Showing posts with label Corn - The Civgame. Show all posts
Showing posts with label Corn - The Civgame. Show all posts

Monday, April 15, 2013

THE BLOG IS ONLY SLEEPING (for Agent Easy)

Also, in the spirit of post-action reports now that the blog is dead, I wanted to share a few comments on Clash of Cultures (which I played with Shemp last week):

- I found it to be a really good game, better than the Sid Meier one in most ways.

- the design is cleaner and more logical than the other Civ. for these reasons, learning it is easier despite the fact that there are probably more rules in this one.

- there is a certain amount of randomness introduced through events that some might have a problem with. In the game we played it seemed like a nice addition because it forced players to react to threats that were not necessarily coming from other players (in this game, the neutral barbarians civilizations take an unusually active role)

- the tech tree, and the forms of government, work really well.

- there is a way of gaining victory points through cultural influence which is really cool. Essentially, if your city gets big enough the surrounding cities can become converted to your color and give you points in the endgame (they still belong to the original player for all other purposes)

- combat is very interesting because there are cards that can be used to give specific abilities (ambush, flanking, etc)

- objective cards and wonders provide short term/ alternative goals to players which give other reasons to players to pursue goals that are not driven by the other players.

- Shemp is a jerk for having taken over my biggest city on the last turn, giving him the win.

Downsides:

- It's slightly longer than the Sid Meier game I think, probably a full 60 min per player

- scope is reduced, as the game never goes beyond antiquity. That said, the Sid Meier one does a pretty poor job of modeling the growth of civilizations after antiquity anyway.

- there is a bit more of a generic feeling due to the lack of starting civ differentiation and the goal being VP driven instead of objective driven. Luckily, it felt to me that the technology tree and the way the world develops will allow for many different paths to victory.

Friday, May 02, 2008

Games concerning the absence of food (Corn - The Civgame, In the Year of the Dragon)

This week the group indulged me by agreeing to play my prototype, "Corn - The Civgame". I constantly dabble in creating games, but rarely get anywhere with them. My last attempt, Corn-22, was not particularly good. I had high hopes that this one would be better...

Well, first of all, this one isn't supposed to be goofy. It's a fairly rules-heavy civilization builder. I wanted to make a game that combined exploration, technological advancement, war and politics that didn't need a huge board, 8 hour playing time or millions of little bits. Also, setup time bothers me, so I made quick setup a goal.

I'll get this out of the way up front: It wasn't very well received. Despite this, I was happy with the experiment. Beyond the problems which came up due to unresolved rules, unpredicted combinations, etc, a few things were working against a pleasant first run-through:

- It's got lots of rules, and I didn't explain them particularly well.
- The playing pieces were very poor. To small, too light, not particularly user-friendly.
- Critical play-aids were missing. This is probably the biggest mistake I made. The missing list of buildings was the worst offender.

Anyway, I'm pretty happy with the turn order/ action selection mechanism (it's not perfect, though: earlier versions restricted the the number of cards players were dealt, and I added to that substantially for the playtest. In retrospect, it was too many). I felt that the exploration was working and the development was working reasonably well. We didn't play long enough for the different player's civilizations to butt heads, or for the political aspect of the game to really take off, but at the very least I was able to get a sense of certain things that need to be worked out. Though no one will know this but me, the balance of resource production vs. building costs has improved substantially over previous solo playtests.

I hope that the group will be willing to try it again, and I'm really hoping that we can have a conversation here about thoughts on what worked and what didn't.

A few changes I need to make before it gets played again:
- It used to be a requirement that a port be built in order to embark onto water (at a lake or river). When I eliminated it, I didn't realize it made bridges obsolete (since it is quicker and cheaper to gain the water transportation technology and cross wherever you want). I will be reintroducing ports. Also, I was counting on certain landscape features (lakes, rivers and mountains) to provide natural boundaries that would define the regions in the game. However, under those rules Wonders found in water exist in BETWEEN regions, and therefore couldn't belong to anyone. I think the only solution in this case is to remove the ability to discover Wonders in water hexes. Also, I will have to require that Wonders not be discovered on river hexes, just to overcome a placement issue (placing the wonders obscures the rivers, and there's no simple way to eliminate that). It's not an unreasonable limitation, so I'll just choose the simple route. Lastly, I will be requiring the presence of cubes on resources to have them produce. This will eliminate ownership questions and, conversely, allow others to come and use them if they are crafty.

When Kozure arrived, we put away the prototype and played In the Year of the Dragon. I tried to see if the war parades could be put to good use (get ahead in the people track by putting on parades and then choose the powerful older workers without being forced to fall back in the turn order). It seemed to be working pretty well, and then THE BAD MOVE happened.

In the month the droughts was upon us, I had the first move. In a fit of idiocy, I forgot I had no rice and instead chose to BUILD A THIRD PALACE. The drought happened, I lost 3 people and the palace I had just built. Ugggh.

I figure I bounced back pretty well. I had a good lead until then, and ended tied for second with Kozure. Bharmer cruised past us to victory on the strength of 5 palaces and many people working in them.

I'm still quite happy with this one. It feels rather malleable in the sense that there always seems to be several ways you COULD go. While planning for the upcoming disaster is the main driver for the game, building a good monthly points engine, staying ahead in the person track and going for straight points are all viable and important at different parts of the game. Good stuff.