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7 août 2007 2 07 /08 /août /2007 14:45

As you know, i have too much ideas for expansions to develope them even with my job...
But, i imagined last night new ideas that didn't work in my India expansion, about water and flooding...
Probably these ideas could work very well in another country but which one???

Just two pics ...
022.JPG

020.JPG

More comments after the first tests Thursday afternoon

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6 août 2007 1 06 /08 /août /2007 13:08

During summer holidays, i have plenty of time to play with my friends at my favorite game Age of Steam, even to imagine new expansions . But today, we want to come back in Iraq, to adjust the bonus rule of black cubes (oil).
Brice (purple), Guillaume (yellow) and I (black) flew to Bagdad. I roll three dice to place 4 cubes in the first oilfield in the North, 2 in the middle and 6 in the South... We will play with the veteran variant and we will throw only two dice in the production phase to supply goods !!
Brice builds in the South with the first build action, Guillaume, in the West, and I build in the North. I deliver two cubes for 4 incomes in the first turun and nobody tries to stop my development in the North. I choose the Engineer action in the second turn, but that was a big mistake, because i do not deliver any cubes at this turn. In the same time Guillaume links Bagdad that has 3 colors (yellow, red and blue). There are very interesting purple cubes, but they stay in Koweit that is a purple city. I think Guillaume has noticed that point because he urbanizes in purple in the West of iraq. In turn 3 and 4, Brice stays alone in the South with potentially 6 black cubes, but he has not enought locomotive to deliver them in USA. He builds a very clever network and in turn 5 begins to transport his first black cube in USA. As my network is the North, i realize it could be very difficult to stop the black deliveries of my friend. Guillaume builds near Koweit to ennoy his brother Brice and i do the same. 



The new action US Army was not choosen till turn 7. I urbanized in Black near Brice's oilfield to reduce his income when he deliveres black cubes and i choose the enginneer action in turn 7 to link Bagdad with the middle oilfield and with my network. I deliver my two last black cubes. Guillaume and Brice fights for the purple cubes in Koweit . But Brice and his nifty network is unbeatable in the south...
016.JPG

In the last three turn, interesting cubes are very rare and we fight for the US army action that allow a cube to pass throught a city of its own color (only one time!). I have too many shares to win but i can hope a second place with my 7 black cubes. Brice has transported 6 black cubes but he is too far way on the income track (near 45 in the last turn before tax reduction!). Guillaume has only 1 cube that he stole me in Bagdad in the turn 9. He said "that cube allow me to be second" I realize he was right...
In the rules, each black cubes transported outside Iraq gets 3 VPs. 

017.JPG

Players                       Guillaume yellow)    Alban(black)  Brice(purple)
(Income - Shares)          75                        48               93
Track                           23                        32               24
Black Cubes*3                 3                        21               18
Sub total (without b.c.)   98                        80              117
Total (with b.c)             101                      101             135

To win the game, i solve this stupid equation to know how much one black cube should increase your income:
X is the bonus for each black cube:
117 + 6X < 80 + 7X
X>37.... If we attribute 38 VPs for each black cubes, i will win the game !!!! ;-)))
But my players disagree, i don't know why..... We think that 3 points are enought, but we notice that it is very difficult to transport black cubes outside Irak. That is that i wanted. It is also difficult to focus his network only on black cubes. US Army is a very powerfull action in the last turns.
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I hope many gamers will enjoy with playing this expansion that is not so innovative than New york city subway in the reverse side but still a very interesting challenge with the new action US Army, and black cubes.

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4 août 2007 6 04 /08 /août /2007 18:49
Even though I, at one point, intended Montreal to be my only Age of Steam expansion, I realized after it was complete that I had a lot of discarded ideas that were good enough to re-use, or re-implement in a future map.

AoS - Michigan started as a stock version of Age of Steam. I am a huge fan of the Prairie Railroads series from Winsome / Wallace, and I have been mentally toying with ways of using stocks and company control in Age of Steam forever.

While I still haven't had much success with the stock thing, one thing that did start to develop was a physical map of Michigan.

Now that Montreal is complete, I have started to think a bit about working on Michigan some more, but with different mechanics than the original concept.

The other night I was jotting down preliminary ideas, and these are all random things that I will likely try in the expansion:

* Strong Unions.
Expenses increase as the game goes on because of high health care costs.

* Trucking
(Rethemed Stroll...i.e.: ability to move a good up to 4 hexes without delivering it)

* Track based Urb...modified for simplicity.
Idea: second player into a town can opt to Urbanize it, if they want. No Urb role in auction.

* Ferry lines to Green Bay from Ludington, to Chicago from Upper Peninsula

* Some sort of dying city theme? I.e.: destruction of cities as the game progresses to reflect real world economic downturn? After a certain round the cities with only 1 good on them lose that good? Perhaps a glut causes problems instead? If too many goods are present, then the city is destroyed?

* Related, some sort of production mechanic, maybe similar to Australian Railways but with tighter control. i.e.: factories in the city are producing goods each round...a dictated growth scheme of some sort.


I think the key mechanical concept and theme is Decay. Michigan will start out rich, but I want the board to decay as the game goes, and perhaps even force players to try and lose the least amount of money rather than make the most by the end of the game. This will be facilitated by having expenses increase as the game goes (which is thematically reflective of the high health care costs that exist in the present because of the retired workers) and heavy goods paucity, likely mechanically forced.

I'm still not sure whether the map will be designed for the 3 or 4 player scale yet.
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1 août 2007 3 01 /08 /août /2007 23:46

(coming soon)

 

Far before John Bohrer published his Netherlands expansion, i designed my Netherlands expansion...
Why the Netherlands... Germany, France, Itali, South of England, some US maps were already designed at the end of 2004, so the last country in Europe with many Age of Steam fans could be the Netherlands. I think, John Bohrer made the same deduction... ;-)
The theme of the map is Polder and hight density. The Netherlands is frequently associated with polders.

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1 août 2007 3 01 /08 /août /2007 12:47

I like excursions. With one of my best friend, every summer, we go in french montains to make sport. But french montains are not very high. I dream to go in Chili...
Age of Steam can easyly go every where, particularly in Chili. The size and the global form of this country could make a very challenging map... it was at the end of 2004...
Every night, i wrote my ideas about new expansions. I thought at every phases of the game, and how to change only one rule. That was my aim at this time (i changed my mind since i designed the moon expansion...) it was fabulous to wake up in the night to write some ideas, like a giant brainstorming...
I dreamt to publish this map of Chili on the other side of Italy...But i did not know anyone of the Warfrog company, and i was just a dreamer... France will be published on the other side because Winsome released it with Italy...
Anyway, i wanted to create this map. In the basic rule, you always borrow money with the sharing phase. You always pay during the entire game your shares... If we could move down the disc on the shares issues....Yesssss...
Good idea, but why in Chili... Because in Chili, we have never found the inca Gold... Age of Steam can do that for railroad barons... Yellow cubes can do that... 
The new rule is very simple, yellow cubes are the famous gold, and each time you deliver a yellow cube, you can go down your disc on the share issue+ income for the delivery of course. To contre balance the powerfull of yellow cube, building costs will be very very expensive, and i added a new terrain type : High montains...
40% of the map is high montains hexes at a cost of $5 each....
40% of the map is only montains hexes that cost $3 like in the basic game
20% of the map is plain that costs $2
You can not urbanize in yellow, and only two cities are yellow on the map, one in the north near the Titicaca Lake and one in the center of the map.
The north of the map is very strategic, because of the lake. The middle is very expensive, but there are more goods at the setting phase. The South is very poor...
This map is suitable for 4 to 6 players, but plays best with 5 players.
Because of the size of the map, i did not publish it in 2005 and i prefered to release my moon expansion.
But this year, i find a publisher that would be able to print this map at a correct price ...
I just have to find another map on the other side but it wouldn't be too difficult...

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28 juillet 2007 6 28 /07 /juillet /2007 16:39
Hi all,

I'm going to be posting semi-regularly on this blog with Alban now, and hopefully we'll be able to create enough content to make this an interesting stop for Age of Steam fans. My main interest in Age of Steam is as a fan, I've played the game regularly for a few years now, and I fortunately have a core group of regular players who also love the game, so it spends a lot of time on my table.

My contributions to this blog will likely be in the form of expansion mini-reviews, short session reports, and general reaction to news in the AoS world. I will also share information about future expansion design that I do (similar to what was detailed in my Geeklist: www.boardgamegeek.com/geeklist/1650/, but at this point it is hard to say how long it will be before I get another expansion into the active design phase. I have the start of a board and some ideas for AoS - Michigan, but I have not fleshed them out much at all, and I don't know if I'll have time to work on it in the coming months.

Anyway, enough with the introductions, here's a tidbit about John Bohrer's Switzerland:

Session Report - AoS: Switzerland

Switzerland is a map that I have had lying around for some time now. It was released at Essen 2005 with Austria and the Netherlands in a limited set of 80 by John Bohrer / Winsome. The other two maps have been re-released (Steam Brothers and Spielbox insert respectively) but Switzerland hasn't been yet.

The map is intended for 3 or 4 players, and as my core group is regularly 3 right now (one person in the military, another working at a Summer Camp and rarely around) we decided to finally pull it out.

The map itself is somewhat restrictive. There are a lot of hexes that can't be built on (representing mountains) and there are also a plethora of thick black lines. The rules changes are somewhat subtle, but create some interesting interactions...track costs are high ($4 per hex) and there are rainbow cities.

In our playing (Myself, Sean, Alex), the initial cube setup left some easy 2 ships in the Zurich area (eastern part of the board, full of cheap links) but nothing else was remarkable. I managed to win the first auction, took Locomotive, and was able to build a network near Zurich to get my income up to 4 during the first round. Sean and Alex each instead opted to start in the west, as there are two rainbow cities there, which are easy to locate at the end of one's line.

So the game progressed like this: Sean snuck into my area of the board just enough to connect to Zurich. Alex, meanwhile, was sitting on Sean's southern border, and blocking off his track access a bit. The two of them were constantly jostling for First Build because of how intertwined their networks were. They were also always taking Urb, a role that I was generally ignoring. Meanwhile, I was building circular routes in the NE section of the board, which were just enough to keep me at decent profitability.

Unlike normal AoS, I was actually keeping my shares down, Sean was taking a lot (this is a complete reversal of our normal play tendencies) and Alex was keeping as low as possible (his usual play style).

By about the mid-game, I realized that I was starting to run into trouble. I didn't have access to very many good deliveries anymore, and Sean and Alex, each with a rainbow vortex at the end of their lines, were having a much easier time keeping the income train rolling. Alex was a ways back from both Sean and I in income, but the networks developed such that Sean was occasionally having to hand him an income.

By round 5, some tunnels were auto-built, and this gave me an opportunity to build a VERY long link to the SE portion of the board which took 3 rounds to complete. During this period, Sean and Alex were each continuing to scrap over links in the west, with Alex generally getting the better of it, and he was gaining on both of us.

By the end game, I had just enough cubes to keep my income going up, but not at a consistent 6 pace. Sean and Alex were each able to keep the 6 ships coming, and Alex was getting the better end of it because of constant 1 income gifts from Sean. The final score saw Alex out in front by a several income margin and I was marginally ahead of Sean. (Yes, this takes into account track count, track is worth more in Switzerland).

My overall thoughts:
A tough map with some strange interactions. The heavy use of black lines seems like it will lead to rather predictable and samey track building patterns in the long run, but for occasional play they are quite good, because they lead to races and, perhaps most strangely, make First Build a very desirable role, even with only 3 at the table. I don't think the map is amazing, because the rules changes are not significant enough to make it really stand out from the pack, but I enjoyed playing it, and wouldn't hesitate to pull it out again in the future.

I think this expansion highlights some of my aversion to heavy thick black line use. I like how they can artificially create tighter corridors and races in certain parts of the board, but I think I dislike them because they shrink the map so much, and, functionally, because they can be hard to see once track has been built around them. This means it is hard for players to be able to see if they can build complex track to get through an area.
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28 juillet 2007 6 28 /07 /juillet /2007 09:47

Montréal Métro is the second expansion that takes place in a city instead of a country. The first one  was London.
The designer is a very well known age of steam fan in US, Mickael Webb. He was working on it since one year, and we can imagine all the good ideas we can have in one year. 
He will now post on the blog .
The core twist in this expansion is the neutral track—called “Government Track"—that criss-crosses the gameboard. Each round, one player is allowed to build Government Track prior to anyone issuing shares; this track is usable by all players, but it provides no income.
The expansion uses a new split-level Locomotive. Now we should say "4+1" instead of 4 locomotives. The number to the left of the plus is the normal links capacity—that is, the number of links that a player can use to move goods for income—while the number on the right is a special, dedicated Government Track allotment. This allows a player to use that number of Government-owned Links without having them count against their engine allotment

Montreal.jpg

A couple of the other rules that are worth mentioning:

- Goods (aka: Passengers) are almost completely deterministic. They are randomly seeded onto the board and the New City (aka: New Station) tiles at the start of the game, but from that point on the only way to add more of them to the board is via the Production (aka: Repopulation) special action. This means that the board starts relatively flush with options, but becomes increasingly diminished as the game progresses.

- The sum total of all the track on the board must be connected together. Players can individually split their networks, but everything they build has to be connected to the Master Network. This forces the players to stay relatively close to each other throughout the game, and heightens competition. This was origanily uses in the Moon expansion.

To reserve your copy, click
HERE

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28 juillet 2007 6 28 /07 /juillet /2007 01:19

Coming soon

I was coming back from ESSEN05 with the latest Winsome games and I was very impatient to play the Netherlands expansion from John Bohrer. I read the rules in my hotel in ESSEN and i was surprised by so many changements.
So an age of steam expansion could have more than one or two modifications... interesting...

But i had to wait for 2 months to find 6 players. The idea of stacking disc was a very good one .That rule allowed two players to have the same link. I liked also very much the creative use of variable city colours which is handled by a special display . That confered to the game a kind of dynamism.

As i imagined my first expansion in the north of africa, i thought to expand the game in Egypt with pyramids. So stacking cubes in a definit order could be an interesting idea. But this idea has never worked, and it was difficult to stack more than 4 cubes on my table... But stacking disc was possible that meant cubes should belong to player and disc should be goods. 

003.JPG


Yeah!!! all is possible... I was enjoying to stack discs and designed my first map with no theme inside. Immediatly after this first map, disc's stack could symbolize a skyscraper and i think that my expansion could take place in New York. I have never been in USA, but for me New York City and skyscrapers are the same things.

In my first protoyp, skyscrapers have no color, except the color of the disc in the bottom, so this expansion will be compared to South Korea with an order of disc deliveries. It was natural to only move the disc on the bottom of the stack. 

001.JPG



I tried many tests alone, without special rules for building or delievring, but it did'nt work as i wished, too chaotic, and too difficult to anticipate the moving phase. I hate also the green disc (see why HERE), and it was also a problem to add a new color of skyscraper... too much possibilities. I tried to stack all discs with only 5 green discs that could be like rainbow in the Switzerland expansion. But that did not satisfied myself.
I gave up this idea of stacking discs on the map....

When i was young, i liked to watch the bus plan, with links of different colors and numeroted links, stations...I remembered my expansion in NYC... Cubes could be stations that belong to players. So digging the subway is the next biggest idea in this expansion. If you dig something like te subway, you should first create a kind of hole (flip the hex on the black side to show that there is a hole) and then buy stations near skyscrapers...
In the same time, i colored defintive places for skyscrapers, like in the basic game. But as we can move only one disc, i had to design more cities (colored hexes) I drew 20 cities, but removed 4 in our first testing game
Now it was the time to test with players all these ideas. I designed a small map (bigger than the last) .
I explained for the first time all my ideas to my group found them very nifty. But they asked to me if i have already taken my medecine !!!! We discussed 3 hours before beginning our first game on this map. With my first ideas, there was not enough cubes, so we have to change the role of stations that could be placed only near skyscraper and not along all hexes as i was previously thinking. 

My idea before testings..                                 Conclusion:
009.JPG                                    010.JPG

At this time building phase was very close from the final version. digging 2 hexes and placing 3 stations. Enginner can increase to 3hexes and 4 stations. At our first test, it was a too powerful action.
We immedialtly realize that this expansion will be interesting with 5 or 6 players only. And there is only 5 colors for the station. So it could be more expensive to produce this expansion if it work one day...
Many tests removed the green disc in the box (Yessss), add a new special action that allow a player to reorder a stack in a sckscraper that we called 'SWAP', add special victory points at the end of the game, modified the engineer action to a completly different role. Now he could remove one station and replace it anywhere. It add some dynamism in the game, and increase its role at the end of the game. In the basic game, the enginneer action is less interesting at the end of the game, but not in this expansion. With the bonus we add to the normal victory point, the bidding phase still interesting, even for the choice of enginneer 

Production phase was also a problem. How to supply 20 or 16 skyscrapers with the production chart of the basic game  ? And as we can only move the first disc, it will be a too challenging game to see wich disn can be  moved in te next turn. Never mind... I tried the game with fillling with dics the production chart. 

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If we didn't trow dices, and if discs come automatically at the production phase, turn after turn, it could work. But i forgot that there wouldn't have enought disc to play an entire game.. If i have to buy green cubes to add a sixth player, i should have to buy disc to complete the basic game... to expensive. I canceled the production phase and in our first game, we placed the moving disc under the stock of the skycraper.. It workd very very well. It was still a balance problem. How much disc should we stack on the skycrapers ? 
One : enought for the first move player only!!! 
Two, interesting... We tested it, but i shlud have to design a bigger map with more skyscrapers, and we had to change also the building rules: No! 
Three was also very interesting, enought with the size of the map, easy to stack, it left interesting choice with the Swap Rule... 
Four, also very interesting, probably some very well known skycrapers will get 4 discs in the set up of the game.
Finally, and to sum up the final solution for the production phase : no production phase, We will only play with the discs we stack in the setting phase. 

The Urbanization action has not changed, but as there is no production phase, we added a new rule to regenerate the discs on the board : we placed two discs on the New City tiles in the setting phase. So when you urbanize a new city, you also add  two discs in the game.

004.JPG



The idea of stacking discs to create "Euro skyscrapers" like eurogames can simulate goods with cubes..., was very fun, but i felt a little bit disappointed at the end of the game if the high of them could not count as a bonus.
So i changed the final scoring : At each skycraper , the number of discs present in that skyscraper is muliplied by the number of station a givent player owns there. As Engineer would be an interesting choice at the end of the game

Replacing discs by cubes was also a problem : 5 colors of cubes allows 5 players, but in the basic game, there is 25 discs for each player and only 20 cubes of each color (16 black cubes). So it was natural to give at the begining of the game twice more stations than the number of turn players would play : 20 stations (cubes) in a 3 player games (that forbid a black player) 16, in a 4 player games, 14 in a 5 player games,12 in a 6 player game. I bought green cubes for a sixth player because this expansion support easyly a sixth player.
As we can build 3 stations per turn, if you build all your allowed stations at each turn, there will be a problem at the end of the game. The new Engineer is very powerfull, even more with the final scoring. You will try to place your station near a future very high skyscraper...

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Building stations and the rules with them were discussed in so many testing games that i can not remember who found THE good solution. At the beginning of the prototype, it was allowed to build station on each side of a given skyscrapers hexes. Further in the developemt, other players can build stations on the same side, but have to pay to the bank and to the present player ($1). We added a limit for the number of the stations, and they may never be more than number of player minus 2 stations on each side of a given hex. And finally to congestion even more the game, each individual player may only ever buid one station per hex side. 

027.JPG And the final map designed by Claude Parenteau (thanks very much)

NEW-YORK-TERMIN--e-copie.jpg
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27 juillet 2007 5 27 /07 /juillet /2007 19:41

The Iraqi expansion story begins in July 2005. I don't know if i was inspired by the actuaity or not, probably inconsciously. I was checking the different type of hexes in the game age of steam, plains, hills,montains, rivers,forests (in my Brazil expansion, not yet published). No desert in all age of steam expansions... I have to create one expansion that will take place in the desert...
One year before, i made my first age of steam expansion in North Africa during the french colonization with water (blue cube) and negros (black cubes), but many testings did not make this map working very well. So i gave up with desert hexes but thought that black cubes could be Oil in barril.
Add these two ideas and the actuality of the war in Iraq, and War in Iraq was born. I wrote the background in the same time. The size of the map has changed probably 5 or 6 times and oilfields hexes too. It was difficult to balance the difficulties to build near oilfield (only possible with the engineer) and the plenty of goods you get when you have connected one oilfield.

063.JPG


I immediatly draw two flags that work as black citis, one european flag , and one USA flag to simulate that you can go out oil from Iraq. You can also get bonus at the end of the game if you manage to deliver oil to this country.
At this time, it was clear that we can not urbanize in black and we remoeved the four black tiles when we played with this expansion.
Koweit should play a particular role. It is the only one city in purple at the beginning of the game.
Bagdad should attract players and should divid the country into two countries. Io was inspired by Paris in the France expansion from Warfrog. So Bagdad had 4 colors in my first Iraqi expansion. But my group thought it was too attractive and i finally made design colors for Bagdad that begins the game with no cube (do not forget , the war is not over!)

064.JPG


In the Iraqi expansion, there is a new special action US Army. The name has never changed. my idea was to allow player to pass through city with cube of the same color on it. I thought it was a good idea if you ask for  the supply of US Army during the delivery phase. I apologize if this idea hurts the american's conservatism.
After my tests on this map, we thought that two flags (two black cities) for 3, or 4 players are too drastic, so we allowed players to urbanize in black in this country. The iraqi people can use their oil as they wish. I added also a third external link that will be created when Umm Qasr will be urbanized (happened not very often). The costs of these external links should be very expensive, but not too much because of the role of the engineer. So $5 worked very well since the beginning of this expansion.
This expansion is suit designed for 3 or 4 players because like in Ireland there is no 5 and 6 black city in th goods supply (probably destroyed during the war...)

057--2-.JPG
This expansion is sold on the back of Age of steam in NYC Subway that will be released for ESSEN 07 in October .

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27 juillet 2007 5 27 /07 /juillet /2007 12:23

Sometimes stupid ideas create good expansion. I was coming back from Ludovic Gimet's association with a defeat at Age of Steam in the Netherlands (not John Bohrer's expansion, but one of mine not yet published).
As you probably know, he always plays the green color.. green color, green color... fed up with green color... 
How to forbid the use of green discs ? Just transform them in goods or... in Martians.
As i was testing my Moon expansion with many problems of building and balancing around the map, i thought to a Mars expansion, with martians living in cities. If i added a new color of cube (green) i should put off one color. I chose the red one because the planet is red, simple!
On the moon , the wrapping is restrictive and efficient ony with North-South. I would like to create a more noteable wrapping. As i am fond of Sci Fi, i imagined 4 players that could land on definite hexes as starting base when we will colonize Mars in 20 years...
So i created 4 starting hexes with a bid for them. A spatial vessel will land on Mars with cubes, and take off after the first turn. Then the networks should be continuous. 
060.JPG
Green discs are the martians and confered when they are present a new color for the city on it :green. If we apply the basic rule, Martians will meet martians. It could be counted as victory points at the end of the game.

To regenerate the martians' disparition, everybody knows that Mars had water on it, but it is very rare. So i imagined that when a blue cube arrives in a blue city, a martian births and can be moved as a normal cube.

The size of the map never varied and i designed it to be the bigger than it could be printed by my publisher, i just canceled some hexes in the North and in the South like in the moon
This map is suitable for 4 players and only four since the beginning of the development. I think it can be played with 3 players, but it has never been tested (I don't know why !)
056.JPG
After many tests, i realized that Engineer should be a little bit more attractive to reduce the power of locomotive actions and the urbanization actions. Notice that the Blue New city is very strategic and should be used with attention because of creating the second and the last blue city. So engineer will build at half cost.
With the Blue capital Marsopolis in the center of the map, games tend to be a rush to this city . This rush is increased by 4 number on the city and potentialy 12 cubes could arrive.

When
Ludibay contacted me to reprint the Moon, i added the Olympus Mons. A vulcano of 30000m high can not be crossed by train even with US Engineer !

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