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Why Age of Steam is a Gaming System/AoS Survey Results
Ted Alspach
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Age of Steam’s popularity among its loyal followers continues to grow, even though the game is almost 5 years old. The bulk of this popularity is due to the variety provided by the large number of expansions available for the base game (more than 2 dozen commercial maps and a large number of free ones), each of which modify the basic game in some way; some dramatically, others marginally, every one of them giving players a unique gaming experience every time they play.

The Age of Steam base game and its “Rust Belt” (also known as Great Lakes) map by itself is a great game with enormous replayability. But it’s the ability of those expansions to maintain the core essence of Age of Steam while providing new and challenging elements that makes Age of Steam a gaming system all by itself. There’s no other game in the BGG top ten that has the seemingly endless potential that Age of Steam does; the only game with similar expansions is Power Grid, but due to the structure inherent in Power Grid’s play, it is limited to much more basic changes that don’t add or change as much as do AoS expansions. The only other game in the top 10 with a bunch of expansions is El Grande, and they’re of a whole different sort, on a par with the Puerto Rico expansion buildings. Battlelore (will it stay in the top 10) seems to have fairly strong expansion potential, both in scenarios and figures, but it’s way too early to know what will happen there.

Age of Steam provides the tools for players and designers to tweak most aspects of gameplay while allowing players to use the same basic set of components. With the exception of Italy, all the expansions use the existing track tiles. Only the board and the rules change.

I’m a huge fan of Age of Steam, having designed several expansions myself and published a few more by another designer, and I’ve played most of the expansions out there, both commercial and downloadable. While many of the people I regularly game with also play Age of Steam and we all have our preferences as to what we like and don’t like in an expansion, I wanted to know what the rest of the AoS playing community thought. Part of this stems from my marketing genes, so that as a publisher I’m offering products that the “consumer base” desires, but another part of it was really just good old gamer curiosity.

A few months ago I posted a survey to find out a little bit more about what Age of Steam players like and don’t like, want and don’t want, expect and don’t expect in Age of Steam expansions. After receiving more than 100 responses I’ve tabulated the results, and am presenting the significant/interesting data here for the first time. Some of the results were as I expected, while a few others were a little more surprising. My guess is that the more you play Age of Steam, the less surprised you’ll be with any of these results. Regardless, it’s good stuff.

I’ve represented the results below rounded to the nearest whole number %. In all cases this was sufficient to portray answers in a meaningful light.

For current and future designers/publishers of Age of Steam maps, a few words of caution: As with any data, this is a small subset of the (assumed) Age of Steam players out there. The responses are naturally biased towards more enthusiastic AoS players who don’t mind spending 10 minutes taking a survey for free. Just because this survey indicates one thing, don’t take it as gospel, and please don’t let it limit the creation of maps/expansions because it doesn’t fall within the majority of the responses.

So how have these results impacted my design/publication of Age of Steam maps? I’ve just announced a new set of maps (see the last entry here: Age of Steam Expansion: Mississippi Steamboats / Golden Spike for more details) that were designed and developed prior to my knowing the results of this survey. However, the desire for mounted maps shown in this survey was the thing that pushed me over the edge in terms of production style. I’ve taken the plunge (and a greater financial risk than ever before) by getting this new set of maps professionally printed and mounted on gameboard by the same production company that made the original Age of Steam and Warfrog mounted maps.

If you’re interested in adding your responses to the survey (though updated results will not be posted unless there are significant changes), it remains open at http://www.surveymonkey.com/s.asp?u=223672846725
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1. Board Game: Age of Steam [Average Rating:7.83 Overall Rank:22]
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How often do players play Age of Steam?
Less than 10% of the respondents played Age of Steam 2 times or less. Over 70% of the respondents played Age of Steam “several” times or more, with 32% of them self-labeling themselves as addicts. This goes directly to the natural bias of enthusiastic players who are interested in filling out a survey for free on a topic they have great interest in.

For this reason I didn’t bother asking what they’ve rated Age of Steam, or more questions related to the base game. It is assumed (fairly or not) that the bulk of respondents are mostly Age of Steam enthusiasts.
 
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2. Board Game: Age of Steam Expansion #1: England & Ireland [Average Rating:8.14 Unranked] [Average Rating:8.14 Unranked]
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How many expansions have these players played?
15% of the respondents have never played any Age of Steam expansions. The inverse is much more telling: 85% of them have played expansions, and more than half of those have played at least 4 different expansions.

17% of respondents have played 8 or more expansions, with an abnormally large group of 12% having played exactly 8 expansions (some strange data blip, or something more sinister??? Hmmmm).

When doing the survey, I did separate commercially-available maps from downloadable/free ones. The only significant result here was that 58% of the respondents have never played a downloadable map. To those 58%, I would encourage you to check out the files section of the BGG entry for the Age of Steam base game and download a few to play.

I also asked about how many maps were owned (and of those owned, how many were played) by respondents, but this result merely mirrored the “expansions played” results.

When analyzing the results of this survey, I did filter out the “played Age of Steam 2 times-or-less” and “no expansions played” players to see if the results were significantly changed (this was more of a marketing exercise than anything else). I also looked at the players who owned expansions (as they would be more likely to purchase in the future than non-owners). The end results were pretty much identical to the overall group’s responses, however.
 
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3. Board Game: Age of Steam Expansion: China / South America [Average Rating:7.74 Unranked] [Average Rating:7.74 Unranked]
Ted Alspach
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What are the most important aspects when considering an Age of Steam Expansion?
A broad question, and one whose results most likely mirrors the typical Eurogamer desires, with the possible exception of a lower-than-expected interest in the designer of the map (but that’s very likely my own ego’s expectations affecting my perceptions of what I thought the results would be). In fact, just over a third of the respondents deemed the designer of the expansions irrelevant (though this is in slight contrast with a later follow up question regarding designer preferences, which clearly indicated a bias towards Martin Wallace-designed expansions).

The most important aspect by far was Mechanics, with 86% of respondents viewing this as very important or critical to their consideration (those are the top two choices). Contrast that to Designer, where only 7% of respondents marked the top two fields.

Keeping with the Eurogame nature of Age of Steam, Theme was also much less important to respondents, with only 40% marking the top two fields. Responses to pricing and production quality were middling and definitely took a backseat to mechanics.
 
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4. Board Game: Age of Steam Expansion: 1830's Pennsylvania / Northern California [Average Rating:7.92 Unranked] [Average Rating:7.92 Unranked]
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What graphical style of maps is preferred?
This was one of those questions I really didn’t know the answer to, as the anecdotal evidence was all over the, um…map. My own background in graphics has always had me wishing for “better” AoS graphics (more focused on the terrain and less on the hex grid), while the ability for Winsome to instantly sell out of new expansions with a bare-bones “outline” (white background with black hex frames and colored triangles to indicate terrain) meant that a reasonable number of people really like that style ( for instance, J C Lawrence, Age of Steam player/designer, professes a great liking for that style over the classic AoS look, but he is also a big 18XX player).

The results indicated that players really like the “classic” Age of Steam look (the style which is used by the Great Lakes/Rust Belt map included in the box) significantly more than any other style, with absolutely NO responses in the lower three fields. Compare that to the “outline” mode, where 67% of respondents indicated that they were unlikely (or worse) to purchase an outline-style map.

So why is Winsome able to pull off consistent sell-outs whenever they introduce an outline-style new expansion (there’s actually a waiting list to get on the actual list to get these maps)? I believe it has to do with the whole “mechanics” question. John Bohrer’s designs are consistently engaging and innovative, which overrides the graphics. There’s a certain level of quality expected with a new Winsome mapset, and players are rarely disappointed. My first purchase (I’m finally “on the list”) of Winsome maps occurred this past year when I picked up Age of Steam Expansion: Eastern US & Canada, which has innovative mechanics (Marketing action which allows you to deliver through a same colored city on your way to a destination, shared routes) and the innovation of placing this map next to the Great Lakes “base” map for Gameplay (something that initially is visually distracting, but quickly fades as the game is played).

Once you’ve played an outline style map, I think you’ll be more accepting of other maps. However, everything else being the same, I want my maps to follow the classic look.

Oh, and regarding a better, more enhanced look? It seems players really don’t care one way or the other (it certainly isn’t going to be a deciding factor when purchasing maps).
 
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5. Board Game: Age of Steam Expansion #2: Western US and Germany [Average Rating:7.88 Unranked] [Average Rating:7.88 Unranked]
Ted Alspach
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What type of production format is desired?
While players definitely want hard copies (PDFs and JPEGs were the least desirable of choices), there was only one clear winner here: players wanted mounted gameboard maps. While all other formats had results stating that players were unlikely or worse to purchase/download them as a result of the production format, nobody (0%) said they didn’t want mounted maps.

This provides an interesting issue for designers/publishers. The cost of producing a mounted board is significant relative to any other form of production, and the number of copies that have to be printed to keep the individual cost of each map below the stratosphere is incredibly high considering there are only 6000 copies of the base Age of Steam in existence (as of January 2007). Until now, only Warfrog has produced mounted Age of Steam maps, and they haven’t produced any new expansions for over a year now (since the Warfrog version of Age of Steam Expansion #4: France and Italy was released at Essen 2005).

In addition, the relative explosion of new maps by designers in the last year means that the market is somewhat diluted, making it less likely for a small publisher to break even on such a big investment. That said, this result was the factor that pushed me over the edge with my just-announced maps, Age of Steam Expansion: Mississippi Steamboats / Golden Spike, combined with overwhelmingly positive response from playtests. Hopefully this will prove successful for Bezier Games, enough so that other publishers will follow suit…I for one would love a big box full of “real” mounted expansions…kind of like what you can get for Formula De now (but it’s Formula De…so it’s kinda irrelevant).
 
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Robert
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there was only one clear winner here: players wanted mounted gameboard maps.
Well, that's rather disappointing. I hate mounted boards for these expansions, because it just wastes so much space and weight. Mounting all the expansion maps is just untenable for people that want more than a few of them. This is a surprising result.

Quote:
While all other formats had results stating that players were unlikely or worse to purchase/download them as a result of the production format, nobody (0%) said they didn't want mounted maps.
Your survey is a problem here, because you asked how likey people were to buy assuming the theme, mechanics, etc. appealed. That is entirely different from asking if people want mounted boards. I certainly do not want mounted boards, but would I not buy a great expansion just because of that? No, of course not. A less appealing one, on the other hand... Forget about it.

In fact, I'd have already ordered the Mississippi Steamboats map if not for the mounting, although the Golden Spike map sounds to me pretty weak Age of Steam-wise, so a better one there would have made the buy much more likely.

The more maps there are, the more mounting them becomes a negative. I wonder how much the survey takers are considering the people that carry/store the maps...
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  • Posted Thu Jan 18, 2007 6:08 pm
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I think there are a couple of factors that people should take into account though:

#1: The hardboard mounting has positive connotations for people because it screams out "quality" and "finished product". I agree that there are limitations of this format, and if any more hard maps come out beyond Mississippi, I am going to have to start deciding what maps I bring with me instead of just automatically hauling them all along. Cardboard and laminated printings have the advantage of fitting in my bezier Games cardboard mailing envelope, which means that they can always come along with me to any gaming event.

#2: Part of the negative reaction to cardboard or laminated maps doubtless is because of the cost. The Warfrog hard maps were about 15$ in online stores, and 20$ retail. All of the cardboard and laminated maps that have been released so far have sold for the retail price of Warfrog maps. I know that when I have the choice between a hard map for 25 and a cardboard map for the same, then I am definitely going to opt for the hard map. I think if the cardboard / laminated maps were released for a lower price, then people would react more favourably to them.
 
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  • Posted Thu Jan 18, 2007 6:31 pm
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J C Lawrence
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xethair wrote:
In fact, I'd have already ordered the Mississippi Steamboats map if not for the mounting, although the Golden Spike map sounds to me pretty weak Age of Steam-wise, so a better one there would have made the buy much more likely.


The Golden Spike is a different map in that it changes some of the fundamental character of the game of Age of Steam from a simple economic race to a combination of the economic race plus timing the end conditions of the game. If you're looking for a simple variant on base Age of Steam you'll be disappointed. However as a different game that is yet strongly related to Age of Steam it works rather well and is far from an easy game to play well. In fact in some ways it is much more difficult than base AoS to play well.

I like the Mississippi Riverboats map. I think Ted has done better maps for my taste, maps like 1830's Pennsylvania, but Mississippi Riverboats is a fine map. What may be more impressive is that it even works fairly well as a teaching map for Age of Steam.

Quote:
The more maps there are, the more mounting them becomes a negative. I wonder how much the survey takers are considering the people that carry/store the maps.


I too strongly prefer unmounted maps. As I've discussed elsewhere I've been slowly redrawing all the heavy mounted maps to single sheet form which I then print on a large format plotter, laminate and carry in a map tube. Currently there are about a dozen maps in the tube, each with with all the charts and rules variation data built into the map image. I realise that many won't like the approach, but it sure makes carrying a fully set of maps to gaming events easier.
 
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  • Posted Fri Jan 19, 2007 2:49 am
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Robert
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clearclaw wrote:
The Golden Spike is a different map in that it changes some of the fundamental character of the game of Age of Steam from a simple economic race to a combination of the economic race plus timing the end conditions of the game.
Yes, I realize that; however, the description of the game leaves me as cold as can be. It's *terribly* excited about it, but it's not telling how the map really plays/works. Mentions of fixed track on the map that gets revealed make it sound less flexible. Team play is neat, but it looks more like side-by-side two-player games, and the maps just don't look interesting. I haven't played it; I'm just saying it is unappealing so far, and that means the unwanted mounted board is more of an issue. That's why his conclusion from his survey question is not as clear as he's portrayed it. I'd have liked to hear how people really stood on this issue. I'd especially like to know what the maps would have cost if they'd been like Bezier's others but he stood the same per-map profit as this mounted printing.

Maybe if the last maps he made (true, Penn/CA were neat) hadn't been Disco Inferno and Soul Train (goofy and hideous looking), I could come up with more hopeful assumptions about these.

CortexBomb wrote:
#1: The hardboard mounting has positive connotations for people because it screams out "quality" and "finished product".
Granted, but I think that is much more relevant to separate games. These are expansions and require both designer-approval and (hopefully small) royalties to get sold, and are pure-niche market items, so quality questions will come here (BGG) more than having to guess from the production alone, I'd think.

Also, I think this is another way the survey question was problematic: some of the production choices were described by referring to other products, so likely only people with those can honestly comment. Bezier's AoS maps seem (to me) to be just as much a professional, quality product as a mounted board, just without the needless heft. Steambrothers' maps on the other hand, look more home-made, and were disappointing after Bezier's. Could people tell the difference from the survey descriptions without the publisher references?
 
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  • Posted Fri Jan 19, 2007 7:47 pm
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J C Lawrence
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xethair wrote:
clearclaw wrote:
The Golden Spike is a different map in that it changes some of the fundamental character of the game of Age of Steam from a simple economic race to a combination of the economic race plus timing the end conditions of the game.


Yes, I realize that; however, the description of the game leaves me as cold as can be. It's *terribly* excited about it, but it's not telling how the map really plays/works. Mentions of fixed track on the map that gets revealed make it sound less flexible. Team play is neat, but it looks more like side-by-side two-player games, and the maps just don't look interesting.


I understand the concern. I had very similar concerns before I played. My assumption was that player interaction was almost entirely limited to the auction, which just didn't seem interesting enough. In practice it isn't that simple. There's a strange mix of collusion and competition among the players in and across teams. It isn't my favourite map of ted's (that would be Pennsylvania), but it is quite good.

Quote:
Maybe if the last maps he made (true, Penn/CA were neat) hadn't been Disco Inferno and Soul Train (goofy and hideous looking), I could come up with more hopeful assumptions about these.


Hehn. I'm among those who don't particularly care what the maps look like, and have a fondness for more clever themes. It is the /game/ that is important. I find Disco Inferno and Soul Train clever and well designed. The innovations in Soul Train particularly appeal to me (several resulted in the classic, Duh, why didn't I think of that? reaction).

Quote:
Steambrothers' maps on the other hand, look more home-made, and were disappointing after Bezier's.


I was not pleased with the quality and form of the laminating on the SteamBrother's maps. The extra fringes made the central join needlessly intrusive and the glossy surface can be a real glare problem in bright locations. Bezier's maps are not laminated and do damage fairly readily if abused, but they can be cold laminated in matte plastic cheaply enough at most Kinkos ($3/ft, $6/map).
 
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  • Posted Mon Jan 22, 2007 8:40 pm
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6. Board Game: Age of Steam Expansion: Sun / London [Average Rating:7.69 Unranked] [Average Rating:7.69 Unranked]
Ted Alspach
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Bigger maps, anyone?
There are several maps in development by designers that are larger than the standard AoS format. The cost of printing “larger” maps is quite noticeable to a small publisher, so I asked if players were willing to shell out any additional cash for a larger format expansion.

Unfortunately for those designs (and their designers), 60% of users say they wouldn’t pay more than they would for a typical sized map.

While that’s bad…that’s still “less bad” than the 67% of users who didn’t want to purchase an outline-style map…yet Winsome consistently sells out. In addition, pricing studies of any sort are notoriously tricky – few users ever admit that they’ll pay more for something than what they feel is the “right” price…but consumer behavior tends to undermine that; if there’s a great map out there that costs twice as much, a whole heck of a lot of folks are going to purchase it. Of course, as a publisher, that’s yet another risk that has to be considered…

With J C Lawrence's Sun map, he originally designed it to be about 50% larger than a typical Age of Steam map. When I decided to publish the map, the biggest issue was how to get this huge map reduced to "standard" Age of Steam size to make production of it feasible. This will undoubtedly be a frustrating limitation for map designers moving forward.
 
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J C Lawrence
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As happens you reduced the map sizes for both AoS:London and AoS:Sun in order to fit printing/publication restrictions...and amazingly improved both games by doing so. I find this very cute: The designs were screwed with to fit printing constraints after the designs were nominally "finished" and were improved because of it.

AoS:London lost a few hexes in the North East and a full collumn of hexes along the eastern edge, bringing Ilford and St Paul's Clay one row closer to the centre of the board and Ilford half a hex further south (they used to be placed geographically accurately -- sue me!). The reduction in spacing made the eastern side of the board significantly more viable, especially in the mid-game when the map had a small tendency to stultify. Similarly in AoS:Sun you cropped three hexes off the points at either end, pulling the map to a somewhat more round shape (and rotated the diamond to fit). Losing those corner hexes helped direct track toward the centre of the board, increasing subjective congestion, encouraging new players toward the correct/better path of building track that defaults inward rather than outward (a common counter-intuitive mistake), and in all ways resulted in an actually better game.
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  • Posted Tue Jan 16, 2007 9:52 pm
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7. Board Game: Age of Steam Expansion: Austria, Switzerland & The Netherlands [Average Rating:7.15 Unranked] [Average Rating:7.15 Unranked]
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How many maps should be in an expansion?
I’m noting this question and the results only because this is something that publishers want to know….unfortunately there were no clear directions provided by the results of this question. While players wanted more than one map, even that preference was fairly insubstantial and would be unlikely to detract from sales of an expansion.
 
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8. Board Game: Age of Steam Expansion: Disco Inferno / Soul Train [Average Rating:7.71 Unranked] [Average Rating:7.71 Unranked]
Ted Alspach
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What about rules?
I like good rules. Rules that are tight, yet provide answer to all the questions that might come up during gameplay. The AoS (2nd edition) rules are good and bad; they’re good in that they cover pretty much every situation you run into, usually in a clear enough manner to be understood by most players. However, those same rules make learning AoS much more difficult than it should be; I’ve *never* met anyone who learned the game from the rules alone and was an avid player. There’s another “bad” thing about the AoS rules: they’re not available online.

And in fact, that’s the one thing that people want in their rules more than anything: the ability to download PDFs of the rules. 30% of respondents checked the top two boxes in regards to PDF availability, more than any other option.

The other important thing players want is examples. This is a bit more challenging for expansion designers and publishers, as they tend to have less space for publishing longer-than-absolutely-critical rulesets.

Having color in the rules is not really an issue (though it obviously can make examples clearer).
 
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Malachi Brown
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Just to be a statistical anomaly, I taught myself AoS by reading the 1st edition rules and playing the game with two people who had never played before, and I'm the most rabid AoS fan in my gaming group.

In contrast, several of the people in my group learned to play from someone else and had a bad time of it, souring them on the game.
 
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  • Posted Tue Jan 16, 2007 6:14 pm
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Robert
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I also learned from the rulebook (2E) and played first with all new players. I have taught all the people in the area that I know have played AoS, and we haven't had any bankruptcies (although there have been some expenses-forced income reductions). Honestly, I don't know why people make such a big deal about eliminations, because it just scares people away from the game and in practice is a nonissue.

It was annoying that the examples contained some critical game information, but the game just isn't that hard, and the rules are good enough not to editorialize about how "hard" the game is to learn without a mentor.
 
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  • Posted Thu Jan 18, 2007 5:27 pm
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Jim Carvin
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You're correct Ted, we've never met.

I read the rules and taught myself the game and I've never gone bankrupt nor had a problem understanding the game. In fact, not one newbie I've ever taught the game to, after my forewarning, has gone bankrupt either or had much trouble.

Downloadable rules are essential now-a-days. A great many geeks decided whether or not to buy a game (or expansion) based on a reading of the rules before the game is even published.
 
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  • Posted Thu Jan 18, 2007 7:13 pm
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Ted Alspach
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All right, I give. It seems that lots of folks have learned the rules to AoS from the rules themselves. blush

Oh, and Jim, we might have met...I grew up in West Lawn...
 
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  • Posted Thu Jan 18, 2007 7:40 pm
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Edward Bosco
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How long does it take to read 6 large-ish print pages of rules full of pictures? I like how John Bohrer answers all rules questions by quoting his rulebook. It is like he thought everything out before the game was printed. Cool.
 
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  • Posted Fri Jan 19, 2007 12:51 am
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9. Board Game: Age of Steam [Average Rating:7.83 Overall Rank:22]
Ted Alspach
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Who’s the favored Age of Steam expansion designer?
Well, we already learned that the designer of a map isn’t nearly as important as the mechanics. But there’s one designer that stands out: Martin Wallace. While the top two boxes averaged about 25% for most of the other Age of Steam designers (including yours truly), Martin achieved 50% in those boxes. John Bohrer of Winsome was a distant second, and all the other designers (only commercial map designers were listed) pretty much clumped together.

Age of Steam Expansion #1: England & Ireland was designed by Martin (and the rest of the Warfrog crew), and it is the highest rated mapset of all the Age of Steam expansions (though its status as the first expansion along with its out-of-print status likely has some impact on that). Full credit is also typically given to Martin for the Great Lakes/Rust Belt map, though that map was (to the best of my knowledge) more of a collaborative effort between John Bohrer and Martin Wallace than otherwise.

While John Bohrer was clearly 2nd among designers, he was also the most polarizing. However, I’m pretty certain this is much more closely related to John’s occasionally “opinionated” online statements than it is to his map designs. The Germany side of John’s Age of Steam Expansion #2: Western US and Germany, for instance, is almost as highly regarded as Martin’s Ireland.

One thing that I’ve done on my maps recently is to put my name right up near the logo (“Ted Alspach’s Soul Train”), in order to develop a brand for myself in the ever-increasing field of Age of Steam expansions. Based on this research, that’s not all that effective in increasing current or future sales, but hey, those marketing genes of mine demanded it, and I am but a helpless slave to their desires.
 
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Michael Webb

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AFAIK John Bohrer has claimed full design credit on the Great Lakes map.
 
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  • Posted Tue Jan 16, 2007 6:27 pm
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John Bohrer
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Yeah, I created the Rust Belt map as part of the develoment work to create AoS from the Brummie Rails submission.
Also did the Railroad Tycoon map.

Nice picture of Martin at the Winsome Games booth at Essen!

John
Pittsburgh
 
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  • Posted Tue Jan 16, 2007 8:53 pm
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BusinessIsGood
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The highest rated mapset of all the Age of Steam expansions is actually the Age of Steam China / South America expansion by the Steam Brothers. It is available at Board & Bits.
 
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  • Posted Thu Jan 18, 2007 2:56 pm
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10. Board Game: Age of Steam Expansion: The Moon [Average Rating:7.70 Unranked] [Average Rating:7.70 Unranked]
Ted Alspach
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What type of setting should expansions take place in?
This is one of those questions that I had quite a bit of first-hand experience in before I asked it officially in the survey. When I published Age of Steam Expansion: Disco Inferno / Soul Train last year, many people refused to buy/play the maps because of the theme. I anticipated this to some extent (the official Disco Inferno web page has several fun theme-related warnings, including, “may make straight men slightly uncomfortable”). However, I estimate that the expansion has and will continue to sell less copies as a result of the unconventional theme.

But wait! Wasn’t theme one of the least important aspects of an expansion? Well, yes. But that could be interpreted as “I don’t care whether this map is based on France or Germany, I like the mechanics” as opposed to “I don’t care if I’m transporting goods between 19th century cities or if I’m establishing a colony on the moon.”

As expected, Fantasy/Science Fiction themes were the least desirable, with only 16% in the top two boxes, as compared to Historical Simulation (39%) and Real Location (44%). But it would seem that this is more of a classic “barrier to entry” than anything that has an effect on gameplay. The Moon is considered a fantastic map by most of those who have played it, but I know at least a dozen players who won’t play it because of the theme (which is their loss).

The “railroad purists” will never play the Sun map, but those same purists purchased Age of Steam Expansion: Sun / London because it included London on the other side.

I’m of the opinion that the maps with really interesting, unusual themes make Age of Steam even more refreshing. For the most part, those maps also have some of the most unique changes in mechanics: Sun has dynamic town creation, Moon has wrap-around track, Soul Train has a three-part flipping board, and 20,000 Rails has an ever-growing board made of map tiles. By contrast, more traditional maps tend to have less dramatic changes (though they can be just as interesting).
 
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Wow... this makes me feel very alone. I LOVE the idea of fantasy trains. It adds a lot of flavor and spice to a fantastic game! I am ordering my copy of the Sun and disco inferno just for that reason... it's also the same reason that I really prefer to play Iron Dragon as opposed to any other crayon rail game. Something about the mesh of the fantastic and the technical really gets me... don't know why.
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  • Posted Fri Jan 19, 2007 5:57 am
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J C Lawrence
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Golux wrote:
Wow... this makes me feel very alone. I LOVE the idea of fantasy trains.


Me too.
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  • Posted Mon Jan 22, 2007 8:42 pm
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clearclaw wrote:
Golux wrote:
Wow... this makes me feel very alone. I LOVE the idea of fantasy trains.


Me too.


me three. I already see I have more expansions than I really need, and I don't even own half of what's available. I don't really see any need to jump at the new mexico/spain/austria/india package - 4 'normal' maps, no big deal. I will surely buy any map that resembles mars/moon/sun/soul train - with enough expansions already at home, and no will to become a completionist I'll concentrate on the ones that seem to add most variety and it's usually the strange settings that fit the bill.. (the golden spike or isle of wight surely on the purchase list, partnerships matches the variety requirement really well).
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  • Posted Sat Mar 17, 2007 12:53 pm
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11. Board Game: Age of Steam Expansion #3: Scandinavia and Korea [Average Rating:7.87 Unranked] [Average Rating:7.87 Unranked]
Ted Alspach
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What type of mechanics should be altered in Expansion maps?
This is the heart of Age of Steam expansion maps. Every published map includes changes to some part of the Age of Steam rules system, giving each map a unique experience (outside of the themed “location”). But how far should designers go when making maps; how many changes are too many?

When I first started playing Age of Steam, I was resistant to most rules changes. It was hard enough to keep all the AoS rules straight, but adding additional changes to the system seemed to be too frustrating, especially if those rules weren’t interrelated. The first map I published, Age of Steam Expansion: Bay Area, has very few changes to gameplay: outside of fairly standard bridges (used in other maps previously) and a three-hex clump of cities each with two production numbers, it had one new feature, which was entirely map-based: goods were lined up outside the “LA Port” and had to be delivered in order. The map was very accessible (although it is considered one of the most difficult maps to play, and has resulted in more bankruptcies than any other expansion I know of), but in hindsight it wasn’t different enough.

John Bohrer has made it very clear that he likes expansion maps that have one or more unique, interesting aspects to them, as he feels it increases the scope of the Age of Steam playing universe. And it seems that most users agree with him; having an expansion with no changes is much less desirable than one with some sort of significant change to gameplay, with only 41% of users checking the top two boxes for “no changes.”
 
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J C Lawrence
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41%? That's a lot...
 
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  • Posted Tue Jan 16, 2007 9:55 pm
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John Bohrer
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Yes, I really like to see at least one innovative new mechanism in an AoS map, hopefully fitting seamlessly with the setting. The 'El Presidente' action in the Steam Brother's South America map is exactly the sort of thing I hope to see. The coal mechanism in 1830 Pennsylvania was in the same vein. Ausgezeichnet!
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  • Posted Wed Jan 17, 2007 3:05 am
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J C Lawrence
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John Bohrer wrote:
Yes, I really like to see at least one innovative new mechanism in an AoS map, hopefully fitting seamlessly with the setting. The 'El Presidente' action in the Steam Brother's South America map is exactly the sort of thing I hope to see. The coal mechanism in 1830 Pennsylvania was in the same vein.


I'm much more mechanism and decision centred, both as a player and designer. Theme is nice but not strictly necessary for me. The fact that the game is train-centric is rather beside the point in my book. The game comes 1st, theme somewhere adound 5th. I'm probably not about to produce a map in which the mechanisms directly conflict with the theme (at least in my mind), but I'm still quite happy if the relationship is tangential at best. Thus, for instance, AoS:Sun (AoS:Sun's theme actually works very well for me, very "natural" given the rules etc, but that's probably unsurprising). Taking the specific case of 'El Presidente' in South America simply because you keep citing it, while it is a perfectly fine map, I also find it a relatively uninteresting map. (No slam on the SteamBrothers -- we have clearly different requirements and goals and IO think they did well by their goals) The new action is minor and creates some obvious incest among players but doesn't otherwise add anything particularly new to the mix. The patterns of thought required in play just aren't that different. It might as well be Great Lakes or Cheshire or some other relatively pedestrian map. China however, the reverse side of the same map, China adds some real meat to the mix and is a much better map in my book for that, albeit rather less thematic. I'll take China any day over South America and I'll take Pennsylvania over both of them as the play decisions are just more interesting. At this level the goal for me in any map is for the patterns of thought required in play to be substantively different than all other maps, and for the new decisions and mechanisms to be interesting. That comes first and often second too.

I love the, "Ooooooooooooooooo, clever! moments in playing these maps as you see ways to put the things together in unexpected and useful fashsions, I love the folding origami puzzle aspects of the interweft of the many systems, and that's what I want in my maps.
 
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  • Posted Mon Jan 22, 2007 11:13 pm
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12. Board Game: Age of Steam [Average Rating:7.83 Overall Rank:22]
Ted Alspach
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Changes to gameplay are important, but how many changes?
J C Lawrence, who has designed several maps including the published Age of Steam Expansion: Sun / London, starts many of his designs with what most would consider an insane number of major changes; the first version of London that I played literally gave me a headache trying to keep all the rules straight. However, the method to this madness is that this process allows J C to figure out what works and what doesn’t, and also what is an acceptable number of changes (though I think if J C was making maps for just himself, they’d end up with a whole lot more than they do now). Changes that aren’t working or that are too convoluted are removed during the development process, and the result are changes that are the best ones possible. The published version of London has only two major changes: instant production and union-inflated track building costs, both of which have a significant impact on gameplay.

The respondents parallel J C’s test results; more than three major changes to maps are even worse than no changes; it’s just too much to comprehend on top of standard Age of Steam rules. Keeping the number of changes small is often more difficult for designers than you might expect; every change has an impact on the game, and additional changes are often incorporated to offset the effects of the initial changes.

For instance, as I developed the Disco Inferno side of Age of Steam Expansion: Disco Inferno / Soul Train I initially focused on the “Burn down to the ground” aspect of the cities no longer being destinations after they were emptied of goods. Of course, Urbanization became worthless, as the New Cities had no cubes on them, so a rule was added to bring the cubes in as they were urbanized. But the cities weren’t emptying fast enough to make that aspect interesting, so I added “chain reactions,” allowing a player to chain deliveries together which rid the board of more cubes. Now they were emptying nice and fast, but players had limited control of their cities’ existence, making the production action much more of a crapshoot than normal, so that action was changed to place cubes directly on the board. Goods growth was a mess as result of cities not being there anymore either, so the initial setup was changed to include more cubes, and the Goods Growth phase was eliminated entirely. Another problem: chaining cubes generated more-than-typical income, so the cost of track was increased to compensate. The nice thing is that all the rules work together nicely (in hindsight, it seems very obvious, though at the time it was quite challenging), but it’s still more changes than I had planned for.

Even three major changes are too much for many players. 20% of players said that they found 3 changes either “annoying” or “an absolute no-no.” But more is totally unacceptable: 37% checked those two boxes for more than 3 changes.

Respondents were clear on what they did want, however. 75% of respondents preferred a single major change over any other number.
 
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J C Lawrence
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Yeah. I very much like to dial up in the early design process and then dial down, winnowing the chaff, as the core design values emerge. I don't really want to produce an AoS map that's just AoS with a twist. I want to produce AoS maps that are different games, games that require very different patterns of thought and play from the base game, just strongly related to AoS. Ideal for me would be games that are effectively entirely new games, just games with familiar grounding in the AoS mileau despite the broad departure from the base patterns.

There's also the question of personal investment and excitement over a design. I find it very hard to work on designs I'm not excited by, and I'm most excited by designs which attempt a new clever pattern. In part this is a self-fulfilling aid to my own interest -- I know that that cleverness will boil out in the development process, but until then the cleverness carries me through. I like being excited about a map in the design process and that usually comes from a delight in the multi-layered twisty cleverness of some mechanism interaction I've connived. Its not that I'm so terribly clever with these interleaved mechanisms I like so much, I'm not, but that it will be possible for players to do something very clever with the mechanisms that I delight in so much: the track building and town popping rules in Sun, the King's Progress action and track costs in London (King's progress was later and quite properly removed from the design), the intersection of the corruption and new engineer rules in Central America etc (now much toned down). These mechanisms allow players to do clever and investive things in their games and I adore that. The fact that these then often boil out in the development process is beside the point as by that time I'm excited about the map for other more subtle and investment-based reasons. In the early days it is the Oooo clever! bit that carries the design over the mental hill for me.

I also have a hard time honestly evaluating a new mechanism without playing it with other people. Sometimes the new idea works, more often it doesn't, but determining that alone is difficult. Now add in intersections and overlays of mechanisms and I find proper solo evaluation even more difficult. If the new mechanisms rely on viewpoint based mechanisms like auction valuation and negotiation then for me it gets almost impossible. This showed up clearly in yesterday's playtest of AoS:Isle of Wight (a partnership AoS map in which partners are selected by the players mid-game, with explicit inter-partner collusion/negotiation afterward). I knew the basic map worked Okay -- I'd played several times with the unchanged base rules -- but would the partnership selection work? Would partnership selection actually be interesting? Would the post-partnership negotiation be overwhelming? Happily, luckily, the only bit with real problems was the partnership selection mechanism and I think that can be tweaked well enough. Sadly I don't have realistic hope of being able to solo-playtest my new ideas there effectively.

Oh, and just in case anyone is wondering, AoS:Isle of Wight went from ground zero (a set of vague ideas I'd been noodling) to full drawing, rules, several solo playtests and a public playtest in about 14 hours (3 hours to draw the map and compile the rules and do the software simulations, two solo-playtests using unchanged rules, three solo-playtests at roughly 90 minutes each, and a first public playtest which ran for a little under 3 hours).
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  • Posted Tue Jan 16, 2007 8:33 pm
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J C Lawrence
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Quote:
Even three major changes are too much for many players. 20% of players said that they found 3 changes either “annoying” or “an absolute no-no.” But more is totally unacceptable: 37% checked those two boxes for more than 3 changes.

Respondents were clear on what they did want, however. 75% of respondents preferred a single major change over any other number.


What is too much? What is the definition of what is being subjectively measured?

I'm curious here about the perceived significance of minor changes versus major changes and whether players/buyers actually consider this as a scalar. While AoS:Sun's tracking/town building rules are obviously a major change that impacts all parts of play, I'd account AoS:London's instant production rule a relatively minor change that doesn't affect in-game play that much. The primary result of instant production is in the rate at which goods cubes enter the game over the course of the game versus plus a small control factor for players, rather than a significant change in the way player make in-game decisions or the way the game expresses itself. As another example of what I'd consider a minor change, I've been playing with having income reduction be $1 for every $5 of income, resulting in no fall back cliff at the 11/21/31/41/etc values. The effective impact on the game of having income reduction every $5 is minor: it delays the mid-game by about half a turn to a turn, and correspondingly slightly shortens the end-game. No big deal there, a small change with a small impact, but would it be perceived as a significant change by players, a thus a constraint against the maximal number of changes in a map, or as a pleasant but almost ignorable favour note as I view it?

On the other end of the scale one of the rulesets for AoS:Launch! removes having a profitable company as the primary in-game goal for players. Sure, players still need to at least break even in the end, but you get no VPs for profitability. This results in a fundamental even violent change for AoS. Is this more than can be easily digested? The other ruleset for the same map takes a far more traditional approach to AoS with one major change to track building (towns usually don't count for Links/Expropriation action) and two flavour notes (income reduction every $5 and bi-colour cities).

I'm also getting very curious about AoS:New South Wales, which combines elements of AoS:Korea (cube-defined city colours) with higher player control mechanisms (no dice, prediction on colour changes) and a very strong race element to track building (get there first, length control, cost versus control etc). While the total number of changes is relatively small -- how new goods cubes get on the board and where goods cubes get delivered to, plus a small and almost ignorable supporting action -- the resulting change in play patterns and what the game rewards in players is large. Too much or just enough? We'll have to see.
 
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  • Posted Tue Jan 16, 2007 10:22 pm
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Michael Van Biesbrouck
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A change like track cost is minor and unlikely to make a game either interesting or annoying. I certainly meant substantial changes when I voted.

An expansion map will only be played by people that like Age of Steam, a game for which players can be scarce. If there are a lot of major changes, too many players will ask for a different map. No matter how much a map excites the buyer, it does no good if you can't get enough players. As maps proliferate, there will be more maps available than times at which individuals actually get to play the game.

If you could create a large set of mostly subtractive changes that make it easier to get new people into the game then the changes might be more palatable. Despite being the second person to mark The Sun in my collection on BGG, I don't feel confident in going up to people and saying `You like Blokus? I've got this game that's almost the same!'
 
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  • Posted Sat Jan 20, 2007 4:55 am
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mlvanbie wrote:
If you could create a large set of mostly subtractive changes that make it easier to get new people into the game then the changes might be more palatable.


I'm not sure what you mean by this.

Quote:
Despite being the second person to mark The Sun in my collection on BGG...



Hehn. Thanks.

Quote:
I don't feel confident in going up to people and saying `You like Blokus? I've got this game that's almost the same!'


Oh lords no.

One thing I've started to to do is to repeat base patterns heavily. For instance I really like the insta-production rules from AoS:London. While insta-production is basically a flavour note rather than substantive, it does add a significant player decision to the game which is all to the good. Expect to see insta-production in future maps from me... Conversely, while AoS:Sun's track building rules are delightful (to me), they are far too significant to cherry pick into later games. They'd almost necessarily end up being AoS:Sun variants rather than their own game. However...what about semi-AoS:Sun-style town popping given a standard 3 tile track building limit? Now that's interesting...and I have map wrapped around that smaller and multi-use-friendly change. I also expect to see that sort of more limited town popping in future maps; it is a cute idea, works well, and can even be argued to be reasonably thematic (railroads already tended to "create" towns out of hamlets; railroad intersections/exchange points even more so).

I think it would be great if the AoS map design space evolved into a clear set of minor meta-patterns this way. I like building on and re-using good old ideas to make new interesting patterns. AoS:Foo? That's just base plus insta-production, accelerated expenses[1] and expropriation[2]. AoS:Bar is base plus uniform expenses[3], town-popping and purchased partnerships[4].

[1] You haven't seen this one yet. I've never liked how much bumping Links is automatic every turn. It essentially means that it is a non-decision and therefore something that the game should be taking care of for you. Accellerated expenses (as I've termed it here) is one of a set of attempts to make the automatic non-stop charge to increase Links every turn not so very automatic and obvious any more.

[2] Another new thing. Its a biggie and hits track building, delivery patterns and adds a new action all in one. Logically it is very simple. Impact-wise it isn't so simple. Think of it like the ability in AoS:Sun to control delivery length by adding and removing towns from routes, but this time it is a selective offensive weapon only for use against other players. You get income, they don't like you.

[3] Just income reduction every $5. This has almost no game impact other than removing the cliffs at the tens and delays the late mid-game by about half a turn to a turn. Really just a flavour item rather than a significant change.

[4] Possibly not the base name. It is one of my takes on the partnership model (there will be others). Basically a partnership game in which players compete for the partners they want.

Yeah, sorry for the mystery sandwich on the above. Not all the details have settled out yet and I'd rather not commit to say accellerated expenses working like XYZ when I'll then have to tweak it into QRS due to undiscovered issues.
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  • Posted Mon Jan 22, 2007 9:55 pm
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13. Board Game: Age of Steam Expansion: Bay Area [Average Rating:6.96 Unranked] [Average Rating:6.96 Unranked]
Ted Alspach
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Of the change(s) to gameplay, what kind should they be?
Action and map-based changes were the most highly requested, with 88% and 85% choosing the top two boxes, respectively. They were followed by single new additions to gameplay (ferries, bridges, etc.) (84%), goods growth/production changes (77%) and share modifications (70%). Less interesting were Income changes (60%) and Track Building costs (58%). For each of these, the lowest two boxes (“Annoying” and “Absolute no-no”) averaged only about 4%.

And remember what I said earlier about all those unique changes you get from the unusual themed maps? That and VP changes are quite polarizing. While 64% checked the top two boxes for Unique changes and 53% checked them for VP changes, 20% and 18% checked the bottom two boxes of each respectively.
 
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J C Lawrence
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Ooof. There goes a whole set of my favourites...
 
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  • Posted Tue Jan 16, 2007 10:25 pm
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14. Board Game: Age of Steam Expansion #4: France and Italy [Average Rating:7.46 Unranked] [Average Rating:7.46 Unranked]
Ted Alspach
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In summary, what should AoS map designers take away from this information?
Those of us who publish/design maps are doing it because we love playing Age of Steam, and we all really enjoy creating maps for one of our favorite games. If you love AoS and have a great idea for a map, you’re bound to create something compelling to other players.

The most important thing about any map is clearly mechanics. It’s gotta be interesting and work well, without being a total overhaul of the Age of Steam ruleset. A thoroughly playtested map will evolve with the correct set of mechanics.

Don’t worry about the theme in terms of if people will like or care about it. That said, I really like maps where the theme is integral to the mechanics and vice versa.

If you want a lot of people to play your maps, you’ll probably want to get it printed somehow. The current small set of AoS map publishers might be willing to publish your map (and you might earn a small bit of cash to offset the long hours you spent designing and developing, with an emphasis on small).

One other thing that I didn’t mention here. The commercial designers/publishers and many of the free downloadable maps contain copyright info regarding Age of Steam. The game is not public domain, and Winsome owns that copyright. If you’re publishing (printed or downloadable) a map, be sure to include the proper copyright information (email John Bohrer for info).

If you’re going to be selling your map (printed, downloadable, whatever), talk to John Bohrer first. Those of us who sell maps do pay a per-map royalty to Winsome and Martin Wallace (one reason third party maps are little more pricey); it’s a fair price to pay both as a designer and a player to the folks who have created such an engaging and well designed system that is destined to give Age of Steam players years and years of playing enjoyment.
 
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15. Board Game: Age of Steam Expansion: Mississippi Steamboats / Golden Spike [Average Rating:7.00 Unranked] [Average Rating:7.00 Unranked]
Ted Alspach
United States
San Jose
California
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How Mississippi Steamboats and Golden Spike was impacted by this survey
As mentioned earlier, these two maps were designed and mostly completely developed prior to the creation of this survey. The survey did have an effect however. As I realized that both maps, particularly Mississippi Steamboats, were getting much higher praise than any maps I had worked on previously, I began to consider getting them printed and mounted on gameboard, something I had always wanted to do but wasn’t willing to risk a big sum of $$ on.

That, and I really really really like playing with a real board. There’s something about it that I find quite enjoyable as opposed to all the other paper-based mediums. I know that I personally would buy pretty much any expansion anyway, but if it was offered as a mounted gameboard, I’d order it instantly.

As the results of the survey started to trickle in, and I discovered that these two maps were almost directly in line with what people wanted: (historical simulation mixed with a real location, a single significant change/addition in each map, etc.), the one thing that was missing was the production format: getting these maps printed and mounted seemed to be the next logical step. Only time will tell if I’m able to recoup my investment.
 
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Kevin Wood
United States
Alexandria
Virginia
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Thanks for taking to time to let us know how the feedback turned out. I'm really looking foward to getting your new maps!
 
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  • Posted Tue Jan 16, 2007 5:16 pm
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Michael Van Biesbrouck
United States
Mountain View
California
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I'm not sure that the comments about Winsome's maps showing that poorly-voted options are viable. The last couple years the Winsome maps were available only as part of multi-game package deals. The quantity is limited (80 copies?) and I think that I've read that there is a free upgrade to the Warfrog versions of maps if they are ever published.

Then again, if the recent Winsome maps were for sale in a normal fashion, then I would buy them for the mechanics alone.
 
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  • Posted Sat Jan 20, 2007 5:05 am
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Ed Sherman
United States
Colorado Springs
Colorado
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Quote:
Quote:
I've never played AoS


So what are y'all waiting for?


For Age of Steam to be available, maybe?
 
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  • Posted Sat Jan 20, 2007 5:28 am
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John Bohrer
United States
Pittsburgh
Pennsylvania
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Four are currently available on the 'geek marketplace, Ed.
 
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  • Posted Mon Jan 22, 2007 2:26 pm
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Sean Brown
United States
Carrollton
Texas
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Hehe, maybe Ed should have specified available at a price that doesn't resemble Hannibal:Rome vs Carthage. All the ones on ebay are going for ridiculous sums lately, but I was able to get one from the BGG Marketplace after many months of searching. Should also be specified that the copy doesn't come with a shipping charge nearly equal to the retail price of the game to get to the US. Patience may be a virtue, but I had to fight myself repeatedly not to pay an obscene price for a copy.
 
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  • Posted Thu Feb 15, 2007 8:47 pm
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