Dimanche 1 juin 2008
I know it's been quite some time since I posted anything on the blog, but I haven't been playing any Age of Steam, or any board games period. Work has kept me busy, and the Stanley Cup playoffs kept me even busier. Now that Summer is here though, I finally have had the opportunity to do some more expansion design work.

This new expansion is a different take on a city that has already received some attention, Pittsburgh. Though I like John Bohrer's map, I feel that the Steel city deserves a more true to geography map that shows how difficult the terrain is rather than just abstracting it out. In that spirit, I decided to theme my new 3 player map idea to Pittsburgh, and in this particular case, creating a sort of alternate reality Pittsburgh where a large light rail service serves the golden triangle area of Pittsburgh and the surrounding neighbourhoods. In real life, of course, Pittsburgh does have a small system, The T, but it serves almost exclusively the southern suburbs and still has not been fully developed. This map, instead, zooms in on the downtown area, and several of the stations are skyscrapers.

Here's the first draft:




Metropolitan Pittsburgh is going to build on some of the ideas I had when I was designing Montreal, much like CCCP, but in a different direction. Some of the 3 player rules which first appeared in that map are going to reappear: the auction tweak, the contiguous track rule. Metro Pittsburgh's central mechanic, however, is the pre-determined urbanization idea that I used in a limited fashion in Montreal.

If you didn't follow the development of that map, let me bring you up to speed: at one point in time, Montreal had 3 timed urbanizations to reflect the history of the city. Round 3, the island of Jean Drapeau urbanized for Expo 67, in Round 6 Pie IX urbanized to reflect the Summer Olympics of 1976, and in round 9 Montmorency urbanzied to reflect the present. I liked how those timed urbanizations worked and the sorts of races they created, but I ended up removing them late in the development of Montreal because they just didn't quite fit that particular map.

Flash forward to the present: Metro Pittsburgh is going to centre on that timed urbanization concept. There are 18 towns. Prior to the game, the 8 new cites will be shuffled, and will have a town locale and round randomly assigned to them. This will all be noted on a sub-board. At the start of each round, 2-9, one will then be placed at its appointed spot.

I know the concept sounds basic, perhaps even a bit pedestrian, but the effect that it has on gamepay is very interesting. Players race to hook up to lucrative new cities, which provide cubes, and new delivery points. In this first draft, the blue city is of particular importance.

There are a number of other particulars that are still being fleshed out, but this is what I have so far. The terrain costs on this map are going to be beastly, particularly the rivers which are going to be nigh impossible to build over without the aid of the engineer. I will probably have to tweak the starting stations a bit, and I might need to add more of them, but I'm not sure at this point. The first prototype is ready to go though, and I'm sure I'll be posting more on this soon.

par Michael publié dans : Prototypes
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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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