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Designer Diary: Creating a Row – Fighting for Your Domain in Principato

Touko Tahkokallio
Finland
Espoo
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First, there was a mechanism.

The core mechanism, the backbone, for almost all types of board games is some kind of action selection mechanism. These days, many board games can be classified as worker placement games. In these games, players take actions from a common action pool, all players usually have equal access to the action pool, and each action taken usually benefits only that player who took the action.

One of my all-time favorite games, Puerto Rico, does things a bit differently. The backbone of the game in this case is a role-selection mechanism, in which the roles are chosen from a common pool. Unlike most worker placement games, the action dictated by the role is taken by all players. What Puerto Rico's role-selection mechanism does have in common with many worker placement games, however, is that the action pool stays more or less the same during the whole game.

In Spring 2008 I was thinking of different ways to implement action selection in board games. After some pondering, I wanted to try the following idea: Each player has a personal action pool – with the actions being represented by action cards – that no other player can access. In addition, all players share a common action card pool and can swap one of their personal action cards with one of these shared cards. An action card can be activated only from your personal pool, and a player's hand size is limited to two action cards. As a result, the common action card pool will change constantly, and players will have to think carefully which cards to hang onto and which to pick up.

Two of the action cards available to you

Putting this idea into practice, I decided that at the start of a game a number of action cards from a randomized deck would be turned face up in a row. These cards form the common action card pool. On each turn during the game, a player has two actions which he can use to either activate one of his personal action cards or exchange a personal card with a card in the common pool. At the end of a player's turn, the leftmost action card in the common pool is discarded and a new card drawn from the deck and placed on the right of the row. In this way the card pool changes constantly, while also allowing for some continuity.

Next Came the Theme – Yes, Italy during the Renaissance!

With the action cards appearing in random order from the deck, I decided that the number of different action cards should be limited to ensure the strategy space would not collapse due to the random order in which they come up. Also, I wanted the game to include both economic development and empire building – suitably compressed, of course – so what theme would best suit my needs?

Although I am well aware that Renaissance Italy is not the most original theme for a board game, I was drawn to it anyway. The setting seemed well-suited for the game concept, with players controlling their own city-state or principality. Each city-state is divided into three areas: a farming area surrounding the city, the city wall and the inner city itself. During the game, players improve their principality by developing these areas. The action cards allow players to build buildings, hire painters to paint paintings, recruit military force, produce food or coins, and so on.



I think one of the reasons why Renaissance Italy has been such a popular setting for modern board games is that the era contains many of the elements needed or desired in games, like prestige, military, city-building and cultural achievements. Also, a wide audience knows the era well enough to have some feeling for how life was back then – the motives and goals for people living then differ from ours, but are still strangely familiar and compelling – which helps players immerse themselves in the game. Compared to the complex life we live today, we even might view this historical era as being more clear – purer almost – and somehow that can feel reassuring. Even more importantly, from a game design perspective the Renaissance age includes just the right amount of key ingredients to make for an interesting board game.

Fitting It All Together

I divided the game into three ages, with each having its own action card deck, thereby allowing for a different distribution of actions in each age and strengthening the game's story arc. What's more, dividing the action cards this way helps to control the game flow and ensure the possibilities for strategic game play.

In Principato players score victory points from cultural achievements and for exceeding the military strength of other players. The military is scored five times during the game – at the end of each age and once during the second and third age. I am especially happy with how the military works in the game: The condottieri and militia tiles in your principality each provide one military power – but only if they are, respectively, paid or fed. For each unpaid or unfed military unit, the player instead loses one military power due to the unit revolting. Thus, when hiring or recruiting military units during the game, a player needs to estimate how many units he can support during a scoring.

Two of the secret goal cards

The game also includes siege engines, which provide a permanent bonus for military strength but are more expensive to build. During the military scoring, what matters is not the absolute value of your military power, but how it compares to the strengths' of neighboring principalities.

Playing, Developing, Publishing, Playing

While I spent a lot of time thinking about what would become Principato, I had some other interesting things happening in my life as well. During Spring 2008 I finished my Ph.D. thesis in theoretical physics and landed a position as a postdoctoral researcher at the University of Victoria in Canada that would start that fall. Over the summer, I made the first prototype of the game; it worked well from the start and the basic mechanism felt clean and fresh in my mind. Before leaving Finland for my new position, I was able to playtest the game with friends and local gamers – which meant that I could pack an already nicely working prototype in my luggage when I headed to North America.

My wife and I soon settled into our new life in Canada; we enjoyed the nice city of Victoria and of course played board games together in evenings. Apart from playing Race for the Galaxy and other games, my Renaissance-themed prototype soon become one of our favorites. We played it many times together as a two-player game, and I was able to fine-tune the card distribution and other small details in the game, thanks to my wife's interest. I got to know other gamers in the area and was once again able to playtest with more than two players.

In Summer 2009 we moved back to Finland, but now with an additional traveling partner – our three-month-old boy! As he was too young for playtesting, I again had to look for help from my old friends and gamers back in Finland. I received good comments and suggestions from local gamers, made a few changes, then went to Spiel 2009 in Essen with a few prototypes in my luggage, one of them being this Renaissance-themed game.

At Essen, I showed the game to a few publishers and received a very interested response from them. Actually two publishers expressed an interest in publishing the game, but after some mutual and friendly discussion, it was decided that eggertspiele would publish the game.

I am excited to see the game coming out, and I hope people will have a good time playing Principato! A single game does not take long, but it still requires some strategy and contains a lot of tough tactical choices. I think the game works well with all player counts, and even the two-player game is very enjoyable – you can ask my wife if you do not believe me!

Touko Tahkokallio
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17 Comments
Subscribe sub options Wed Feb 2, 2011 6:30 am
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Joe Thomas
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The game looks pretty good. Besides, and game that has siege engines in it is alright by me.
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  • Posted Wed Feb 2, 2011 9:13 am
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Edward J Grug III
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Oh, this looks great!
 
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  • Posted Wed Feb 2, 2011 9:53 am
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Matti Saarenketo
Finland
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Hey. I was testing this game . Nice to see the final artork

Good decision to go away from the "all square"-approach. The different shapes (hex, circle and square) are more pleasing to the eye.

That road system seems to be new to me (or i just don't remember the rules).
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  • Posted Wed Feb 2, 2011 10:21 am
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Stefan Lopuszanski
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At least the designer knows that his theme is way overdone. Couldn't you have done a theme in say ... any other time period and any other place than Europe?
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  • Posted Wed Feb 2, 2011 2:17 pm
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Rick Scholes
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When in the U.S.?
 
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  • Posted Wed Feb 2, 2011 8:16 pm
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Rick
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Hexes? or Squares?

Why choose when you can have both!
 
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  • Edited Wed Feb 2, 2011 8:19 pm
  • Posted Wed Feb 2, 2011 8:18 pm
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Touko Tahkokallio
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Stexe wrote:
Couldn't you have done a theme in say ... any other time period and any other place than Europe?

Yeah, of course that was a possibility. We actually thought about different settings for the game during the develop process but none worked as well as the original one.

Let me take an example: one of the settings we thought was the ancient Minoan civilization. That is a nice theme that hasn't been used too many times in board games. Although not too much is known about Minoans, it is known that the island of Crete was divided to smaller political units. These "city-states" could have replaced the principalities. Also Minoans had famous cultural items such as: pottery, writings, frescos and statues that could have easily replaced the ones used (books, paintings and monuments).

But there was a problem. It is generally believed that Minoans were actually quite peaceful people and there was not much internal conflict in Minoan Crete itself. Even more, in Principato, there are three kind of military units: condottiere (mercenaries), militia and siege-engines. The condottieris need to be supplied with money where as militia need food. Siege-engines do not need to be supplied. Thematically this works nicely - I'm not saying it is a simulation of any sort, but it follows the common intuition.

Of course, one can get around this "baggage" and come up with nice explanations why there actually was a military force in the island and why some of these soldiers needed money, some food and some nothing. But personally, I don't like it. So I am happy that we held on the original theme. Also it is nice, as I happen to like the Renaissance setting myself
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  • Posted Wed Feb 2, 2011 8:29 pm
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Darren Copple
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From your description I was thinking a space theme could be used pretty easily.

Either way Im buying the game when I can.



Sure, take my money you greedy Finns. bag

meeple
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  • Posted Wed Feb 2, 2011 11:41 pm
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Ray Smith
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Sounds Great!
But how is player interaction? Besides competing for points, is this another multi-player solitaire game? Any runaway leader problems, or can other players react effectively?

Thanks!
 
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  • Posted Thu Feb 3, 2011 10:23 am
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Alexander Boucharelis
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Looks interesting, game on!!
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  • Posted Thu Feb 3, 2011 2:09 pm
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Touko Tahkokallio
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rdsmith wrote:
Sounds Great!
But how is player interaction? Besides competing for points, is this another multi-player solitaire game?

The interaction for sure is more subtle as for example in Nuclear War, but it is no multiplayer solitaire either

For example, when taking an action cards from the common pool, players need to evaluate what cards they need for themselves and what they want to prevent other players from taking. Also, when exchanging an action card with the pool, it matters where the card to be exchanged sits on the row. As at the end of your turn the leftmost card of the row is discarded, you can with clever play block other players getting cards that would be important for them.

The military also adds interaction: in the scoring players compare their relative military strength (a bit like in 7 wonders, for example). How much you should invest on military each scoring round therefore depends what other players are doing.

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  • Posted Thu Feb 3, 2011 10:02 pm
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Wolf Wittenstein
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When in the US?
Depends if eggertspiele finds a partner in the US. Maybe that little problem will be solved at the Toy Fair in Nürnberg. Alongside their German and Finn version eggertspiele has printed a few hundred in the English version. The games should be available via their web-site right after the Toy Fair (around 10th of February).
 
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  • Edited Thu Feb 3, 2011 11:30 pm
  • Posted Thu Feb 3, 2011 11:29 pm
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James Lowry
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Very interesting article, but I wish you'd talked a little about:
Quote:
The core mechanism, the backbone, for almost all types of board games is some kind of action selection mechanism.

Because I'm having some trouble figuring what an 'action selection mechanism' is.

In Backgammon, you choose which sets of pieces you move around the board each turn... do you mean the dice are an 'action selection mechanism', because they regulate what you can do with them? Heck, do the dice in The Settlers of Catan do this?

In... well any roll-and-move game, are the dice again the 'action selection mechanism', as they determine the space you land on, which determines what actions you can take?

Does Chess have an action selection mechanism?

Similarly, are there any action selection mechanisms in traditional wargames such as The Russian Campaign or even Advanced Squad Leader?

Acquire seems a bit more straightforward. At any time, you're holding six tiles out of the pool for the entire board, and the random draw of them determines what actions (and their consequences) you can take.

CDGs like Paths of Glory are also easier to figure, the card draw at the start of each turn gives you so many discrete actions out of all the possibilities that you can do.

Does filling out the Energy Allocation Form in Star Fleet Battles count as 'action selection', as you are deciding what sorts of things you can do during the turn; from speed, to firing weapons, to operating tractor beams? Or is amount of energy available the 'action selection mechanism', as that determines your budget for the rest?

As you can see, I find the assertion interesting, but I just don't understand what you mean well enough to see what you're really getting at.
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  • Posted Fri Feb 4, 2011 11:23 pm
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Touko Tahkokallio
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Rindis wrote:

Because I'm having some trouble figuring what an 'action selection mechanism' is.

In most games, players have some actions - choices - they can do on their turn and players make these choices in some given turn order (or simultaneosly). What are the available actions, what is the action pool, maybe very different and can even change from turn to turn (like in Chess). In some roll and move games, for example, you can have very limited action pool (or even nul sized).

But of course this kind of abstract categorizing of all games is not very useful Also, there probably are some games that are very difficult (impossible?) to categorize like this, e.g. many party games. Anyway, the context I was mainly targetting was eurogames with some resource management asects. So what I meant with the action selection mechanism is roughly how all this is organized. Although worker placement in board games is nice and flexible mechanic, I would personally want that game authors would explore more other mechanics as well.
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  • Edited Sat Feb 5, 2011 10:57 am
  • Posted Sat Feb 5, 2011 10:57 am
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James Lowry
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Touko wrote:
... and can even change from turn to turn (like in Chess). In some roll and move games, for example, you can have very limited action pool (or even nul sized).

I would have problems characterizing Chess that way. I would think of the 'actions' as things like the types of moves each piece can do. Those don't change from turn to turn. The details of what moves are blocked do, but that would seem to be splitting hairs to me.

But you were talking about "action selection mechanisms", and it sounded to me like you were talking about a game mechanic that limits the entire range of possible actions down to a subset that the player is allowed to choose from. And then the 'almost all games' got me, because I was having difficulties thinking of them. Perhaps the problem is that I consider some things as 'splitting hairs' when you think of them as coming under this.

Eurogames are really not my forte, but I tried to give you as wide a variety of games to bounce off of.
 
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  • Posted Sun Feb 6, 2011 5:46 pm
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Greg Cox
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The artwork is stunning and nothing wrong with the medieval theme!
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  • Posted Wed Feb 9, 2011 3:41 am
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Eric Elder
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Santa Monica
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Nice diary. Thanks for designing a fun game!! My wife got it for me for Xmas and enjoys beating me a great deal. I would not call her a "gamer", but she sometimes plays to indulge me and seems to enjoy us playing together as opposed to all day at a con or gaming group gathering.

It does play well with 2 and I got a chance to play a 3er with a few of my more hard core gamer buddies last night and they enjoyed it as well.
 
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  • Posted Tue Jan 3, 2012 12:49 am
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