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Everest Playtests!

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sedjtroll
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Matthew was kind enough to lend me his (beautifully made) prototype of Everest to bring back to Tucson with me and play with my friends. In return I thinkit's only fair to play the game exactly as he had written it and let him (and you all) know how it went. Here's a summary of my first 4 games of Everest:

Games 1 and 2, with Chris and his wife Becky:

These were my first 2 games of course, so I didn't know what to expect except what Matthew had told me. It was a three player game, so based on what he said I figure'd we'd be spread out at the beginning and if there was any interaction at all, it'd be at the top. I wasn't too suprised to find that Becky placed 2 spaces away from me, but it DID suprise me a little that Chris placed right in between us.

I wasted an action Exploring and placing an 8 Snow in front of Chris, which we all agreed later was pointless as he could simply go around it. Furthermore, we noticed in both games that it was never very difficult to climb. We always had plenty of skill. Once in a while near the top we'd have to use energy. Actually in the first game I tried a strategy of taking initial guys with 2 energy slots each, then I hired 1 guy and started up the mountain. I figured I'd get climbing (using Energy if need be), get those first few points in for hitting the tiers first, then camp and rest while the others cought up (they both sat back for 2 or 3 turns hiring guys and drawing sponser cards).

There was a statistical anomoly that occurred in both games that really skewed our judgement. When pulling tiles each turn during the Daily Update we pulled an inordinate number of FALL tiles out. This made Blind Climbing pretty safe, and we did that more often than Exploring. Poor Becky happened to hit a FALL tile every time she Blind Climbed (like 3 or 4 times that game), but otherwise it was pretty easy to do. After playing games 3 and 4 I see how it's usually a lot scarier to Blind Climb.

Games 3 and 4, with Marc (engineer friend from high school) and Fletcher (a high school kid):
A LOT more Exploring was done. Also, in these games it WAS actually possible to "block" someone by putting an '8' in front of them, and in fact I did that in each of those 2 games. The first one I won (points) and in the second one Fletcher won on the last turn by climbing the summit. I had blocked the middle of the third tier down, and had several chances to block Fletcher's path but didn't think to. He went "around" and didn't FALL at the summit In fact he drew a 6 Rock tile and had EXACTLY enough energy to climb it!

Here are the initial changes that everyone agrees should be made:
1. Tile Colors- Ice and Snow more distinct. Also, consider doing the numbers differently (they are also Black, Blue, and White...) Printing the numbers in Black would probably be fine... making Rock more light gray if need be.
2. Glory Point labelling - we talked about that. Just put the numbers on the board (instead of letters)
3. Base Camp tiles are unnecessary- just put a camp there. Though I can see reasons to keep it.
4. Possibly cap the number of climbers or something. Too easy to climb if you hire 3 guys first.
5. We like the Draft. Good call there.
6. Climber Skill - Consider making all 4's into 5's and all 1's into 0's (keep 2s and 3s the same I guess). This makes it matter more what terrain you're climbing. Otherwise you end up with too balanced a team even if you try not to.

That's all for now. Expect more later.

- Seth

Reply from Matthew
Thanks much for the report. A couple of quick questions, if you don't mind:

How were the first two games won, by points or via the summit? I'm guessing summit because of the Fall tile thing, but just checking.

I'm curious about groupthink in both games, but particularly the first two. You noted that it was easy climbing for most of the games once you built up a team... did no one start climbing sooner to grab some early points? Just curious. Remember that I've never seen the game with the draft, so I'm not sure how much that affects things.

I'm glad that in the later games there was clearly enough difficulty climbing that one of them was won by points.

The thing I'm most curious about -- and I understand if this is something you want to save until later -- but how was the gameplay? Was there any tension? Did decisions seem meaningful? Did actual strategies come out over time?

Thanks again very much,
Matthew

My reply back
FastLearner wrote:
How were the first two games won, by points or via the summit? I'm guessing summit because of the Fall tile thing, but just checking.

I'm trying to remember. I think the first was via climbing (Chris won the turn before I was likely going to climb the summit- Becky was way behind because she fell so much). I think the second was won by Becky- she did a very good job of using Chris' path to climb with ease, and she beat him to the base camp he wanted to build. He Blind Climbed to the next space and fell, and was behind from there on. between Becky and I there were 3 camps in a row before the summit (along the side of the mountain), so he had to climb sideways just to build a camp-
This brings up an interesting question- if you fork like that, then later fall, do you go to the NEAREST camp? Or the Base Camp in that case (you can't fall back UP the fork)?
That screwed him out of the victory. I had one shot to climb the summit, but by that time the FALLs had shuffled back in and the chances weren't good, and I fell. Then Becky went and didn't fall.

There may be a slight problem with luck of the draw to win the game. Several times it came down to "did you draw the right tile"... either a fall to lose, or a non fall to win. Or in the case of tonight, Fall or 8 rock to lose, anything else to win. I guess good planning and good play will make that 'lucky draw' more likely to be in your favor, but it was still a coin toss much of the time. However I sort of like the idea of the last turn being all exciting "Do you make it, or do I win by points?" But it necessarily makes for a lighter game, because all your hard work is cancelled by a lucky draw.

FastLearner wrote:
You noted that it was easy climbing for most of the games once you built up a team... did no one start climbing sooner to grab some early points?

Actually, I only hired 1 guy, then the next turn I started climbing. That strategy totally worked (especially with all the inviting Blind Climbing), but I made 2 big mistakes that I think cost me the game. I wasted a turn placing an 8 in front of Chris (firt play of the game), and later, near the top, I did something sub-optimal... I forget exactly what. I think I couldn't build a camp and I should have gotten more sponser cards or something... I ran out of cash and that stalled me too much.

Becky hired 2 guys and then tried to climb a bit, and fell. Then she was down a guy and so hired again or something. She had it bad that game, nothing went her way.

Chris waited 3 turns hiring guys before he even started climbing, and no climb was too tough for him until the very top, and even then I think he finished with a lot of energy left.

FastLearner wrote:
I'm glad that in the later games there was clearly enough difficulty climbing that one of them was won by points
.

Yes, they were good. All 4 games were over on the last turn or 2, maybe 3. The timing seems to be good.

FastLearner wrote:
The thing I'm most curious about -- and I understand if this is something you want to save until later -- but how was the gameplay? Was there any tension? Did decisions seem meaningful? Did actual strategies come out over time?

So far so good. I think the decisions are in the right direction... but the different decisions are not different enough. I think strategies are coming out, time will tell better.

Ooo... an idea. Fletcher just mentioned that there ought to be some way you could interact with terrain in addition to just climbing on it. Like for example, if you specialize in Snow climbing (in addition to being weaker in other areas as mentioned before), then maybe you should be able to somehow make snow tiles easier for you to get or something- maybe harder for everyone (and you are better equipped to deal with it).

I think he's saying that you should be able to guarantee you get snow if you Explore, which I think is bad (that's the danger of specializing). BUT I think the Weather could make more of a difference- for example:

Clear Skies- nothing special
Windy- harder to climb on rock (+2? +3?)
Gale - hearder to climb on ice (+2? +3?)
Blizzard- harder to climb in snow (+2? +3?)
Avalanche- nothing special

This might mean a slight re-structuring of the weather cards- right now the names correspond directly with the difficulty, but with something like the above, there could be something like two 2's, two 4's, and 2 6's of each (windy, gale, and blizzard), then 3 each of Clear Skies and Avalanche.

It gives you more interesting things to do in the Daily Update, depending on how you've set up your team (and how others have theirs set up).

Also, I think the amount of weather cards should increase... Seems like you should still be able to draw an Avalanche even after one has gone by. (I don't know if I explained that well)

FastLearner wrote:
Thanks again very much

Again, you're very welcome. I'm having a great time playing your game. It's very good... maybe not as good as Settlers or PR, but very good nonetheless.

- Seth

FastLearner
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Everest Playtests!

sedjtroll wrote:
Here are the initial changes that everyone agrees should be made:
1. Tile Colors- Ice and Snow more distinct. Also, consider doing the numbers differently (they are also Black, Blue, and White...) Printing the numbers in Black would probably be fine... making Rock more light gray if need be.

Aye, their obviously a bit too close. What's wrong with the numbers?

Quote:
2. Glory Point labelling - we talked about that. Just put the numbers on the board (instead of letters)

Aye. During earlier playtesting I was constantly balancing the numbers, and rather than changing the board I could just change the chits but folks still knew where to put them.

Quote:
3. Base Camp tiles are unnecessary- just put a camp there. Though I can see reasons to keep it.

While not necessary, they're thematic.

Quote:
4. Possibly cap the number of climbers or something. Too easy to climb if you hire 3 guys first.

I may work out a way to escalate costs or something similar.

Quote:
5. we like the Draft. Good call there.

Good deal. As you can imagine, the game otherwise pretty much starts with people taking a few turns to hire climbers, which is largely a waste of time.

Quote:
6. Climber Skill - Consider making all 4's into 5's and all 1's into 0's (keep 2s and 3s the same I guess). This makes it matter more what terrain you're climbing. Otherwise you end up with too balanced a team even if you try not to.

As I mentioned in an IM, I think I'll make several changes that make specialization an easier path (and therefore generalization more difficult).

Quote:
That's all for now. Expect more later.

Great, thanks again. I think this "playtest swap" thing is great. I'll be playtesting 8/7 Central before too long.

-- Matthew

jwarrend
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Everest Playtests!

FastLearner wrote:

Great, thanks again. I think this "playtest swap" thing is great. I'll be playtesting 8/7 Central before too long.

I'm glad to hear that Seth's sessions went well, I'd be very happy if they encouraged Fast to keep working on this excellent game!

I agree that playtesting swaps are a good idea, but obviously not everyone has as magnanamous a group as you guys do!

I wonder, does anyone know how far away we are from being able to do "virtual playtesting"? I would love to see, perhaps as some sort of offshoot of the GDW, a "virtual playtesting forum" where once every few weeks, we get together to playtest one of our games over the internet. I believe the technology exists to do this (the Thoth engine, right) provided the game is simple enough, but has anyone actually tried to get a game ready for that system? Is it any more difficult than just making up jpeg's of all your components and then entering rules of how the engine is supposed to handle them? (It's my understanding that the engine doesn't learn the rules of your game, it just manipulates the components for you).

I personally see this as the logical next step for the bgdf, and something that would truly set this site apart as a totally unique resource for game designers. I'd be happy to look into it more (as my limited time permits) if folk are interested...

-Jeff

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Yep!

jwarrend wrote:

I wonder, does anyone know how far away we are from being able to do "virtual playtesting"? I would love to see, perhaps as some sort of offshoot of the GDW, a "virtual playtesting forum" where once every few weeks, we get together to playtest one of our games over the internet. I believe the technology exists to do this (the Thoth engine, right) provided the game is simple enough, but has anyone actually tried to get a game ready for that system? Is it any more difficult than just making up jpeg's of all your components and then entering rules of how the engine is supposed to handle them? (It's my understanding that the engine doesn't learn the rules of your game, it just manipulates the components for you).

I personally see this as the logical next step for the bgdf, and something that would truly set this site apart as a totally unique resource for game designers. I'd be happy to look into it more (as my limited time permits) if folk are interested...
-Jeff

Jeff,

Yes I think this would be a decent idea.. If you could look into that, it'd be wonderful. However, you might want to redirect your efforts to the Vassal game engine instead. Vassal seems more suited to the task (Thoth is more geared towards card games). Also, in the latest revision, Vassal has implemented a meta server and web interface (java) which makes it much more accessable to everyone. Who knows, when making prototypes it may be just as easy to implement it in Vassal before even hitting 'traditional' media.

If you do have time to look into it, let me know what you find.

-Darke

sedjtroll
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Everest Playtests!

FastLearner wrote:

Aye, their obviously a bit too close. What's wrong with the numbers?

They are also Blue, White, and Black; and the Terrain tiles are Blue, White, and Black, and there has already been confusion as to the scoring track and which terrain the Blue cube relates to (the Ice with the blue background, or the Snow with the blue number).

Quote:
While not necessary, [base camp tiles]are thematic.

... not really. You still have a base camp, it's just the camp that is at the base of the mountain. But again, it's just 1 more tile to print, and it does make the route marker flat (a very small concern)... might as well keep it. I'd suggest putting a symbol on it, like the Team Leader symbol, in the color of the player.

Quote:
I may work out a way to escalate costs or something similar.

We've started talking about limiting the money more, which could solve the problem of sitting back and hiring climbers all day.

Quote:
As I mentioned in an IM, I think I'll make several changes that make specialization an easier path (and therefore generalization more difficult).

I think that's a good idea. The general idea being that if you try and balance the kills, you will necessarily be MUCH worse at say Rock than someone with the same number of climbers who's "specializing" in Rock (i.e. taking climbers with high rock scores). Right now even if you TRY and take only climbers with low Ic scores, your total on Ice isn't usually much worse than any other player's ice total (for the same number of climbers).

Quote:
I think this "playtest swap" thing is great. I'll be playtesting 8/7 Central before too long.

Sweet!

sedjtroll
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Everest Playtests!

jwarrend wrote:

I wonder, does anyone know how far away we are from being able to do "virtual playtesting"?

I personally see this as the logical next step for the bgdf, and something that would truly set this site apart as a totally unique resource for game designers. I'd be happy to look into it more (as my limited time permits) if folk are interested...
That would be awesome. Is that how BSW started?

- Seth

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Everest Playtests!

sedjtroll wrote:

That would be awesome. Is that how BSW started?

I'm not sure. I've never really learned how to use BSW. But, BSW features computer programs that "know how to play" the games in question -- ie, they are written specifically to play Puerto Rico, or whatever. What others on this site have suggested is that there is software that gives you a "virtual tabletop" and lets you manipulate the components. The way you move the components is up to you, subject to whatever couple of rules you give for actions to make possible. (So, for example, the program may let you "draw a card", and will show you what you've drawn, but you have to actively tell it "I want to draw a card", it won't just automatically throw a card in your hand on your turn).

I think this could be useful because, unless we have some weird mechanics, we won't need to be programming aces to be able to play the games -- it will just be as simple as providing a GIF for each of your components, and then telling the program the simple set of operations that define the actions players will take in the game.

Darke suggested the "Vassal engine", and a quick perusal of the site suggests that it is pretty well suited to what we want to do. There's a lot that I'd need to learn before making a game in that engine, but anyone who knows more could perhaps tell us how easy it is to use, etc.

Hope we can make this happen at some point!

-Jeff

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Everest Playtests!

This sounds a lot like Apprentice (www.dragonstudios.com), a program for playing online Magic (not to be confused with Magic Online).

It is basically a tabletop and you can tell it "draw a card" and stuff, and you can click on what phase of the turn it is. It tells your opponent everything you do, so you can cheat and daw extra cards, but they'll see that you did.

- Seth

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Playtests #5 and 6

The other day I played Everest with Tyler and Duncan. As I have mentioned on these boards before, I was excited to see Tyler play this because he has an affinity for soaking in the game rules, optimizing them, and finding any exploit that might be there for him (or simply a winning strategy if there's no loophole).

Sure enough, as it turned out, Tyler not only won the game but uncovered a strategy which Matthew said he'd never seen before (and which Matthew also said was a concern): After climbing almost to the top, Tyler placed a tile very difficult for me to pass in my way, then retreated down the mountain in order to be First Player and gain control of the weather to help ensure I would not reach the summit. A very good play as far as I was concerned, and perfectly legal, however outside the spirit Matthew intended for the game. Retreating down the mountain in order to gain control of the weather is not something the designer wants to encourage. The simple fix Matthew suggested was to give a bonus to players at the endgame for how high they are on the mountain.

I think that's unnecessary though, because I have another suggestion for him that would be good for other reasons, and would effectively negate the problem here too- I'll get to that later (has to do with controlling the weather).

Tyler liked the game a lot- in fact he said tonight that it's "better than a lot of games they put out". Duncan didn't seem as excited by it, but he said he enjoyed it. Duncan also Blind Climbed right from the beginning about 6 times and Fell the first 2 and at least 1 other time.

For the record, based on empyrical data and a little mathematic analysis, the chances of falling on a Blind Climb go from about 1-in-4 at the beginning of the game, down to about 1-in-5 or 1-in-6 at midgame, then when the tiles get shuffled in they jump to 1-in-3, and by the time you have to Climb the Summit (must be a blind climb) it's about 50-50.

Tonight Tyler and I played again, one-on-one. The game is a little different that way, but not too much different than 3 player when one person is out of th action (suppose they fall all the time, just for example :) )

Here are some things we think would help improve the game:
1. Weather- choosing the weather is fiddley, and a cumbursome rule. Perhaps a simpler progressive weather system would be better. Simply discard the previous day's weather, move the Forecast up to Today's Weather, and relpace the Forecast with the top draw. Thus you can plan ahead for the weather. This (coupled with a wider range of weather numbers) makes for a more strategic feel.

2. Associate Weather with Terrain types. Right now the different types of weather correspond to the number on the card (the climb difficulty). I propose that instead, the type of weather correspond to a terrain type, and make it a little harder to climb that particular type of terrain.
What I mean is this:
Weather cards now, and what they add to the climb difficulty:
Clear Skies (there are 2): 0
Windy (there are lots): 2
Snow (there are several): 4
Gale (there are several): 6
Blizzard (there are 2): 8
Avalanche (there are 2): 10

What I propose is that three of the weather types be associated with a terrain type such that climbing onto that terrain in that weather is harder. For example if Gale is associated with Ice terrain, then climbing onto an Ice tile under "Gale 6" weather would be harder than climbing onto a Rock tile in "Gale 6" weather. Probably harder by 2 or 3.

3. Remove the "Draw a Sponser Card" action. Instead, call them Climbing Cards, and award one each time a player climbs to a terrain tile that has not been visited before. This includes Blind Climbing, Climbing on a tile you've placed with an Explore action, and tiles other players have placed with Explore actions. If you or an opponent has been to a tile already, then you do not receive a Climbing Card for climbing it- lest a player simply follow in another's tracks and collect cards.
This will have the effect of forcing players to climb early, and without hanging back to buy several climbers (and make the game too easy). I think it will make people feel more like thay are pushing up the mountain right from the start, it will make the weather and terrain more pertinant.

4. I think players should start with no Sponser cards (as opposed to the three they get now) , but do start with the $1000 so they have the choice- climb first turn, delay so they can hire a single climber, or try and do both (and risk Blind Climbing). I suppose if cheap enough climbers come up then a player could sit back and get 2... so maybe $1000 is too much... make it $500...

5. Increase the disparity between values on Climbers. If your team is good at a particular terrain, it should necessarily be bad at others... and f your team is balanced, it should necessarily be noticably worse than a 'specialized' team in the specialized terrain (for the same number of climbers).

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