Showing posts with label Vesuvio. Show all posts
Showing posts with label Vesuvio. Show all posts

January 26, 2011

Trial by fire: Vesuvio (part 1)

Remember Vesuvio? It was a little game I designed for the Game Design Challenge blog, but ultimately, one I never tested. Now, it's one year later, and I'm due to go to Cannes' International Game Festival as a fledgling author. I have two other games under my belt (both unedited prototypes), but I wanted an even 3, and Vesuvio had been deemed interesting at the time.

Well, guess what? It wasn't... At least, the first time we played.

Let's just gloss over the fact that you can't find flint or fossiles near basaltic/volcanic rocks. That's not the core of the game system.

Before building the prototype, I did some minor changes (original rules here). 
There are 40 squares currently divided thusly: 
-> 20 mining spots (10 "1 PA-> 1 card", 5 "2 PA -> Draw 2, keep 1 card" and 5 "4 PA -> Draw 2") 
-> 5 rifts
-> 15 with nothing but dirt. 
The cards are divided by color:
-> 15 Green (6 Flint with a value of 0, 6 Fool's gold with a value of 1, 3 Sapphire with a value of 3)
-> 15 Orange (1 Flint, 5 Fool's gold, 6 Golds with a value of 2, 3 Fossils with a value of 3)
-> 15 Red (2 Golds, 6 Fossils, 6 Strange Rocks with a value of 4, 1 Dead sea Parchments with a value of 10)
The "Hinder" action and the special items were removed, too. (Honestly, I don't know why I added the special items in the first place... They seem totally unbalanced, too)



The random squares distribution works, at least.  

The first try involved 4 players. The problem encountered was that the mining squares were screwed up: I intended the 1 and 2 Action Points for a card to be meager lodes and the 4 AP for 2 cards to be bountiful. It turned out to be exactly not that. People would stay on a 1 AP one and spend their 4 points for 4 cards. And the explosion starting when people reached collectively 15 points, why go up? And 15 points was reached veeeeery fast. We toyed with the idea of "the volcano erupts when people reach 15 cards" but still, there was no interest going up. I had to get my players moving, make them want to reach the summit and I had to make them fear the wrath of the molten rocks.

Getting the players moving
"Each player can use a mining spot only once per turn" That way, you can't stay on a spot forever, and spots I intended meager stayed meager. You can stay on a spot forever, but that means losing APs, APs that others will use.
The squares "4 APs = 2 cards" are reduced to "3 APs = 2 cards". That way it's more itneresting to reach them because there's a chance you can use them right away, and players are enticed to keep moving afte that in order to lose as few APs as possible.
"A rift is 2 squares in one" The +1PA introduced many headache-inducing special cases... With this, it's just 2 squares following the rules of the zone they're in, and the rift separates neatly the 2 squares.
Finally, the summit of the volcano. As it was, reaching it was just a suicidal move, no more, no less. My players had the idea that reaching the summit enabled you to take a picture of the volcano mouth, a picture not worth a thousand words, but at least 8 points.
And the green zone had too many points in its deck, so 2 of the 3 sapphires in the green deck were changed in 1 Fool's gold and 1 gold

Fear the wrath of the Fire God !
I wanted the player to fear the eruption, which meant being in the red zone when it started. Linking the eruption with how many points or cards had been drawn meant too many possibilities for this plan to go awry. Even if I said "30 cards and then boom", people would go to the red zone, make it barren, then go down before the volcano had a chance to get them.
"The eruption starts when the card "eruption" is drawn from its random spot in the second half of the Red deck" The Dead sea parchments were replaced with this card. That way, you don't know when everything will go boom. You may have an idea, but you can't plan. There's an element of luck, which many people like.
Second problem, how does it move? If people started the eruption, and then stopped getting cards, the lava would not flow. I needed i to flow a minimum each turn. And I decided that having to  keep track of the score to know the lava's speed was uninteresting.
"Lava moves at the end of each player's turn, 1 square at a time, +1 for each card that was drawn by the player" I got roasted that way. I would have survived, but the player before me drew a card. Slick bastard...

The game was still dull.



The two last propositions were adding a dice, or action cards, to have something to do, introduce a chaos element, SOMETHING to spice it up. And reducing the Green zone while expanding the Red zone. It is currently suicidal to go Red, which is NOT what I intended.

The problem, mainly, was that there were currently no interactions between players. You played, they played. You got burned. Yeepeekai. There are meaningful choices, but not enough, or interesting enough, to keep playing. And the "Cheer" maneuver is just useless. No incentives to use it.

Next time: the 2 players trial !

July 27, 2009

Game Design Challenge

I found a very interesting blog named Game Design Challenges through an article by Tesh. The blog is manned by Brenda Brathwaite Whose blog is here and Ian Schreiber whose blog is there. The blog is meant as a course on game design, be it tabletop, card, or video games and is very interesting. The book which is par for the course and the course itself do pose some challenges for aspiring game designers.

So here's my take on the first challenge: building a "race to the end" game.

Without further delay, let me give you:

Vesuvio

Theme:
After some earthquake unearthes interesting stones on the slope of a volcano, a score of Geologists decide to get a closer look and make a friendly wager on the stones each will find. But... doesn't this earthquake hint at an awakening of the volcano in the near future?

Core Mechanic:
-> Race to the end
-> Resource gathering/management

Board:













The field is divided in 3 "tiers" on top of each other. Yous tart from the bottom, and the closer you get to the summit, the more chances you have of unearthing quality stones.

There is the "easy" way, which snakes from bottom to top, and the "hard and fast" ways (2 and 4 cases long) which a direct.

Material needed to play:
-> 1-4 players. Yep, you can play alone ! Even here, soloists are welcome ! So... 4 pawns.
-> Pieces to be put on the board. Each has a "Lava" side and a side with either dirt, a rift, or a number (1, 2, or 4)
-> Green "Mining" cards containing simple rocks (0 points), Pyrite (1) and a flawed sapphyr (3)
-> Orange "Mining" cards containing one simple rock (0), some pyrite (1), some gold (2), and some strange fossils (3)
-> Red "Mining" cards containing some unique rocky formations (4), diverse precious stone (5) and a Dead Sea Scroll (15)
-> 8 "Equipment" cards (rope, ice pick, 10 feet pole...)

Setup:
The board pieces are shuffled, then randomly placed on the board with the "Lava" side up. Once they are all on the board, turn them on the other side.
All the "Mining" cards are shuffled, and the three corresponding stacks are built.
Equipment cards are shuffled, for every player missing, draw out 2 cards and get them out of the game. Then, the first player pickes one, so does the second, etc until no more cards remain.
Place all the pawns at the bottom of the slope.

Rules

First part: the Ascension
Each turn, a character gets alloted 4 Action Points. Using these, a character can (Action costs are indicated in the relevant sections):
-> Climb
-> Mine
-> Cheer
-> Hinder
A character does not have to use all its AP in one turn. It is possible to start spending APs on an action during one turn, and finish on the next, but you have to finish your action, and only get the result once the points are spent.

Climb
Climbing the easy way costs 1 AP per square
The "Hard and Fast" slopes cost 2 APs for each square you advance, unless the character has the ice pick, which reduce the cost to 3 APs per 2 squares
On a rift, a character needs 3 APs to advance, unless with the 10 feet pole, which reduces the cost to 2 APs.
Characters are free to go up or down the slope.

Mine
On squares with a number, spending that AP amount enables you to draw 1 card (on the "1" and "2" squares) or 2 cards (on the "4" squares) in the corresponding stack (green for the first tier, orange for the middle, red for the high tier)
There is no limit to the amount of stones a character can carry.
The mining pick enables you to draw an additional card for 1 AP. You must then choose and discard one of the additional cards.

Cheer
A character can cheer another. When being cheered, a character must select one of its stone and give it the to the cheerer. The cheerer loses as many APs as the value of the stone (potentially making him lose turns if he loses more than 4 APs), while the cheeree gains as many APs (usable immediately, with no upper limit).
If equipped with the rope, the cheerer only loses 2 APs for every 3 he should have lost. The cheree still gains as many.
If equipped with the bright suit, the cheree gains an additional AP.

Hinder
If a character lands on another character's square, he can hinder him by spending 1 AP, making the other lose 2 APs.
If equipped with the sieve, alternatively, he can draw a random stone from the character for 2 APs, instead of hindering him.

As stones are collected, the total value of the stones must be tracked: as soon as the number gets bigger than 20, the eruption begins !

Second part: the Descent
From now on, the eruption has started, and lave begins to run down the slope. At each turn's start, lava advances ((Total accumulated points)-20) squares (flip each piece to show its "Lava" side). Lava comes down every slope at the same time (but at the same rate). If Lava reaches a character, he's immediately immolated (unless he has the Lava Suit, which saves him for one turn), as well as his equipment and mined stones. They still count for the lava's speed.

The character's still have 4 APs and the same action.
But now, the "Hard & Fast" slopes can be climbed down at the rate of 2 squares per AP. However, these slopes are so steep that the character loses 1 random stone for each AP spent. Unless he has big pockets, which saves the first stone that should be lost.

The game ends when no more characters are on the board. The winner is the geologist with the biggest amount of points. In the case of a tie, the one with the least amount of stones wins.