The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Total War
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Dungeon Fighter
Collapsible D: The Final Minutes of the Titanic
Lords of Waterdeep
Agricola: All Creatures Big and Small
Libertalia
Android: Netrunner
Virgin Queen
The Lord of the Rings: Nazgul
A Game of Thrones: The Board Game (Second Edition)
Dominion
Star Wars: X-Wing Miniatures Game
Infiltration
The Lord of the Rings: The Card Game
Among the Stars
Twilight Struggle
The Swarm
Agricola
1989: Dawn of Freedom
Goa
7 Wonders
Glory to Rome
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Through the Ages: A Story of Civilization
Thunder Road
Trajan
Zombicide
The Castles of Burgundy
7 Wonders: Cities
Ace of Spies
War of the Ring
Skyline
Space Alert
Sherlock Holmes Consulting Detective
City of Horror
Race for the Galaxy
Dungeon Command: Sting of Lolth
Twilight Imperium (third edition)
Kingdom Builder
Le Havre
Battlestar Galactica

BoardGameGeek News

To submit news, a designer diary, outrageous rumors, or other material, please contact BGG News editor W. Eric Martin via email – wericmartin AT gmail.com
Recommend
28 
 Thumb up
 tip
 Thumb up

Designer Diary: From Berlin to the Heartland

Jeffrey Allers
Germany
Berlin
designer
Avatar
mbmbmbmbmb
Eine Frage der Ähre is a game that most certainly started with the theme: farming in the Midwest of America where I grew up, and where the one-mile-square fields of different crops look like a traditional game board from an airplane. I've now lived in Berlin almost 17 years, but I could not resist returning to my roots for one of my first published game designs.

My mother grew up on a farm, and I spent plenty of time in my childhood with my grandparents and uncle there. Planting and harvesting crops seemed like an intriguing theme for a game, especially when factoring in crop rotation, in which fields are planted with different crops year after year. I was interested more in designing a family game, however, something that my Iowa relatives would enjoy playing, so I had to abstract the theme quite a bit in order to keep the rules accessible.

The Seeds Are Planted

My first step was to design a board of squares with five different crops represented. Then I added domino-style tiles with two different crops on each. Players had a hand of these tiles to place on the board and form larger "fields" or chains of the same crop. But due to crop rotation, a player could never cover a crop with a tile of the same crop. The stacking of the tiles also necessitated a second placing rule, which is fairly intuitive: New tiles could not be placed over fields on different levels.

This starting framework was still one-dimensional and very dependent on a good tile draw. More options for the players were necessary. The next layer, then, was the one or two "barnyard points" printed on each square of each tile. These allowed players to advance on a track matching that type of crop. Reaching a certain point with the markers on the track allowed a player to place a barn on the board and reserve a nicely-developed field of crops for herself. Each player had one of these "development tracks" on a player mat in front of her.

Cultivating the Design

I finally playtested the game with friend and designer Bernd Eisenstein and his girlfriend, and they were both very enthusiastic. After testing the game further, however, it seemed that the barnyard tracks could offer more than just the opportunity to place the barns – they could also increase the competition in the game by providing a race to the top of each track for bonus points. These bonus tiles became the "livestock" and rewarded the first player to reach them with extra points, while the second-place player received a lesser amount.

Now that there was competition involved, it made sense to put these tracks on the board so that players could compare their positions at a glance. To make the turns more interesting, I then made it necessary for the players to choose between these barnyard points and the harvest points (or victory points) for each field.

I also added one single-square tile of each crop for each player to use at any point during the game to allow greater flexibility, in case a player could not draw the tile she needed at an important time. These tiles are also useful in "leveling out" two fields to make it possible to place a double tile there.

I was finally ready to let the "experts" in our weekly game group try it out, namely Hartmut Kommerell, Thorsten Gimmler and Andrea Meyer. I was a bit nervous, as this was only the second prototype I had ever taken to the group, where they were always playing each other's prototypes. But it was received well again, and I had more valuable feedback to tweak the design and the courage to bring it back to the group regularly to playtest.

The last major changes in the design were the result of their feedback: randomizing the bonus livestock tiles a bit (but still awarding the more valuable ones to the fastest player) and keeping them hidden until the end of the game. This kept the winner of the game in doubt, adding tension and keeping the last round from slowing down too much, as players calculated and re-calculated their scores to see how they could best take the lead or keep it. And I also added an "End of Game" tile which made the timing of the final round unknown to the players.

The prototype of what was then called "Heartland"

Harvest Time

In the summer of 2006 I traveled to the Game Designer's Convention in Göttingen for the first time with Hartmut, and with his help I was able to demo the game to several publishers who all wanted copies of the prototype afterwards. Several months later, Pegasus Spiele offered me my first game contract. Their intention was originally to publish it the following year, but several things slowed down the process.

First, they were considering producing the game in a more abstract, all-wood edition, but the prototypes received from China were not of the quality they had wanted. I was not terribly disappointed, as I preferred the more thematic approach of artwork on cardboard (perhaps I'm too "old school") and even suggested acquiring the rights to Iowa artist Grant Wood's famous painting American Gothic for the box cover.

Soon after that, a new developer at Pegasus got involved with the design and worked together with me to further tweak the game. During that time, we went ahead instead with my card game Circus Maximus, opting to continue developing Heartland until it was as good as we could make it. Then they decided on a much more German name, a play on words with the German expression (and German title of the film A Few Good Men) and farming terminology. "Herzland" was a term once used by Hitler to describe Russia's breadbasket, a taboo the game certainly did not need to break. Later, however, I was pleased to hear that the games sent to the U.S. were covered with a wrapper using my original title, Heartland.

It was a relief to finally get the project "out the door" and into the market after all this time. I feel that the finished publication is worth the wait.

Jeffrey D. Allers


Editor's note: This diary was first published on Allers' Berlin Game Design blog on July 12, 2009.
Twitter Facebook
6 Comments
Subscribe sub options Sat Jul 23, 2011 6:30 am
Post Comment
Surya Van Lierde is pure Eurosnoot and proud of it!
Belgium
Gijzegem
Avatar
mbmbmbmbmb
This game didn't get the attention it deserved, I enjoy this quite a bit!
4 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jul 23, 2011 11:21 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Brent Strickhouser
United States

Indiana
Avatar
mbmbmbmbmb
Very interesting looking game. I like the aerial thought process since right now I am literally surrounded by a fortress of corn that is 7-8 feet tall in every direction!

Also, not a criticism, but you can tell you've been gone for a few decades because if you made this game to modern specs you would only have two crops...corn and beans. shake It's sad...and none of it is for human consumption. soblue

Seriously though, can't wait to get my hands on a copy of this game. It looks like something my family would really really enjoy.
2 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jul 23, 2011 1:16 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
KAS
United States
Arlington
Virginia
Avatar
mbmbmb
Surya wrote:
This game didn't get the attention it deserved, I enjoy this quite a bit!
Agreed. It is a fun game that can be played with gamers and non-gamers. I have not played it for a bit, but should bring it out again.
1 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jul 23, 2011 2:47 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jeffrey Allers
Germany
Berlin
designer
Avatar
mbmbmbmbmb
Strickhouser wrote:
you can tell you've been gone for a few decades because if you made this game to modern specs you would only have two crops...corn and beans. shake It's sad...and none of it is for human consumption. soblue

Seriously though, can't wait to get my hands on a copy of this game. It looks like something my family would really really enjoy.


Thanks, Brent, I hope you enjoy it. I played it to death when I was testing and tweaking it, of course, but it is still fun to bring out with friends whether they play games regularly or infrequently.

And yes, even when I was still living in the Heartland, it was mostly feed corn and soybeans everywhere. Obviously, the game needs a little more variety to make it work (and Pegasus changed my original crops, so there are some in there that are more common in Germany than in the American Midwest, such as Rapeseed).

It is sad to see the decline of the family farm, however. Perhaps the resurgence of farmers' markets and the demand for organic foods will reverse this trend somewhat.
1 
 Thumb up
 tip
 Thumb up
  • Edited Sat Jul 23, 2011 5:27 pm
  • Posted Sat Jul 23, 2011 4:50 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
rounder 720
United States

Iowa
mbmbmbmbmb
Quote:
Also, not a criticism, but you can tell you've been gone for a few decades because if you made this game to modern specs you would only have two crops...corn and beans. shake It's sad...and none of it is for human consumption.


Not exactly true, we eventually eat the animals that eat the corn. Plus 12% does go to food production, albeit mostly into high fructose corn syrup. Most soybeans are processed into oil which is used in a variety of foods.

Regardless it is amazing how little crop diversity we have here in the Midwest. When my family started selling organic vegetables at farmers markets 15 years ago everybody laughed at us. Now they are all scrambling to get their operations certified.


Interesting game by the way, this Iowa farm boy will have to get a copy.


1 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jul 23, 2011 5:32 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Eric Martin
Canada
Kitchener
Ontario
mbmbmbmbmb
Fantastic, fantastic game that seemed to fly totally under the radar. Definitely my choice for game that should have been nominated for Spiel des Jahres that year but wasn't. It's a lovely design that has about the same feeling of complexity and fun as, say, Ticket to Ride. I hope this article gets it way more attention as it really deserves it.
1 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jul 23, 2011 7:03 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.