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Keeping a Design from Getting out of Hand with Gil Hova

Von: gabe
07. Juni 2017 um 14:32

Gil Hova, designer of The Networks, discusses how to manage a game’s scope and not allow it to get out of hand. We also go into a good bit of detail on abstraction and how vital it is for keeping a game’s scope where it needs to be.

The post Keeping a Design from Getting out of Hand with Gil Hova appeared first on Board Game Design Lab.

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Advice from a Kickstarter Expert with Daniel Zayas

Von: gabe
31. Mai 2017 um 16:38

Daniel Zayas, a member of the Kickstarter Expert program, discusses what the program is and how it works. He also gives some really great advice on how to run a successful Kickstarter campaign.

The post Advice from a Kickstarter Expert with Daniel Zayas appeared first on Board Game Design Lab.

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High Frontier Basic Game Strategy Thoughts

29. Mai 2017 um 05:15

(This was originally published in incomplete form. I hit “publish” instead of “save.” Lots of updates since then).

I remember playing Fugger, Welser, Medici dand realizing the basic game was too … basic. (I later relayed this to Frank and he said “it wasn’t for gamers like us, that’s what the advanced game is for.”)

High Frontier isn’t exactly the same thing. You need at least one basic game to learn the mechanics. (I needed lots). Jumping straight into the advanced game is optimistic. Even adding only the support module ridiculously increases the number of moving parts. But even for slow people such as myself the basic game does seem too basic after a few plays.

It ends just after it gets going. Industrialize a second colony, you are done (or almost). After the first few games,  TaoLing and I played “longer” extended games to seven colonies, where you might get something like a claim on Sycorax, but our most recent 7 colony game took …. 40 minutes. We’ve started adding advanced modules.

The basic game is not without interest, so some thoughts.

  • This is a race game. Only one action a turn, but also space travel in addition. If you start your trip a turn or two earlier that can be a big advantage because its hard (but not impossible) to make up time later on.
  • One rule I was taught wrong is that you can’t bid if you have three (non-crew) cards in hand. It turns out you can bid if you have less than four (so, three is OK).
  • My big mistake in my early games: buying random cards, then trying to make something work. Most cards are good for something, but trying to figure out what is hard.
  • In general, Robonauts before Refineries. Makes sense — Robonauts prospect. Yes, you can use your ISRU 4 crew but here’s the list of ISRU 4 sites inside of Jupiter: Mars (10 gravity, ugh), Ceres (a good target, although 6 gravity probably means you’ll need your crew) and eight inconvenient size-one sites (which aren’t near anything). It’s not a great list. Even an ISRU of 3 opens up a lot of options.
  • If you only looked at the asteroid belt for your first mission, you’d probably be right. (For your first game narrowing your decision space is a good idea). If you are playing to seven (or some higher number depending on # of players, which isn’t a variant) you can start looking at Jupiter’s moons or even more distant.
  • Remember — the map represents delta-v. Sites on opposite sides of the board but in the same belt are surprisingly close (in terms of number of burns and turns). You can run from Lutetia (a 3M-3 hydration site) to Hertha (ditto) for two burns in a single turn (via Sol-Jupiter L1 burn). Think of the board as “energy bands.”
  • There is no “C” class refinery, FYI. Type D and S sites are much rare (in the basic games) so those cards are slightly less useful.
  • Weight matters, but less with good fuel efficiency. A nice rule of thumb I found on BGG states “Your wet mass/dry mass ratio will need to be roughly equal to your fuel single-burn fuel consumption (or better).” So if you have the Metastable Helium thruster (5 Mass, 5 Net Thrust * 1 fuel per burn), then your wet mass doesn’t have to much exceed your dry mass, so you can get a heavy robonaut and refinery and still go tooling around for 4 water. But if you get the Mirror Steamer (0 Mass, 3 Net Thrust * 4 Fuel per burn, Solar, Push) you are going to have real trouble if your dry mass gets above three-ish, so you’ll probably need two trips. Bid up the 1 fuel/burn cards.
  • Getting your first factory ASAP is a big deal. It provides:
    • 8 free water for refueling. Even if your robonaut and refinery can’t be built, you can take a turn to refuel and send your (now light) rocket back to LEO to pick them back up instead of having to re-boost and refuel the rocket.
    • ET production. Not only are the black side of cards better (much, much better), you get a card out there a few years in advance, save the cost of re-boosting, etc.  ET producing a robonaut to prospect for your second factory (using your on-site thruster) is a big deal. If you have a robonaut and refinery of the type you just colonized, it’s probably a winner. (With both for Vs, aim for Vesta, which at size six means you can’t fail the prospecting roll, and only has a half landing burn. Getting both Ms aim for Lutetia then Hertha, for a 75% chance of a claim. Ds and Ss

Common planning pitfalls to avoid:

  1. Can you land? Remember, your net thrust must exceed the sites size. Some ways to get around this (if your main thruster isn’t good enough).
    • Afterburning.
    • Size games. Take everything, drop a part in orbit to lower a size class (increasing net thrust). Leave the first part on the site,take off, pick up the last part. (Dropping off and picking up is a free action, but you can’t pick up in the middle of a move).
    • Use your crew to land. It costs no fuel (if there isn’t a lander burn). Vesta and Ceres with their half lander burns are reasonable. (If you have to pay a full lander burn, your main crew’s rocket may be prohibitively expensive).
  2. Will you be able to take off? (This mainly applies to aerobraking). You can easily trap yourself if you use your crew to go someplace like the moon. (If you can’t take off, you can turn your crew into a colonist and get some VP).
  3. Do you have enough fuel? Seems obvious, but don’t forget fuel for afterburns. Size tricks may cost you some fuel as well
    • Consider Demos (or some other high hydration site) for a turn or two of refueling. Particularly if you have a low ISRU, you can get a lot of fuel that way. Seeing a ‘pit stop’ at the (already busted) Demos to refuel was my first “aha” moment.
  4. Do you have the ISRU rating to prospect the site (or refuel)? (Even after ten games I’ve still just said, “Oh, I’ll go there” and then realized my robonaut couldn’t cut it because I was so focused on fuel/thrust/etc.

Sites of Interest

The training book’s guide is good and worth reading for your first few games. Some thoughts:

Planets are Hard. You can go for Mercury (North Pole) or Mars but you’ll need 11 thrust (or aerobraking rolls). But those are basically one way trips unless you can build a factory. For those, you’ll need a crew with a 10 Net thrust and afterburn. You could also just send down a robonaut and refinery, but the advantage of getting your first factory is basically negated because you can’t really ET produce or use the factory to refuel unless you have a powerful crew rocket. On the other hand, these can be a guaranteed second factory.

The moon is easier, but you’ll need a good ISRU.

Ceres is a sure thing with four hydration, requires only 7 thrust (usually within the reach of a basic game crew) and only a half burn. Depending on your thruster you may need to stop at Demos. Vesta is also a sure thing but slightly farther away and requires an ISRU of 2. (To compensate, its a V world, which is likely to score better and will have a few refineries that can be ET produced there).

Thrusters

In the basic game the most important thing is Fuel per burn, because lower means you can go farther. High thrust is nice (because that lets you land on more places, or maybe get there a turn or two earlier) but you often get around that by taking your crew and using it (assuming no lander burns, or maybe a half burn). In the advanced game the worse rockets are balanced by needing more supports, or worse rad-hardness, but in the basic game? Nope.

If you ordered thrusters by FPB in the basic game, you’d be close to right. (Ignoring the solar sails, because 0 net thrust is a problem).

Key is [#Mass, Thrust * Fuel per Burn (After Burn cost, Class), P = Push, S = Solar]. I’m not going to worry too much about the advanced (black) side because you won’t for your first games.

In rough order of worst to best:

Photon Heliogyro / Photon Kite Sail [0M, 0*0 (-,C) Solar] — Basically the same. Not really useful in the basic game (said the guy who almost never goes inside the earth orbit]. You could use these to get maybe a free burn if you are a small light ship, so perhaps I shouldn’t discount this.

Mirror Steamer [0M, 3*4(2,D) SP] — Zero mass, but 4 fpb. Ugh. The one thing that’s nice is that you could boost this with a robonaut and leave really early, take a pot shot at Demos and refuel. But the problem is that the mass savings from boosting are (in the basic game) a one time savings. You’ll be paying for fuel the rest of the game. Also, this can’t land too many places.

Ablative Plate [4M, 2*2(1,V) P] — Two fpb isn’t bad, but nothing else is great. High mass, low thrust. If you get the black side you get a mass reduction and a thrust increase, but its nothing to write home about. You’ll almost certainly need to take your crew to land anywhere. The rare case where low fpb isn’t great.

Cermet NERVA [2M, 7*4(1,S)] — OK, terrible Fuel per Burn (fpb), but the 7 thrust means you can land on Ceres or Vesta (which are sure things], but you are likely making two trips. If you can flip this you lose one thrust (but can afterburn) but your fpb drops to 2, which makes this pretty good.

Hall Effect [2M, 3*2(-,C)P] — No afterburn and a low thrust means you’ll need your crew, but otherwise good.

Mass Driver [5M, 4*3(-,M)P, Dirt] –This is heavy, 3 fpb isn’t great, but being a dirt thruster compensates. You can always grab 10 fuel anywhere (dirt rockets refuel at ten and ignores ISRU rating!) so you really only need to pay to get to Demos and then jaunt out. If you flip this over you go to 3M 2*0.5, which basically means you never run out of fuel, but you’ll need another rocket to land most places.

De Laval Nozzle [4M, 5*2(2,M)P] — Decent thrust, decent fpb. Can even land on Ceres or Vesta (often taking two trips).

Ponderomotive VASIMR [3M, 3*1(1,V)P] — Compare with the mirror steamer. You pay 3 more mass, but you save so much fpb.

Metastable Helium [5M, 5*1(1,V)] — The king of rockets. Yes, its heavy. But 1 fpb rules. If you flip it over you’ll drop some mass and your fpb goes to a ridiculous 1/3rd, but even unflipped its a workhorse in the asteroid belt. With 5 thrust (maybe 4 or 3 due to weight) you can often make a hohmann pivot every turn and gain a lot of time. And you save time by taking your robo+refinery in one trip. Letting this go cheaply is a mistake.

Robonauts

Buggys let you get a re-roll or multiple sites (on a planet), so that’s nice. Missiles have a built in thruster (Uusually with terrible fpb, but in this case you save an auction and a part, so you could buy this and start scooting around early to make a bunch of pot shot claims and then buy/send a refinery later). And Rayguns let you go for multiple sites from orbit. Unlike thrusters (in the basic game) there’s lots of differences between robonauts.

There are a few different ‘classses’ of robonauts:

  • The 4 fpb missile. These are good to grab as a first card if you can launch and run to Demos (etc) to refuel and go get a claim, planning on getting a thruster and refinery later.
  • The rayguns. These let you hit a bunch of asteroids at once.
  • The oddballs (including buggies).

A quick note of sites: C are common, M aren’t common, but there are a few good targets. There are many S targets but they tend to have lower hydration (often zero). V and

[#Mass, type-ISRU (Type) ]

In alphabetical order:

Cat Fusion Z-pinch Torch — 3M, Buggy-2 (D).  Decent mass, decent ISRU.  Turns into a higher mass ISRU 0 Missile.

Explosive Gas Dynamic Laser — 3M, Raygun-2 (S). Improves to 2M Ray-0

Flywheel Tractor — 2M, Buggy-3 (S).  Improves to 1M Buggy-1.

Free Electron Laser — 5M Raygun-1 (S). Don’t let the 5 mass worry you (I mean, unless you have a 3-4 fpb thruster). If you get the Free Electron Laser you may want to go to the Karin cluster and hope to get one of Karin-a, b or c. That’s a 50/50 shot in one turn (you can raygun produce without going onto the hazard roll). If you get the claim you can ET produce this (as the Wakefield E-beam Missile with a quite decent 4*2(2) dirt rocket, but it becomes a Missile-1.

Kuck Mosquito — 1M Missile-3, 10 * 8(2) (V). The Mosquito pairs nicely with Ablative Plate or other low net thrust thruster, in that you only use this for the landing. You save weight on crew, its mass is low. If you happen to build it on a V planet, you can ET produce the Ablative Laser, which is a 3 * 1(3, push) Missile 2 with no mass. No raygun, but it can hop around quickly.

MET Steamer — 3M Missile-2 5*4(1) Push (C). This guy is a reasonable first buy. Buy, boost, fuel, go to Demos to potshot and/or refuel. By itself it can make a run at Ceres (small size for +1 thrust, afterburn for another). You’ll need another rocket to bring the refinery, but then you can ET produce the Nanobot, a zero mass Buggy-1.

Neutral Beam — 5M Raygun-2 (S). Slightly inferior to the Free Electron Laser, but this does flip over to the a 3*1/2(1) Missile.

Nuclear Drill — 2M Missile-3 5*4(1, Push) (M). Like the MET Steamer, this can be used as an early scout, planning on bring a rocket+ refinery later. This is an odd card in that the black side has a much higher mass (5), but it does become a Raygun-0 (while still having a thruster), which means you can scout a bunch of small asteroids (like the Koronis group) in one go.

Phase-Locked Diode Laser — 3M Raygun-3 (C). A very good robonaut, because there are lots of C targets, and it flips over to 0M.

Rock Splitter — 3M Buggy-4 (V). Buggy is good, but ‘4’ is bad. You could claim 2 Mars sites, I suppose. But there has to be a worst robonaut.

Solar-pumped MHD Exciplex Laser — 5M Raygun-2 (C). Doesn’t the name just roll off the tongue and fall like lead to the floor? This is another one of the 5M rayguns, and this one flips over (Quantum Cascade Laser) to a 3 mass ray-0. Ray-0 is great, and as a ‘c’ type card, this is the easiest to get.

Tungsten Resistojet — 2M 5*4(1) Missile-3 (M). Another decent “early thruster explorer.”. This flips over to a decent 4*2(1) Push missile-1.

Refineries

In the basic game, basically you just want to get one. If it matches your target, that’s nice. Mass 3 is nicer than mass four, but unless you have a bad fpb its not a huge deal.

Why Game Design Is Important with Gabe Barrett

Von: gabe
24. Mai 2017 um 16:46

Gabe Barrett, founder of the BGDL, discusses why this hobby of ours matters and why game design is much more than just a fun, little activity. He also shares some stories that relate to design and talks about where the BGDL is headed in the future.

The post Why Game Design Is Important with Gabe Barrett appeared first on Board Game Design Lab.

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Lessons Learned from Blind Playtesting with Mike Mihealsick

Von: gabe
17. Mai 2017 um 15:07

Mike Mihealsick, from Coalition Games, discusses all the lessons and insights he’s learned after facilitating hundreds of blind playtests. Blind playtesting is the purifying fire in which we truly get to find out what our games are made of, and Mike offers a ton of advice on how to navigate the process well.

The post Lessons Learned from Blind Playtesting with Mike Mihealsick appeared first on Board Game Design Lab.

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Cthulhu Themed Games with Chris Kirkman

Von: gabe
10. Mai 2017 um 16:06

Chris Kirkman, designer of Fate of the Elder Gods, discusses Cthulhu themed games and what makes them so popular. There’s just something about Cthulhu that continues to intrigue people, and even with all the Cthulhu games that have come out, there’s still a great deal left to be explored.

The post Cthulhu Themed Games with Chris Kirkman appeared first on Board Game Design Lab.

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Creating a Great Solo Variant with Morten Pedersen

Von: gabe
03. Mai 2017 um 15:21

Morten Pedersen, designer behind the solo modes for games such as Scythe and Viticulture, discusses how to scale a game down to one player and create a great solo experience.

Morten has his own design company that focuses on creating single player systems for games and has even won awards for it. For more, check out Morten’s blog here.

The post Creating a Great Solo Variant with Morten Pedersen appeared first on Board Game Design Lab.

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Designing an Asymmetrical Game with Patrick Leder

Von: gabe
26. April 2017 um 15:48

Patrick Leder, designer of Vast, discusses what all goes into designing an asymmetrical game. In Vast, each player takes on an incredibly different role with different actions, different win conditions, and different ways to play. And creating a game of this scope is no small task.

The post Designing an Asymmetrical Game with Patrick Leder appeared first on Board Game Design Lab.

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If you were borderline on Factorio

26. April 2017 um 02:32

They’ve just released 0.15 (up to 0.15.2 for some bugfixes). I’m sitting here waiting impatiently for it to download. Nuclear power, rebalanced combat, a ‘marathon’ mode (critical items take a lot more materials to build), and prebuilt settings for various styles of play….

It is a sign of good sportsmanship on my part that I didn’t skip gaming to download it yesterday (when it released), but that’s only because I’d promised that I’d teach High Frontier.

Update — It’s slower going (7 types of science instead of 4 — and purple science is no longer “stuff you get for free by killing natives”). I’ve got a horrible spaghetti maze because I haven’t been looking ahead. I should probably punt, but my goal is to use this base as a starting point for a big base, so its ok. But I do like many things:

  • Flamethrowers are still good, but much more expensive. Bullets have been buffed, because they were terrible.
  • Infinite science (even if some of it seems to be a bad deal, like mining productivity).
  • Lots of quality of life fixes (showing oil patches underground, etc).

I need to get logistics bots for this factory. It’s not pretty. Gotta find a new copper patch, too. Have basically run out.

Dealing with secret information

Epistemic status : high confidence in the meta level slightly lower in the toy level and low in the object level
Secret information in this context means information known to one player (or party) that is NOT known by the other player (or party).

Large amount of economic behavior such as signaling can be thought of as secret information. In this context the secret information can be thought of as a skill such as ability to do math. The owner of the secret information (often known as the agent) uses this information and try’s to show the principle that they posses the quality, through costly signals. (if the signal were not costly everybody would do it therefore it would cease to be a good signal).

Secret information in board games

Board games use secret information all the time,it’s a great way for the game designer to introduce randomness while not sacrificing agency of the players. Take for example the game poker. Texas hold’em gives players 2 hole cards, these hole cards are hidden from the other players. The fact that you know that they DON’t know what your hole cards are has profound impact on gameplay. a player can see themselves as the guy who 3bet rather than as the guy with pocket aces. The secret information in this case is what I refer to as randomly assigned information. With this sort of information, the player can inform their decision to maximise the information asymetry present, and also try to deduce the information that the other players have. This deduction as one may notice from that video is about narrowing the possibility space to determine what isn’t possible. in a game like chess the possibility space of what has happened in the past is already determined. So such deduction about what previously happened is unecessary. The difference is that in a game like poker, the web of gameplay has impact on what the current game state actually is. For example, there is a big difference between starting 100BB deep, and 3 betting for 6 BB (making a total of 12BB in pot) and then betting half pot on a J46 rainbow and getting called, compared to calling a 4x raise and then potting on a J46 Rainbow and getting called, even though at the end there is the same amount of money in the pot and the same cards have shown up. The web of previous actions is connected to the web of actions after.

Utilizing Secret information (in board games)

When a player is dealt secret information that secret information should dictate their play. When playing magic a common play is to bluff attack with a 2/2 into a 4/4 with the assumption that you have Giant Growth in hand, if you do have giant growth then your opponent suffers greatly, but if you get your bluff attack called they will eat your 2/2 with no compensation. So how can a player get their 2/2’s blocked when they have giant growth but not get them blocked when they don’t? Well they can’t, but a player can employ universe assesment (blogpost to be made later) you attack in the situation where if your attack get’s blocked you were going to lose the game anyway, or you had little chance. And you non-bluff attack in the situation where you have giant growth. Notably one does NOT bluff attack in the situation where the game is slightly favorable but they will fall behind if their bluff get’s called, because in that situation the bluff value is low. Notably they aren’t “soul reading” their opponent, you are looking at the current gamestate and determining “does the value in bluffing outweigh the downsides of when bluffs get called? The answer can often be “no” but is also frequently “yes”.

It is also of note that if you are on the reciving end of a bluff attack, one should consider the state of their hand. examples of such reasoning follow

“my hand sucks, I won’t beat him if he has giant growth anyway, but if he doesn’t have giant growth then the edge I gain from blocking the bluff attack is large especially if his hand is garbage as well, then I actually may steal a win from a game that actually is even”

“my hand and deck are awesome in this spot, I can’t lose unless I make a bad block in this spot if I don’t block I lose nothing, but if I do block I could lose the game”

“My hand is ok, if his hand is the type of hand that would bluff attack, then either his hand is attrocious (and wouldn’t win anyway, he’s just making this attack to cover the spots when he has giant growth) or his hand is medium but he has a bad lategame and needs to push through a good amount of extra damage. his hand could be a giant growth hand with a useless land and a 2 drop, which I do beat if I cast my next spell but I don’t beat if I block, if he has a good hand and a giant growth I lose no matter what, so may as well ignore that possibility…”

The last example while complicated should illustrate how complex the decision making can get when you introduce uncertainty and secret information. Players use their own secret information to make the decision and base their decisions on the information they have rather as well as elimination of possible universes from the opponents possibility space.

Using secret information in real life.

In real life we can use secret information in a number of ways, we can take the same principle from board games that our actions reveal information about the information we have. Signaling in economics is when a person makes a decision that reveals information about the type of person they are. You can use signaling to show for example if you are a person with high IQ, by going to App academy or college straight out of high school.

We can also do the reverse, take signals given to us from other’s sets of information about them and use those signals to guide our behavior. The secret information of somebody’s skill as an engineer is important information to obtain. One could hunt for engineers by offering high compensation to those who are willing to take a 1 month trial run where an employer determines the employee’s productivity. Those productive engineers would be delighted to take such an opportunity, but lower quality ones would certainly consider such trial runs to not turn out well. As such only engineers above a certain caliber would even bother showing up.

In situations where competition is zero sum (or nearly so) one can use the lines of reasoning in the magic the gathering examples, go over what the other side Doesn’t have given their previous actions, and go over what you don’t have given your previous actions. Iteration over this process may help leading to understanding what is and isn’t going to happen.

Thank’s for reading my first blog post, I hope this post was useful to you, comment on my blog about what I could do better. Seriously just comment any comment at all no matter what it talks about would be extremely useful to me for future posting.

Dealing with secret information

Epistemic status : high confidence in the meta level slightly lower in the toy level and low in the object level
Secret information in this context means information known to one player (or party) that is NOT known by the other player (or party).

Large amount of economic behavior such as signaling can be thought of as secret information. In this context the secret information can be thought of as a skill such as ability to do math. The owner of the secret information (often known as the agent) uses this information and try’s to show the principle that they posses the quality, through costly signals. (if the signal were not costly everybody would do it therefore it would cease to be a good signal).

Secret information in board games

Board games use secret information all the time,it’s a great way for the game designer to introduce randomness while not sacrificing agency of the players. Take for example the game poker. Texas hold’em gives players 2 hole cards, these hole cards are hidden from the other players. The fact that you know that they DON’t know what your hole cards are has profound impact on gameplay. a player can see themselves as the guy who 3bet rather than as the guy with pocket aces. The secret information in this case is what I refer to as randomly assigned information. With this sort of information, the player can inform their decision to maximise the information asymetry present, and also try to deduce the information that the other players have. This deduction as one may notice from that video is about narrowing the possibility space to determine what isn’t possible. in a game like chess the possibility space of what has happened in the past is already determined. So such deduction about what previously happened is unecessary. The difference is that in a game like poker, the web of gameplay has impact on what the current game state actually is. For example, there is a big difference between starting 100BB deep, and 3 betting for 6 BB (making a total of 12BB in pot) and then betting half pot on a J46 rainbow and getting called, compared to calling a 4x raise and then potting on a J46 Rainbow and getting called, even though at the end there is the same amount of money in the pot and the same cards have shown up. The web of previous actions is connected to the web of actions after.

Utilizing Secret information (in board games)

When a player is dealt secret information that secret information should dictate their play. When playing magic a common play is to bluff attack with a 2/2 into a 4/4 with the assumption that you have Giant Growth in hand, if you do have giant growth then your opponent suffers greatly, but if you get your bluff attack called they will eat your 2/2 with no compensation. So how can a player get their 2/2’s blocked when they have giant growth but not get them blocked when they don’t? Well they can’t, but a player can employ universe assesment (blogpost to be made later) you attack in the situation where if your attack get’s blocked you were going to lose the game anyway, or you had little chance. And you non-bluff attack in the situation where you have giant growth. Notably one does NOT bluff attack in the situation where the game is slightly favorable but they will fall behind if their bluff get’s called, because in that situation the bluff value is low. Notably they aren’t “soul reading” their opponent, you are looking at the current gamestate and determining “does the value in bluffing outweigh the downsides of when bluffs get called? The answer can often be “no” but is also frequently “yes”.

It is also of note that if you are on the reciving end of a bluff attack, one should consider the state of their hand. examples of such reasoning follow

“my hand sucks, I won’t beat him if he has giant growth anyway, but if he doesn’t have giant growth then the edge I gain from blocking the bluff attack is large especially if his hand is garbage as well, then I actually may steal a win from a game that actually is even”

“my hand and deck are awesome in this spot, I can’t lose unless I make a bad block in this spot if I don’t block I lose nothing, but if I do block I could lose the game”

“My hand is ok, if his hand is the type of hand that would bluff attack, then either his hand is attrocious (and wouldn’t win anyway, he’s just making this attack to cover the spots when he has giant growth) or his hand is medium but he has a bad lategame and needs to push through a good amount of extra damage. his hand could be a giant growth hand with a useless land and a 2 drop, which I do beat if I cast my next spell but I don’t beat if I block, if he has a good hand and a giant growth I lose no matter what, so may as well ignore that possibility…”

The last example while complicated should illustrate how complex the decision making can get when you introduce uncertainty and secret information. Players use their own secret information to make the decision and base their decisions on the information they have rather as well as elimination of possible universes from the opponents possibility space.

Using secret information in real life.

In real life we can use secret information in a number of ways, we can take the same principle from board games that our actions reveal information about the information we have. Signaling in economics is when a person makes a decision that reveals information about the type of person they are. You can use signaling to show for example if you are a person with high IQ, by going to App academy or college straight out of high school.

We can also do the reverse, take signals given to us from other’s sets of information about them and use those signals to guide our behavior. The secret information of somebody’s skill as an engineer is important information to obtain. One could hunt for engineers by offering high compensation to those who are willing to take a 1 month trial run where an employer determines the employee’s productivity. Those productive engineers would be delighted to take such an opportunity, but lower quality ones would certainly consider such trial runs to not turn out well. As such only engineers above a certain caliber would even bother showing up.

In situations where competition is zero sum (or nearly so) one can use the lines of reasoning in the magic the gathering examples, go over what the other side Doesn’t have given their previous actions, and go over what you don’t have given your previous actions. Iteration over this process may help leading to understanding what is and isn’t going to happen.

Thank’s for reading my first blog post, I hope this post was useful to you, comment on my blog about what I could do better. Seriously just comment any comment at all no matter what it talks about would be extremely useful to me for future posting.

Content as Marketing with Chris Rowlands

Von: gabe
19. April 2017 um 16:01

Chris Rowlands, designer of Last Garden and host of NPC-Cast, discusses creating awesome content that helps people as much as possible and also builds up goodwill toward you and your games.

The board game community is incredible, and there are tons of opportunities to help fellow designers and add value to what they’re trying to create. And in doing so, you build relationships that will likely lead to people wanting to help you when the opportunity arises.

The post Content as Marketing with Chris Rowlands appeared first on Board Game Design Lab.

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What is Winning? Factorio, High Frontier and the Goals of Games

16. April 2017 um 06:04

(Update — Fixed some typos, fleshed out thoughts, added links. Also, I don’t wish to imply that Mombasa or Jump Drive are bad. I like both. I use them because I played them during the same week).

During my time at the Gathering, I played 31 games. Eclipse, Colonists and 3 plays of High Frontier took roughly 21 hours. The remaining 26 games took about 20 hours.

I spent my first two games of High Frontier doing terribly. I earned 1VP apart from Heroism (aka “The Challenger Explosion card” aka “Pity Points”).

Suppose winning just involved earning VPs at a fixed rate (ignoring opponents). It takes about 40 VP to win High Frontier, so I would ‘win’ after four hundred hours of gameplay.

Let’s flip that around. Wins/hour. For those first two games I earned 0.0025 WPH.

Among the other games I played were Mombasa and Jump Drive. For Mombasa I earned about .7 WPH, since I generated enough VP to win in my game, which was about 1.5 hours. A nice rate. My Jump Drive rate was 4 WPH for the Gathering, slightly higher than my typical 3 wins per hour. But I taught the game twice.

So, for 10 hours of High Frontier (roughly 1/4 of my gaming time) I was arguably the least effective game-player in all of the gathering. I’d have to go to ten gatherings to eke out a single win. (I have some true anti-skill in that game. But I did eventually get a bit better). Apparently I did OK in my only game with second edition (although it left me cold), but we did the fast start, so I may have randomly gotten a good setup.

Of course Wins Per Hour is a somewhat ludicrous idea. Isn’t it? It seems obvious, but winning isn’t the problem. And we routinely praise games for being “tight” or “fast” or having a high decision density.

I was already pondering the similarities between High Frontier (the current hotness) and Factorio (the current hotness is not necessarily a singular). I mean, they both have Rockets, but there were other similarities. I’d been thinking about it (vaguely) even before Jeroen asked me to pitch Factorio to him over breakfast. One of the random thoughts I blurted out was its old school scoring. (It was a long pitch. In my defense, I had previously warned him that if he asked about Factorio he should set aside a day for my answer).

Anyway, old school scoring. Launching one rocket (aka “Winning”) gives you a score of …. one. Its like how the original pinball machines had scores like 1-2-3 for each bumper, but now you get a million points for simply launching the ball. But after you get on the scoreboard in Factorio, you can keep going.

Factorio is optimization, but you are free to decide what to optimize:

1) Speed (the speedrun: how fast can you win?)

2) Throughput (how many rockets per unit time can you get? This can be subdivided to a final sprint, ignoring the setup time, or over the lifetime of your game).

3) Size (How small a factory can you get a rocket out of. This is currently a challenge on Reddit. Yes, these rockets would take roughly one year of real time to be built, but they are ludicrously small factories).

There are others. People play without using robots (or just logistic robots, or just personal robots), or without lasers, or trains. Some play peaceful, some play Deathworld. Factorio has a victory condition, but people often ignore it. You can keep playing after you win. It’s a sandbox. You make what you want. I’m watching “The Belt Diva” on youtube, and its like watching Bob Ross. Happy little conveyer belts. She wants to build a mega base. I have no idea if she’ll launch a rocket. Does it matter?

Mombasa is not a sandbox. Neither is Jump Drive. You could argue that High Frontier isn’t a sandbox either, it has VP and end game conditions, but the standard criticism again Eklund’s games is: “Great simulations with arbitrary endgame/VPs attached.” (The latest edition of High Frontier’s scoring seems reasonable and at about the right time).

Ignore the victory conditions for High Frontier and just play with the system and it would still work. (Also true of American Mega Fauna, or other games like Seven Ages. You could just tell people to play in the best interest of their species/nation and not the actual victory conditions).

You could add self imposed conditions on your game. Only use solar sails, or “try to get out to Neptune with only basic cards,” or “Make the Kessel Run in 7 parsecs.” For any Eklund game, you could take a reasonable goal (“Expand your species,” “Become President of Mexico,” “Kessel Run”) and if you achieved it, who cared what the VPs said?

High Frontier feels like a sandbox (much like all Sierra Madre games).

Can you do that with a Euro? I suppose you could just say “I’m trying to maximize my red cubes and not VP” But that seems silly. The goal is to maximize VP.

Objectively, there’s no difference. You lose, the other players win. You may throw the game by being silly. But in a sandbox game it feels acceptable.

You might not even mess up the other players. (If you didn’t mention you had mentally altered your victory conditions, they might not even notice, assuming you chose something ‘reasonable’) We’ve already quietly accepted the premise that in a sandbox game the VPs are somewhat not the point when we criticize the poor victory conditions in otherwise good games.

We wouldn’t play a Euro similarly broken. Wouldn’t make sense.

I once knew someone who built a Magic deck with 58 islands, 1 mountain and 1 fireball. (Several of my readers should remember him). The point was to build a deck that could theoretically win (if you drew the mountain, the fireball, and then managed to play 20 lands). He’d pull this deck and lose and lose to people who often did not notice that their opponent never did anything except play islands. He was truly Andy Kaufman, CCG player.

Or perhaps Stanley Milgram.

When I’m losing a game like High Frontier (or Combat Commander, or Seven Ages, or Here I Stand), I may flounder and grasp for a way out of my situation, but I feel perfectly happy just exploring the system even though the time invested is well out of proportion to what I’d normally give to a game.

I’ve dismissed countless games after one play (or less), games I’ve won included. Games I won especially. Those tend to fail the test of time (unless everyone was new).  A game where I can beat experienced players probably isn’t that deep, or has too much luck.

Whereas games I lost repeatedly include Titan, 18xx, Magic Realm (counting dying as a loss), Chess, Go, Bridge.

Clearly, I’m not optimizing my wins per hour. Knizia has that quote….

When playing a game, the goal is to win, but it is the goal that is important, not the winning

Pretty Zen, but I get (and approve) the idea. Those guys who crushed that sub-sub-Mendoza line Magic deck and chortled and kept playing it again and again to rack up wins? Not great gamers.

But is the goal really to win? Usually, yes. When I played American Megafauna with non-existent or terribly wrong Victory Conditions, I don’t recall having less fun. In High Frontier I started out trying to win. Mainly I was trying to do something constructive. A Winning-adjacent goal.

Some play games to explore systems, but that requires a system worth exploring. Which is not to say that Mombasa or Jump Drive’s design is not deep. Just (relatively) transparent. You can argue about the best path to winning, but that path is well defined. With Combat Commander or Magic Realm or High Frontier, you aren’t sure what’s going to happen, and sometimes the joy is just in unlocking the secret or even seeing that rocket take flight. In fact, defining the direction of the path is surprisingly hard … the player that did best may be the one that lost, according to the rules. It’s like that old Supreme Court definition of pornography. You know who won when you played it. Who cares what the rules said?

Its like watching your factory grow, then deciding what you want to optimize next.

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