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You might notice that there is a lot of track, the track building rules are eased to allow 4 pieces each round so that players can more easily cover the board over the course of the game. I hate loose track building, and the extra piece seemed to be the right solution, and it was.

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This is the end of the game. Note the awesome track spaghetti ball in the SW and the relatively sparse east. Part of that has to do with Urbanization...with so few starting cities, the placement of the new cities makes a big difference in determining where the action goes.

After the first playtest some problems were apparent though...

1) Not enough differentiation in value between 1st and 2nd in the auction.

2) A board with one clear power area.

3) Rules for Moscow obligations needed clarifying...

4) Goods growth scheme was not interesting, needed changing.

The map is clearly in development.

Check back soon for session #2.
par Michael publié dans : Prototypes
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  • : All Things AoS
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  • : Age of Steam expansion designers and avid players Alban Viard and Michael Webb discuss news, sessions, expansions, and new prototypes.

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