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preparing for Protospiel

Dave Ross
United States
Ames
Iowa
designer
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Note: this content also appeared on my blog, playing and designing board games. I cross-post about half the time.


I'm going to be going to Protospiel in Ann Arbor in a couple weeks, and I've been scrambling to get some prototypes ready for it.

The whole idea behind Protospiel is that designers get together to playtest one another's games, provide feedback, and generally help one another with the design process. I'll be taking three games to share.

The first is Coloronimoes, a more marketable version of Euronimoes. Much like Euronimoes, players are trying to buy 2-ended pieces that (a) fit well in their own personal tableau and (b) don't cost too much. Unlike Euronimoes, however, there aren't any numbers on the bones -- just colors. I've made a very nice prototype and have had the rules printed in color, so this one is all ready to go.



The second is Lemuria. Lemuria is a modular connection game where players try to connect resources to cities using trading posts. Trading posts cost money, though, so players need to complete outstanding orders if they want to continue to be able to build. The goal is to build the biggest network by game end.



Lemuria actually came about as a kind of hybrid between Empire Builder and The Settlers of Catan. I had always been somewhat frustrated playing Empire Builder, as I figured it should be sufficient to just connect the resource to the city -- why do I also have to deliver it? And when I first played Settlers, I was smitten by the fact that you could set the board up in so many ways. So I set myself a design challenge: make a connection game with a modular board.

It's not as easy as it sounds -- because the board can be set up in countless ways, there's no way to know for sure what the distance between a given resource and a given city will be, so there's no way to know what it will cost players to connect the two. And thus there's no good way to determine what the reward should be, either.

It took me a long time to figure out how to work it, but there are 8 cities and 10 different types of resources. Some resources are more common than others, however, and therefore less valuable. A whole lot of math went into this game -- I used one spreadsheet to track the modular panels and their contents, one to analyze the points awarded at the end of the game, and one (with four sheets and some very pretty colors) to look at the order card distribution.

The amazing thing is that it actually works -- unless you get completely crazy when setting up the board, every game has a similar trajectory and a similar feel. It's definitely my "biggest" game to date, though I'd say it's roughly comparable weight-wise to Settlers. Maybe a little lighter.

And the third game I'm planning to take is RumRunners. This one's based on an idea I had over 15 years ago -- play Mancala with different-colored pieces belonging to each of the players instead of stones "belonging" to everybody. For years, I called the game "Western Mancala."

I played it off and on for a long time, but it never really grabbed me. It seemed trivial, in a way, certainly not interesting enough to devote much time to it. But I kept adding things along the way: what about a 2-D board, instead of just a loop. That proved intriguing, but difficult -- that version lent itself awfully easily to analysis paralysis.

More recently I dusted the game off and tried to breathe new life into it: how about a grid, with intersections? A couple city streets, maybe? And each of the streets is one way, but there are still a number of choices a player can make in terms of where she goes. And then a theme popped into my head: revolutionaries! An uprising! And there are policemen on the streets, trying to shut it down.

The theme has changed a bit since then, and there are one or two key things I've neglected to mention (something about corruption, if I recall correctly), but it's a fun game. It's not nearly as polished as the other two, as some of these developments have come about just recently, but I should have a working prototype done in plenty of time. It might not have the prettiest graphics, but I don't figure that'll be much of a problem.

So this is pretty much all I've been working on in my spare time the last few weeks....
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Subscribe sub options Thu Jun 23, 2011 5:53 am
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George Leach
United Kingdom
Salford
Greater Manchester
designer
It sounds like you have some fun stuff in there. I'd like to play some of these and I realise you're looking to convert these into published games but the simplicity you've gone for in components appeals to me, and really makes me want to do some PnPing!

Good luck with these they sound great!
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  • Posted Thu Jun 23, 2011 10:59 am
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elementary


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Euronimoes is fun! I played it over the weekend for the first time. I'm interested in the difference in colorominoes. Are there any sequencing rules?
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  • Posted Thu Jun 23, 2011 1:21 pm
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Who's the more foolish? The fool or fool that plays after the fool?
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DURHAM
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I love the sound of Lemuria.
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  • Posted Thu Jun 23, 2011 3:59 pm
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Kevin B. Smith
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Margate
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loofish wrote:
I love the sound of Lemuria.

I agree. The poker chips aren't working for me, though. The components need to visually convey a stronger sense of being connected. Something more like Transamerica perhaps.
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  • Posted Thu Jun 23, 2011 5:14 pm
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Dave Ross
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Ames
Iowa
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Thanks for all the encouragement! I'd have responded sooner but our internet has been down....

I'd like to try to publish Lemuria especially, but I may decide to release it as a print-and-play. One problem is that there are a fair number of bits, and the board itself is a little difficult to make -- folks would have to cut out a number of hex panels with interior corners:



I agree, Kevin, that the poker chips don't work very well to convey a sense of connection -- I'd like to see something longer and thinner, there, maybe 2 or 3 by 1, shaped kind of like a Monopoly Hotel. I've been looking online for such a thing but haven't had a whole lot of luck.

I've also been thinking a lot about how the graphics on the panels themselves can really help to create a sense of "flow" or connection. I've considered (and rejected) a number of different ideas, but I kind of like the look of the mockup below:



It's certainly not perfect, as to me it looks a little dirty / noisy / busy, but it's not bad. Something to block the corners a bit (to emphasize where the connections need to go) would probably help a lot. Trees? Rocks? Clouds?

Any thoughts on the new / potential look? I wish I were better with graphics, though I'm learning.

And elementary: yes, there are sequencing rules -- in the picture above, note how any adjacent colors (not white) in columns are also next to one another on the color wheel (red-orange-yellow-green-blue-purple-red-etc.) Looks like I goobered up the white, though, as there are some placement rules for white half-tiles that I evidently ignored when setting up this picture.
 
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  • Posted Fri Jun 24, 2011 5:18 pm
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Who's the more foolish? The fool or fool that plays after the fool?
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I am a little unclear with what the hexes in the picture mean/do. And the pieces of the board are not just hexes, but irregular shapes with hexes within them?

Personally I have no trouble making connections center-to-center, across the sides. The Blotches at the vertices looks like one of those optical illusions to me - not a good look (sorry). I liked the one above (cleaner).

For making the connections, sticks (like Settlers roads) wouldn't work?

I just remembered a game that makes use of a similar mechanic - Dos Rios.
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  • Posted Fri Jun 24, 2011 6:20 pm
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Dave Ross
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Ames
Iowa
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The hexes are really the important bit -- the panels are just a way to group some hexes together so the board is (a) easier to construct, (b) easier to keep together while playing, and (c) cooler looking.

Yeah, I'm not crazy about putting stuff at the vertices -- it looks too busy. And you're right, I think some kind of stick or something would probably work fine.

Monopoly hotels might work (they do look like "trading posts"), but they're not very long. Maybe 2x4 legos would be better....

Thanks for your feedback!
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  • Posted Fri Jun 24, 2011 6:39 pm
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Dave Ross
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And I just bought some Mega Bloks from Canada off eBay, so we'll see how those work for trading posts. Now if they just arrive by the time I leave for Protospiel....
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  • Posted Fri Jun 24, 2011 6:50 pm
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