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Game #17: Nova by SVan

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SVan
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Joined: 10/02/2008

I apologize for the delay. My computer got hit by that nasty virus and it took most of the weekend to fix it, and get my stuff back. But here's the link to the rules.

http://www.bgdf.com/modules.php?name=Downloads&d_op=getit&lid=74

And a link to the board:

http://www.bgdf.com/modules.php?name=Downloads&d_op=getit&lid=75

And last a link to a sample planet:

http://www.bgdf.com/modules.php?name=Downloads&d_op=getit&lid=76

I'm not much of an artist, and these will show, but I hope they both give a good idea of what I'm talking about in the rules.

Enjoy!

Note: I left something out of the rules, and just remembered it...
When gathering materials, you must trade a black token when you get either a red, yellow, or blue on a one to one basis. As written it looks as the black tokens do nothing after the initial bid.

jwarrend
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Joined: 08/03/2008
Game #17: Nova by SVan

Ok, I'm not sure I've fully digested everything yet, but here are some preliminary reactions.

I like the core concept of an exploding star that players are "fleeing" from. To me, this makes me feel that players should be hopping from planet to planet, squeezing what they can out of the inner planets but always running the risk that the nova will catch up to them. It seems like this could create a tense atmosphere and could be a lot of fun to play.

The player elimination aspect, I predict, will be poo-pooed a lot in this discussion, but I think it actually works for this game. The idea should be that if you decide to lag behind to get resources, you run the risk of getting caught by the wave and eliminated. In a 30-45 minute game, it is fine. And I agree, this one probably should go about 30-45 minutes.

But...it won't. Not even close. This one, I'm almost sure, will take 2 hours or more for 6 people to play (and I wouldn't be all that surprised to hear of a 4 hour playtest for this one). Maybe I'm way off, but I just don't see 30 minutes as being within the realm of the possible. Have you tested it yet?

My impression is that there is just too much going on, too much to do. I personally feel like you could build a nice, robust, clean game just around building colonies (which get you resources and/or VP) and building fast ships (so you can high-tail it when the nova comes). I haven't seen the "upgrades" or "colony parts" cards, but I don't think they are even needed, necessarily; in a sense, I suspect they'll be a distraction from the relatively elegant game you have hiding beneath the surface.

Also, 6 resource types is a lot, and I don't see nearly enough differentiation between them to justify the complexity. You might consider streamlining to maybe 3 resources. One type is best for "movement"-style actions, one is best for "colony-building" style actions, and one is equally good for either type (but not as good as the more specialized resources).

Your start player bid algorithm is probably too complicated as a method for picking the start player; it basically amounts to two different blind bids, which have the net effect of deciding one outcome. If you're going to keep the "maximum bid" approach, change it so it's more "ebay"-esque, where initial bids are incremented until people hit their maxima. But even then, it's probably not worth the complexity. Is going first very important? Why or why not? If not, just roll a die; if yes, allow bidding, but just dice off ties (which you'll still have, even in your 2-step process, which actually is a 3 step process). Save your clever bid algorithm for a game that needs this element more...

I can sympathize with your lack of art skills, since I have the same problem, but I feel in this case, it's not exactly clear how the game board relates to the game. What are the "waves" in relation to the board? Your board shows six rows of 6 planets. What are these? Are there 6 planets undergoing 6 waves, or are there 18 planets? Having a space game with things arranged "linearly" rather than "orbitally" is confusing.

Finally, I don't know if the complexity associated with the planets is necessary. I don't think the "move a worker around to collect resources" actions will be all that interesting or important. I think just making each planet have one kind of resource, and you can set up a colony there to mine that resource, or not, is enough of a choice. Maybe there's an alternative option of setting up a "trade base" that lets you get extra commodities of that type or something.

Anyway, in summary, the game has a lot of potential, but is going to be much longer than you think. My suggestions are made with an eye towards identifying the main source of tension in the game, which I believe must come from the dilemma of trying to "escape" the oncoming supernova. As written, it sounds a little too much like a very standard "resource production" game. I strongly suggest that you simplify the resource aspect and focus the game more around actions that create the sense of "fleeing from impending doom", which I think comes through most clearly in deciding how far is "far enough" away to build a base.

Good luck with the game! It's too bad you're coming up with it now, it would have done ok in the contest last year, and would have been way more on-theme than most of the entries we've heard about thus far!

-Jeff

SVan
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Game #17: Nova by SVan

Quote:
The player elimination aspect, I predict, will be poo-pooed a lot in this discussion, but I think it actually works for this game. The idea should be that if you decide to lag behind to get resources, you run the risk of getting caught by the wave and eliminated. In a 30-45 minute game, it is fine. And I agree, this one probably should go about 30-45 minutes.

But...it won't. Not even close. This one, I'm almost sure, will take 2 hours or more for 6 people to play (and I wouldn't be all that surprised to hear of a 4 hour playtest for this one). Maybe I'm way off, but I just don't see 30 minutes as being within the realm of the possible. Have you tested it yet?

I haven't tested it yet. I have had thoughts of this game taking longer than I wanted it to. I had tried to come up with a clean "everyone else do an action at the same time, but it got too cluttered." Actually in looking at your post and seeing what i knew but couldn't quite see, the game is actually very cluttered. But that's why I chose it for this.

I tried to make a way to ensure cooperation in some ways, like the victory point bonus for saving other ships from the wave. Also, the way i set it up, most players should be able to flirt with the wave, but unless they do something completely stupid or the wave dice roll extremely high numbers, the wave should just be there to remind them to hurry up and carry on.

Quote:
Your start player bid algorithm is probably too complicated as a method for picking the start player; it basically amounts to two different blind bids, which have the net effect of deciding one outcome. If you're going to keep the "maximum bid" approach, change it so it's more "ebay"-esque, where initial bids are incremented until people hit their maxima. But even then, it's probably not worth the complexity. Is going first very important? Why or why not? If not, just roll a die; if yes, allow bidding, but just dice off ties (which you'll still have, even in your 2-step process, which actually is a 3 step process). Save your clever bid algorithm for a game that needs this element more...

Actually going first allowed you first choice of the planet. I wanted something clever, but this may be a little too complex too. I also wanted the bid to not take too much time, as in an increasing bid everytime there's a bid may take 5 or more minutes to sort through. Mine may not be much faster. I'm going to test it and see if it works smoothly, and drop if it doesn't.

Quote:
My impression is that there is just too much going on, too much to do. I personally feel like you could build a nice, robust, clean game just around building colonies (which get you resources and/or VP) and building fast ships (so you can high-tail it when the nova comes). I haven't seen the "upgrades" or "colony parts" cards, but I don't think they are even needed, necessarily; in a sense, I suspect they'll be a distraction from the relatively elegant game you have hiding beneath the surface.

Also, 6 resource types is a lot, and I don't see nearly enough differentiation between them to justify the complexity. You might consider streamlining to maybe 3 resources. One type is best for "movement"-style actions, one is best for "colony-building" style actions, and one is equally good for either type (but not as good as the more specialized resources).

There is a lot to do in this game, but only certain things you can do at certain times. Moving and gathering will be the majority of your time, but towards the middle and end after you get far enough away from the wave, you can start building colonies as well. Special cards may get tossed. I can't really think of why they were there in first place. Everything else will be pretty streamlined (trade 2 or 3 different materials for a upgrade or colony part.) If I throw out the auction at the beginning, which to make it more streamlined, I could toss the black tokens out as well. I would like another mechanic for the gathering part, instead of moving guys around, but haven't come up with anything yet.

However I don't think 6 resources are all that much. The colors are actually the reason I created this game, it was the first mechanic i made for it. Everyone pretty much knows the primary colors, and also know what colors are made from mixing them. I don't think that will be too tough of a thing for players to handle.

Quote:
I can sympathize with your lack of art skills, since I have the same problem, but I feel in this case, it's not exactly clear how the game board relates to the game. What are the "waves" in relation to the board? Your board shows six rows of 6 planets. What are these? Are there 6 planets undergoing 6 waves, or are there 18 planets? Having a space game with things arranged "linearly" rather than "orbitally" is confusing.

Wow! My board was that confusing? Well, I did put it up a little rushed. On the bottom of the board there are the 6 wave numbers which I didn't point out very good. The numbers in between the planets are the number of spaces between the 2 solar systems (which will be bigger and more defined in the actually game.) The waves run on the same paths that players will be running on, starting from the wave numbers on the bottom. The waves only go towards the top, never turn left or right or do anything else fancy. Some waves will be farther along than others, and they might all be in different places at the same time. I will try to update this board as soon as possible to show what I mean by this.

Quote:
Finally, I don't know if the complexity associated with the planets is necessary. I don't think the "move a worker around to collect resources" actions will be all that interesting or important. I think just making each planet have one kind of resource, and you can set up a colony there to mine that resource, or not, is enough of a choice. Maybe there's an alternative option of setting up a "trade base" that lets you get extra commodities of that type or something.

I agree with this point. Again I need to find something new with the planets. I want to stick with the 3 workers, but need to create a mechanic that makes mining the least useful material (the red tokens) easy to find, but the very useful material (green) rare to find.

Thank you for your comment, Jeff. It really helped me to step out of the box I've been in, and see the issues this game does have.

Torrent
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Joined: 08/03/2008
Game #17: Nova by SVan

Not even finished reading it yet, but have some comments.

Ok, I assume that the black tokens in the initial bid are discarded after that bid? I don't think it says that anywhere. I kind of get the idea of that, in that you are first to leave your planet so have fewer resources than others. However it does seem like a drawn out way to decide the start player.

I assume the 'galaxy plan' is the big square of 36 planets? And a Solor System is a set of these planets, but which set a Row of all 6 colors or a column of all one color?

There is a cut off sentance at the end of the movement section, "..solar system, place your..." If you can only move 3 spaces if you combine tokens, this means that only the lowest two colors are useful to combine, because any other color moves you more.

Finished reading..

Yeah, I can see Jeff's point. Why have 6 different resources? I see that 'trading up' to the higher colors allow for more movement, but that seems odd for steller distances.

Thematically it also seems wierd to have a 'wave' go through a solar system and only destroy one planet. It also means that if a wave die fades pretty early that entire column is safe, which again seems wierd. Also without seeing (or having a good description) of a wave die (also note they are referred to as Nova Die and Wave die in different places), it is really hard to imagine how the wave moves. Also if a wave peters out, you don't get any more boards beyond the last one, because the early ones don't empty.

Again I agree with Jeff, the colony cards don't seem to make sense. I assume each one has a cost in tokens and a flag number(maybe?). It would seem better just to set a fixed cost per flag number and do away with the cards.

Speaking of cards, I could find no mention on how they are drawn.

The VP conditions need some more explaining. Colony Flags of surviving colonies score one point per flag as long as the colony is finished. This I get. The first colony scores double (if it survives?). You would need some way of marking this. Save Ship from Wave - nowhere does it describe giving Energy to another ship (except maybe subtly in a trade), but then how do you determine saving? I do like this condition, as it helps against the elimination factor. Save a Worker - Can you 'save' your own workers by running back and forth between solar systems.

My thoughts.. I like the theme and the idea of running from the wave. "Do the Wave" However, I would also say to reduce the number of resources and simplify some, as I as well can't see this taking only 45 minutes. The decisions at the moment are too complicated for such a short time goal.
What is the point of having the solar systems linked in pairs? It seems that if you made them seperate you could actually make a group of 'squarish' tiles that each had a solarsystem on it (normal circular format). Then you could have solar systems with different numbers of planets and resources. So you make your solar systems themselves the randomizer, as opposed to the planets in the current version. Each planet could then represent one or two resources that you coudl gain by being on it.
From what I gather the workers are essentially your 'gathering' actions. It costs one worker to gather one resource token (plus the token exchange). If you have to leave too early you lose actions for later solarsystems, ditto if you dedicate them as colonists.

I will have more on this as I think on it more. I really like the theme and think it has alot of potential. But as Jeff said as well, in it's current form it feels too complicated. Thanks for putting it out for GDW, it is quite interesting.

Andy

SVan
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Game #17: Nova by SVan

Quote:
Ok, I assume that the black tokens in the initial bid are discarded after that bid? I don't think it says that anywhere. I kind of get the idea of that, in that you are first to leave your planet so have fewer resources than others. However it does seem like a drawn out way to decide the start player

Wow, that's bad. You're correct. I missed that one badly. I'm probably going to nix the starting bid and streamline it.

Quote:
I assume the 'galaxy plan' is the big square of 36 planets? And a Solor System is a set of these planets, but which set a Row of all 6 colors or a column of all one color?

I think that if I could show the gameboard picture i have in my head instead of the distorted one I made on the computer this would be less confusing. Basically there are 6 solar systems on the board at all times. Each solar system has 6 planets (I know not very realistic.)

Quote:
There is a cut off sentance at the end of the movement section, "..solar system, place your..." If you can only move 3 spaces if you combine tokens, this means that only the lowest two colors are useful to combine, because any other color moves you more.

I tried to make it where if someone has one of the mixed materials (orange, green, purple) those materials will help you move much more faster. I didn't think it was fair for someone to move faster with a blue and yellow combined (not a green), than a person who was able to trade their red and yellow for an orange. This was my theory...

The cut off part? I have no idea what that is. I was up a little late typing this so who knows what my tired brain was doing...

Quote:
Thematically it also seems wierd to have a 'wave' go through a solar system and only destroy one planet. It also means that if a wave die fades pretty early that entire column is safe, which again seems wierd. Also without seeing (or having a good description) of a wave die (also note they are referred to as Nova Die and Wave die in different places), it is really hard to imagine how the wave moves. Also if a wave peters out, you don't get any more boards beyond the last one, because the early ones don't empty.

I didn't think about this because I figured that the wave wouldn't move too much more than another one. The dice are specialty dice, six sided, with only the numbers 1 to 3 on them. 1 is on the die 3 times, 2 is on twice, and 3 is on once. So the wave will move at least 2 spaces, and no more than 4 every round. This felt good to me, but it will need to be tested. You're right about the only one planet being destroyed not really fitting which goes into another thing you said...

Quote:
What is the point of having the solar systems linked in pairs? It seems that if you made them seperate you could actually make a group of 'squarish' tiles that each had a solarsystem on it (normal circular format). Then you could have solar systems with different numbers of planets and resources. So you make your solar systems themselves the randomizer, as opposed to the planets in the current version. Each planet could then represent one or two resources that you coudl gain by being on it.

This actually helped me think a lot about changing the current planets set-up, even almost scrapping it for something better. I don't know how you would do the random thing. It sounds like a good idea. Seperating the solar systems can happen, but only if it's worth it. I don't understand what you were describing above, the squarish tile thing.

One last answer for you...

Quote:
Speaking of cards, I could find no mention on how they are drawn.

"When you land on the planet, you recieve either a number of cards or black tokens equal to the number in the center space of the planet."
-This is straight from the rules...

I got a lot to think about right now...I'm probably going to get rid of the cards completely, at least the colony part cards. I'll just have a Settlers of Catan type, spend these resources and get this part. The parts I prefer to keep, to allow players to cooperate for the colonies (as well as competing.)

The board itself with the planets I probably will change too. Maybe the idea of the planet having only one resource will work. When i get a good summary of the changes I'll list them in another post.

Thanks for your comments. I really appreciate the thoughtfulness and imagination in helping me make my game better.

jwarrend
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Joined: 08/03/2008
Game #17: Nova by SVan

SVan wrote:

However I don't think 6 resources are all that much. The colors are actually the reason I created this game, it was the first mechanic i made for it. Everyone pretty much knows the primary colors, and also know what colors are made from mixing them. I don't think that will be too tough of a thing for players to handle.

It depends on what you mean by "tough to handle". The point isn't so much that they won't be able to keep track of the colors, as whether there is really enough differentiation between the resources to having 6 different kinds. Can you get the same quality of decisions with only 3, or 4 resources? You obviously are closer to the game than I can, and could say better, but consider "similar" games, and how many suits they have -- Settlers: 5 resources. Lord of the Rings: 5 suits. Attika: 4 Suits. Puerto Rico: 5 commodities I just worry whether players can meaningfully pursue 6 different resources, and at any rate, your "resource types", based on what I know only from the rules, seem more like different values -- they are "Monopoly money" rather than distinct resource types (although maybe the colony aspects bring out the differences more). If there's no difference between the colors than simply the value (ie, movement allowance), then you might not need all 6.

Quote:

I agree with this point. Again I need to find something new with the planets. I want to stick with the 3 workers, but need to create a mechanic that makes mining the least useful material (the red tokens) easy to find, but the very useful material (green) rare to find.

This makes sense. How about something whereby the resource a planet produces is indicated by a face-down token that when you colonize/mine/whatever a planet, you flip it face up. But, the number of planets producing the "valuable" resources decreases as you go further out. So, in the "inner shell", maybe almost all of the planets produce "green", whereas in the "outer shell", fewer do. So, if you want to be more sure of getting "green", you colonize the inner planets, but you're doing so at much greater risk of being overtaken by the wave (and you're also going to need a fast ship to sample the different planets, just in case you don't draw green).

Quote:

Thank you for your comment, Jeff. It really helped me to step out of the box I've been in, and see the issues this game does have.

That's great, but what I want you to see even more is where the game is going right. I think you have an idea with a lot of potential, and I think, rather than try to heal its ills, you need to just refocus on the things that are very successful. Build the game more centrally around the "escaping from the nove" theme, and have all of the resource systems contribute to that aspect of the game -- that we're trying to have enough resources to get away from the nova and still be able to re-start our civilization. I think there's a very solid game in there, and it just needs to be brought out by removing some of the clutter and reenvisioning the systems with an eye towards evoking that theme more strongly.

Good luck!

-Jeff

SVan
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Game #17: Nova by SVan

Quote:
It depends on what you mean by "tough to handle". The point isn't so much that they won't be able to keep track of the colors, as whether there is really enough differentiation between the resources to having 6 different kinds. Can you get the same quality of decisions with only 3, or 4 resources? You obviously are closer to the game than I can, and could say better, but consider "similar" games, and how many suits they have -- Settlers: 5 resources. Lord of the Rings: 5 suits. Attika: 4 Suits. Puerto Rico: 5 commodities I just worry whether players can meaningfully pursue 6 different resources, and at any rate, your "resource types", based on what I know only from the rules, seem more like different values -- they are "Monopoly money" rather than distinct resource types (although maybe the colony aspects bring out the differences more). If there's no difference between the colors than simply the value (ie, movement allowance), then you might not need all 6.

I think the difference between those games and mine, is that in mine, you can combine the 2 of the 3 lesser materials and make the 3 higher ones. As Green is rare, it won't be used for too much. I think I will test it with the 6, and if it doesn't seem to work, then I will streamline it more. Also each material will be used for the different colony parts (probably a combination of 2 or 3 different colors, as in green and red or purple and yellow, etc.)

Quote:
This makes sense. How about something whereby the resource a planet produces is indicated by a face-down token that when you colonize/mine/whatever a planet, you flip it face up. But, the number of planets producing the "valuable" resources decreases as you go further out. So, in the "inner shell", maybe almost all of the planets produce "green", whereas in the "outer shell", fewer do. So, if you want to be more sure of getting "green", you colonize the inner planets, but you're doing so at much greater risk of being overtaken by the wave (and you're also going to need a fast ship to sample the different planets, just in case you don't draw green).

The hidden color idea is cool, but I don't if it'll make it any better. I think I will playtest it though.

Quote:
That's great, but what I want you to see even more is where the game is going right. I think you have an idea with a lot of potential, and I think, rather than try to heal its ills, you need to just refocus on the things that are very successful. Build the game more centrally around the "escaping from the nove" theme, and have all of the resource systems contribute to that aspect of the game -- that we're trying to have enough resources to get away from the nova and still be able to re-start our civilization. I think there's a very solid game in there, and it just needs to be brought out by removing some of the clutter and reenvisioning the systems with an eye towards evoking that theme more strongly.

I think the game is got a great basis, but it does need some work to make it the game I want it to be. I just wanted to let you know that you have helped me a lot, but I still will take the game in the way I feel it needs to go. The criticism for my game has been great for it, and great for me. Thank you again.

jwarrend
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Joined: 08/03/2008
Game #17: Nova by SVan

SVan wrote:
but I still will take the game in the way I feel it needs to go.

Yes, naturally, and I suppose that it bears repeating that "suggestions" in the workshop really are just "suggestions", and ought to be phrased as such. Obviously, the game is yours to do what you want with it!

In this case, I feel like you just have too many elements that you have tried to incorporate, and I think a streamline will do the game some good. But of course, that should be with an eye towards what you see as the interesting nucleus of decisions that you want to build the game around. Good luck!

-Jeff

DarkDream
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Game needs stream lining

Like the other people referring to your game, the entire notion of racing against time to colonize and get resources from planets prior to a wave hitting is a great idea.

Right now I feel the game is "over loaded" in areas.

The bid to get the starting player is a little too much. Right now you have a total of eight actions. Psychologically, humans do better to deal with 3-6 chunks of information. I just think there is just too many things to do. If you had seperate phases or at least 3-5 actions (five) at the very most, then things can be more managable.

Right now you have a sub-system in a subsystem. For example, building a colony is a sub-system in itself.

Right now it sounds like the wave is way too powerful, and can knock players right out of the game in one swift hit. The wave appears to also be highly dependant on luck, and the player's can't seem to do anything about it.

Some type of mechanics to limit the damage or somehow allow the players to slow down the wave or know when it is going to hit would help.

I think you need to reduce the game to the most simplist form you can and work on it from there. Right now it just seems that their is too much to take in.

--DarkDream

SVan
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Game #17: Nova by SVan

I agree on streamlining the game where it needs to be, and keeping the parts of the game that make is fun.

Quote:
Right now it sounds like the wave is way too powerful, and can knock players right out of the game in one swift hit. The wave appears to also be highly dependant on luck, and the player's can't seem to do anything about it.

Some type of mechanics to limit the damage or somehow allow the players to slow down the wave or know when it is going to hit would help.

Players can get upgrades that will help them to move faster and make it easier for them to get away from the wave. Right now, the most the wave can move is 4, where the players can move up to 6 on a given turn (I'm still looking at ways for the players to move, so it could be more than that.) I don't think as the wave as something to kill the players, but as something to keep them moving, and feel some urgency in their gathering. I will make sure that players can escape and if they can't it is in other player's best interest to keep them alive (2 victory points for saving another ship from the wave.)

Scurra
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Game #17: Nova by SVan

Whoah! Component overload! 48 Planets, 72 Flags, 200 tiles, 120 cards?!
It'd take half-an-hour to set the game up ;) (kidding, honestly, but component overload is a serious issue. Having said that, I reckon my GDW game will zoom way past yours in that respect...) Not to mention that the table will have to be pretty big to accomodate it all.

I join the crowd crying that the Start Player auction is way too complex (and even more so for those of us who can't tell their left from their right!)

There are a lot of really cool mechanics jostling for space in a game that will take a long time to play but shouldn't. My instinct is that the "colour-mixing" and "colony building" mechanics will turn up in a couple of other games where they will have a bit of breathing space :) Personally, I'd almost settle for the game being set on one planet (or maybe just one Solar System) rather than the whole six-by-six galaxy. Certainly Jeff makes a good point about the sense of "impending doom" being rather muffled by the other aspects of the game.

A couple of final quick comments that I don't think have been made yet - on the scoring:
The scoring for colonies doesn't make it clear that you need a worker on the colony as well as a flag.
How do you track the "first" colony for those extra VPs?
How do you measure distance from the wave for "furthest" colony?

Torrent
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Game #17: Nova by SVan

I've been thinking, a dangerous pastime I know.

Quote:
However I don't think 6 resources are all that much. The colors are actually the reason I created this game, it was the first mechanic i made for it. Everyone pretty much knows the primary colors, and also know what colors are made from mixing them. I don't think that will be too tough of a thing for players to handle.

What if the planets only produced Red Blue and Yellow. And to actually do anything you need Green, Orange, and Purple. So you still have your primary color thing, but maybe reduced the complexity. Or I dunno, maybe that makes it worse.

On the Card front, what if you combined the cards. So that if you have a card for like 'Electrostic Generator', it could be used as either a part for a colony or as an upgrade. So then you have to decide whether to go for VP's for for speed. It also means that no card is totally useless.

On your Wave Dice, neat idea, but the statistics are a bit off. If half the die is 1's, and 1's is the trigger for the reroll, and two 1's in succession the wave dies (I hope I'm reading this right), then the probability is 1 in 4 (25%) EACH turn that a wave section will die. So on average you will expect each wave to last four turns. This will certainly affect playing time, and probably fun if you only have to run for four turns on average.
You have a 1 in 3 chance it will move 2 squares, the wave cannot move 1 square, a 1 in 3 chance of it moveing 3, and a 1 in 12 chance of it moving 4. I think if you add all of this correctly you get an average movement of 2 squares per roll. So basically on average the wave will move 8 squares before it dies. This isn't as exciting as it could be.

As for the idea of solar systems on the tiles, imagine the following. Take a look at your current planet diagram. Imagine if the Sun (or Suns) were in the center of a tile. Then in random orbits about it are circles with colors. Gas Planets give something, Rock planets give something else.. and so on. Thus you get a selfcontained solar system that can have differing numbers of planets.

Actually if you have these neat little tiles, you could put an exploding star on the flip side. So when the wave hits it you flip the whole thing. It might give some thematic-ness to the impending doom sort of thing.

One thing for your start auction... if it was made much simpler it still could be thematically cool. Something like whoever bids the fewest chips leaves the last, so has more little chips, but it first in the chain of planets. A player that bids a lotof chips leaves really early and could start further from the wave, but with fewer chips. Maybe something then like the wave starts after a delay based on the number of chips bid on average. So that if everyone bids a lot of chips the wave is delayed (basically the game starts earlier), but noone has very many chips. Which might mean that the wave will catch them before they can move.

Looking back at the statistics, I almost think the wave is not powerful enoguh. It's an EXPLODING STAR, not a popped balloon. It should be big and nasty and with sharp pointy teeth (look at the bones...). Maybe even a nice cardboard cutout as it roars along.

More thinking will produce more posts. Still thinking this is a spiffy game.

Andy

sedjtroll
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Game #17: Nova by SVan

Ok, I haven't gotten a chance to read your rules yet, but what I understand from the discussion so far is this:

Is it a race game, with players trying to outrun a supernova? Or is it a space exploration and colony building game with resource building and etc (like Starcraft or something)?

It sounds (second hand) like it might be trying to do both, which might be asking too much of the game.

- Seth

SVan
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Game #17: Nova by SVan

First Scurra's remarks...

Quote:
Whoah! Component overload! 48 Planets, 72 Flags, 200 tiles, 120 cards?!
It'd take half-an-hour to set the game up (kidding, honestly, but component overload is a serious issue. Having said that, I reckon my GDW game will zoom way past yours in that respect...) Not to mention that the table will have to be pretty big to accomodate it all.

I don't think all those components are going to be in there anymore. I dropped the black tokens, and probably will drop the cards as well. That will leave the planets, flags and a lot less tokens

Andy's remarks...

Quote:
What if the planets only produced Red Blue and Yellow. And to actually do anything you need Green, Orange, and Purple. So you still have your primary color thing, but maybe reduced the complexity. Or I dunno, maybe that makes it worse.

I plan to test both. Personally I don't think it will, but I will find out from the testers what they think.

On the Card front, what if you combined the cards. So that if you have a card for like 'Electrostic Generator', it could be used as either a part for a colony or as an upgrade. So then you have to decide whether to go for VP's for for speed. It also means that no card is totally useless.

Cards will probably be thrown out in favor of a standard colony part list and upgrade list (maybe 4 upgrades and the 4 colony parts, or even just one colony. I'll test that too...)

Quote:
On your Wave Dice, neat idea, but the statistics are a bit off. If half the die is 1's, and 1's is the trigger for the reroll, and two 1's in succession the wave dies (I hope I'm reading this right), then the probability is 1 in 4 (25%) EACH turn that a wave section will die. So on average you will expect each wave to last four turns. This will certainly affect playing time, and probably fun if you only have to run for four turns on average.
You have a 1 in 3 chance it will move 2 squares, the wave cannot move 1 square, a 1 in 3 chance of it moveing 3, and a 1 in 12 chance of it moving 4. I think if you add all of this correctly you get an average movement of 2 squares per roll. So basically on average the wave will move 8 squares before it dies. This isn't as exciting as it could be.

In the rules section under end of game, it says that the waves cannot end until they reach the eighth solar system, which is meant to be tracked on the galaxy tracker. (I have a lot of components in my head for the game already.) This may be too long or not long enough. I will have to test that out.

And Seth's remarks...

Quote:
Is it a race game, with players trying to outrun a supernova? Or is it a space exploration and colony building game with resource building and etc (like Starcraft or something)?

It sounds (second hand) like it might be trying to do both, which might be asking too much of the game.

I guess it could be both, but the resource gathering and colony building is the main focus in my eyes. The wave is provided to give some tension and/or urgency to the game. I wouldn't consider it a race game, because no one is trying to get a certain number of VP first.

Thanks for all the comments...You guys have helped me immensively...

Torrent
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Game #17: Nova by SVan

Check out Magdar on BGG. It has a vastly different theme, but some vague similarities. The idea of risk management when gathering resources and a slowly dissolving board. Maybe it will give you ideas.

As with several comments, I agree that you should make a decision at some point what type of game you want it to be. Race from the Wave or Colonize the Stars or a fine balance of both (which is probably the hardest to get right). I think your mechanics will clean up once you make that decision.

Andy

PS - Woohoo New Dice Type

SVan
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Game #17: Nova by SVan

Quote:
Check out Magdar on BGG. It has a vastly different theme, but some vague similarities. The idea of risk management when gathering resources and a slowly dissolving board. Maybe it will give you ideas.

Magdar looks like an interesting game, and it is pretty similar to mine, although it uses the doomed civilization (mine is more like almost doomed civ.) It just goes to show that there are not much new ideas just new ways to use them.

Quote:
As with several comments, I agree that you should make a decision at some point what type of game you want it to be. Race from the Wave or Colonize the Stars or a fine balance of both (which is probably the hardest to get right). I think your mechanics will clean up once you make that decision.

The colonizing/gathering resources will be the main focus of the game. The Nova will encourage urgency, but I hope it will just be a push in the back and not kill a player who is making right decisions.

I agree with everyone that has said that my game was trying to do too much. And I've looked over everything and thought about it some and so far this is what I've come up with:

1. I plan to keep the boards the same, although I did not show them well with the picture I posted with the rules. If that doesn't tell well I will change it, but I want to test it before I throw it away.

2. I've decided that each planet will only produce one item. I'm keeping for the time being the 6 colors of materials as all will have a purpose in my game. I've also come up with a new way to harvest materials. When you land on a planet you will get that type of resource. Also you will have the option of building a mine on that planet. At the beginning of your turns you will get one of the color that the planet produces (using a little stretched sci-fi, where superfast small unmanned spaceships deliver the materials to you). You will only have 5 mines, so you will have to place them carefully and mines will eventually get destroyed, allowing you to build another mine if you had 5 out and one got destroyed. This may get changed, but mines on planets that produce orange, green, and purple will only produce those colors if you have a mix of the colors that would allow you to make that color. For example, if you have a ornage mine, and a red and yellow mines, you could get one red and one yellow or you could get one orange. I don't know if this will work right. Testing will only show.

3. Colony parts and upgrades will be printed on the player reference and the costs will be uniform. At this time I would like to keep the 4 flag idea, and have the flag numbers listed with the colony part on the reference. Each player will have 3 colonists instead of the workers (as workers aren't needed anymore) and colonists will give you 2 VP per flag instead of 1 VP.

Everything else I plan to keep the same at this time. Basically gone are the cards, the workers, the black tiles, the bid (although I need a new who goes first mechanic), and 3 of the actions. I'm now down to 5 actions, 3 which end your turn when you do them, and 2 others which can be done as much as you want and are able to do so. I'm going to expand trading to more open, so you can trade with any player on any turn and recieve materials instantly. (through the super fast mini-ships that are used for mines...I love sci-fi, you can invent almost anything if it sounds right...)

The actions are:

Turn-ending:
Move
Bulld a mine
Build or help build a colony

Multiple:
Trade
Build an upgrade

Maybe I'll add something else to the mix if it seems like there needs to be another option. Also I need to come up with a good move mechanic.

Tell me what you think of these changes...I feel that they focus more on the theme, make the game much more simpler, without taking away the strategy in it.

Scurra
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Game #17: Nova by SVan

As someone who commented about the planets specifically, I'd like to say that restricting them to one colour type is almost certainly the right way to go. The "moving workers on a planet" mechanic is great, but it belongs in another game!

The mining solution seems to deal with the six resources issue nicely.

I'm a bit worried about the apparently enitirely random nature of planet distribution though - I could see some solar systems consisting entirely of "mixed colour" planets, which would be tricky to exploit. (Although the choice of starting location probably helps to mitigate that.)

Torrent
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Game #17: Nova by SVan

Quote:
The colonizing/gathering resources will be the main focus of the game. The Nova will encourage urgency, but I hope it will just be a push in the back and not kill a player who is making right decisions.

I still think Race from the Wave is a neat idea, you should file that away for another ('prequel'?) game. I know it is sort of chrome, but if the wave becomes a Ravaging Horde of Space-whatevers, you still have your tension/push; the idea of more random planet destruction makes a little more sense; and you can save the Wave for the other game. As always take it or leave it.

I like the new ideas. Question though. I assume Mines only super-fast ship stuff to you in the same system. Secondly, can you spend an action or two to recover a mine instead of waiting for it to get destroyed?

A question from the main rule set... I don't quite understand the requirment of leaving a worker (now colonist) at a colony site. Who has to do this and when? If you only have a few colonists, you can only have a few colonies (but does this mean you can only START several colonies, or only be involved in several). And if you play the odds and lose a colonist to the wave/horde of destruction, then you are out a proportionately large portion of your ability to gain points. Just trying to get clarification. As I read it, having only three colonist means that any one person can only gain points for at most 3 colonies.

This seems to go against your cooperation aim. My suggestion is as follows, if the first person to plant the colony places the colonist, and people score points for the flags, but double if you also own the colonist. So once you risk your colonist, others will be interested in helping finish the colony. On the chance it survives they get points, they have only risked resources that are renewable as opposed to their finite colonists, and to prevent you from filling all 4 flags for lots of points when doubled. Again just musing.

Andy

SVan
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Game #17: Nova by SVan

I didn't make myself very clear on a few parts. On trading and getting materials you can be anywhere on the board. Realistic? Probably not? Sci-Fi? It could be...

For colonists, each player may add a colonist to a site. A colonist will get you 2 pts. per flag that you place there. You can help a colony without a colonist, but you will only get one point per flag...

You could spend an action to save the mine, but I don't think it matters...if you got all 5 out, and 2 get destroyed, you can use those 2 again for new mines...again not realistic, but it makes the game work...

I think the game would be not that exciting without the wave...it would be a clone of settlers without the dice rolling...and that's not what I want...

jwarrend
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rulebooks

One other critique that isn't restricted strictly to your rulebook, but is a more general topic. I find that in reading your rules, and in reading a lot of rulebooks, I'm given a paragraph of backstory, a list of components, a statement of how you win, and then, whoooosh, I'm setting up the game already!

I try to provide, in my rulebooks, the "high level" thematic intro, like your backstory, but then a paragraph or two about how the game actually plays. What are players going to be doing? What kinds of actions will they be taking? I don't actually explain any specific rules, just try to introduce the basic elements of the game ("oh, so these cubes represent 'peasants'") and how they are going to be interacting with them ("oh, so I'm going to be moving peasants around and using them to produce 'money'").

I'm no rulebook writing whiz, and I'm wondering what the opinion of the others is on how much of an intro to provide. I feel like adding an extra paragraph or two can help make the connection between the theme and the actual details of the game play, rather than a stark jump from one to the other. And, it's helpful to have this kind of a holistic picture of the game from the beginning, rather than having to piece it together from the rules.

Anyway, it's not strictly related to your game play, but I do think it would help a lot to add a brief description of what the game is all about. And, don't ever say "the object of the game is to collect the most Victory Points." without at least saying a little bit about how VPs are collected in the first place. Otherwise, you might as well say "the object of the game is to be the winner."

Sorry to go a little OT, but it was something your rulebook got me thinking about...

-Jeff

SVan
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Game #17: Nova by SVan

I noticed that same thing, but in the rush to get the rules put together, I didn't really put anything in order. Having said that, I think you've hit a good point. I think it would have been better if I had put the victory point information after saying "you win by getting the most VP...and then after that saying "this is how you do it..."

Quote:
I try to provide, in my rulebooks, the "high level" thematic intro, like your backstory, but then a paragraph or two about how the game actually plays. What are players going to be doing? What kinds of actions will they be taking? I don't actually explain any specific rules, just try to introduce the basic elements of the game ("oh, so these cubes represent 'peasants'") and how they are going to be interacting with them ("oh, so I'm going to be moving peasants around and using them to produce 'money'").

I didn't really think about the game description in that way, but it sounds like a great idea. I am sure to add it in my next version of the rules.

As a warning for anyone who joins this post around this point, they should know that the rules for the game as posted on this site are outdated since this has gone up for discussion. After the week is up, I'll probably put a updated rule list on my website to show the progress made on this.

Thanks again,

-Steve

p.s. congrats on your 500th post...

SVan
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Game #17: Nova by SVan

Another thing that I've been thinking about, and has probably been said already, is the reason for player's to complete colonies for other players.
Yes they get points, but if Jon completes a colony that has 3 of Becky's flags on it and one of her colonists also, then all Jon would get is 1 point, maybe 1 more point if he puts a colonist on it (which would be pretty useless) and she gets 6 points.

So I'm thinking of a reward for a player who completes a colony for someone else. Maybe, if you complete the last flag of someone's colony you get 2 or 3 VP. In the last example, that would give 6 VP to Becky and 3-5 VP to Jon. Maybe there will be a bonus for someone who completes their colony without any help as well. 2 points or something like that.

I'm still deciding to keep the first colony and farthest colony bonuses. To track them, there will probably be a tiles that says "first colony" and "farthest colony" to put on the planets. If the first colony gets destroyed the tile is gone and no one gets the bonus.

-Steve

SVan
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More Changes

When putting up this game, I just expected to make note of the comments that were made, put it on the shelf and not worry about it for a few months. However, the comments have been very excellent, and it's made me even more excited about this game.

So, last night while waiting forever at the doctor's office, it gave me some time to ponder about somethings. And here's what I came up with...

First, the wave...realisticly, the wave would start out strong and then weaken. So I figured it should start off pretty high and then slow down the farther it travelled. So here's the starting numbers for the wave:

Long and hard game: 5
Average game: 4
Short and easy game: 3

There is only one wave now. If the wave hits a solar system the whole solar system is destroyed with everything in it. The game ends when the wave speed becomes zero, or when there is one or zero players left.

When 2 solar systems are destroyed (or when all the planets are removed from the 2 x 6 board,) the wave is reduced by one in speed. This will be shown on some type of tracker, maybe found on the boards themselves.

I've thrown out the furthest and first colony VP bonuses. They are not needed, and it is not necessary to track how far the wave has gone anymore.

Movement is the next thing I worked on. At the beginning of the turn (the turn will be broke up into phases now) the current player may put on materials onto a speed tracker on his spaceship board. The major mechanic of this, is that you can only put one material of each color on this board, and no more than one per color. For every color that you have, you gain one movement pt. You may put on as many materials as possible during the "putting on material" phase at the beginning of the turn.

Movement will be the same, 1 point to move to any planet in the solar system, and still 3 spaces in between the solar systems.

At the end of your turn, one material is removed from your speed tracker of your choice. Most players should and will choose the easiest to get colors, like red and yellow.

The last thing I've been working on is the going first mechanic. A simple roll and pick wouldn't work because it didn't seem fair to the last few players. This is what I've come up with.

All players roll dice (1 or 2). The order of picking goes from highest to lowest rolls. Reroll all ties.

The 1st and 2nd players can only choose from the first solar system from the wave, or may pass.

The 3rd and 4th players can only choose from the first two solar systems or may pass. The players who passed last turn then may choose from the first two solar systems.

The 5th and 6th players can choose from the first three solar systems. Then the players who passed from last turn may choose from the first three solar systems.

Each player recieves a red, yellow and blue token to start the game. He or she also recieves one token from the starting planet (if purple, green, or orange, he or she must trade in the combination of tokens to recieve that token.) Each player may also place a mine on that planet as well. (One rule, I think i failed to think of until right now, is: If there is a mine on the planet, you cannot put a mine there, if the current one is someone else's, and you do not get a token from landing there, even if it's your mine.)

On the first round the wave does not move, but moves every round afterwards. A round is when every player in the game takes a turn, starting with the player who rolled the lowest when determing who gets to choose the starting planets.

I'm still working on the upgrades and the colony parts, what they cost and what they do. I'll post those after I get them figured out more.

Deviant
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Game #17: Nova by SVan

I like the changes. A lot. Particularly the speed tracker mechanic. If I understand it right, this forces players to plan carefully before they load up on speed tokens. The first three levels of speed (red, yellow, blue) can be bought cheaply (one token=1 speed) while the remaining three colors must be combined so that they cost 2 tokens each. In other words, each level of speed above 3 will be especially expensive, giving the fastest players a small penalty.

At least, I think that's what's supposed to happen in theory. More likely, once players have the mixed (secondary) colors on their tracker, they will sacrifice and replace the primary colors only, indefinitely. Isn't this a problem? So in order to keep my starship moving at warp 6 (couldn't resist the Star Trek reference) every turn, I only need to spend one point (one token) per turn. So long as I have at least one primary token, I can keep this up forever. What this does is it devalues the secondary systems, since secondary-color systems are especially expensive and no more useful. What if the token you sacrificed each turn had to be the one furthest to the right, and all the secondary tokens were on the right? This would solve the problem I think. Effectively, all movement up to warp 3 costs 1 each, while warp 4-6 costs 2 each, technically. In fact, it is not QUITE so simple. The resources furthest to the right would be progressively more precious, since it is a given that these will be lost first and so must be replaced more often to maintain full speed. So, if you have loads of green tokens, but need orange to maintain warp 6, and you're out, what to do? Either accept a slower speed, or trade with players for the orange. Expect to pay more than one green for each orange!

Anyway, this game is among the most promising designs I've seen on the board lately. I shall be interested to see how it develops.

SVan
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Game #17: Nova by SVan

Quote:
Anyway, this game is among the most promising designs I've seen on the board lately. I shall be interested to see how it develops.

First off, I want to tell you that means a lot to me. But I know that I didn't do it myself, a lot of this thinking came from putting this game on the GDW. I knew it would make my game better, but I never expected this. I have officially became the biggest fan of this forum and of the GDW. (well maybe not biggest, but something like that...)

Quote:
At least, I think that's what's supposed to happen in theory. More likely, once players have the mixed (secondary) colors on their tracker, they will sacrifice and replace the primary colors only, indefinitely. Isn't this a problem? So in order to keep my starship moving at warp 6 (couldn't resist the Star Trek reference) every turn, I only need to spend one point (one token) per turn. So long as I have at least one primary token, I can keep this up forever. What this does is it devalues the secondary systems, since secondary-color systems are especially expensive and no more useful. What if the token you sacrificed each turn had to be the one furthest to the right, and all the secondary tokens were on the right? This would solve the problem I think. Effectively, all movement up to warp 3 costs 1 each, while warp 4-6 costs 2 each, technically. In fact, it is not QUITE so simple. The resources furthest to the right would be progressively more precious, since it is a given that these will be lost first and so must be replaced more often to maintain full speed. So, if you have loads of green tokens, but need orange to maintain warp 6, and you're out, what to do? Either accept a slower speed, or trade with players for the orange. Expect to pay more than one green for each orange!

I didn't think of this a lot, but I do think you're right, it could be a problem, although I do know that the resources you have will come and go. A part of me is telling me that 5 mines might be too much, that a player will have access to almost all the colors. I might reduce it to 3 or 4. But this will only come when testing the game. I've also been thinking about a cost for the mines. That again will come with testing.

Back to the removal part that you were talking about. Maybe two random dice with colors on them (one with red, blue and yellow & the other with orange, green, and purple.) will be rolled each turn. Whatever is rolled is gone, and you will have to replace it next turn if possible. The dice will probably have numbers on them too, just for the starting rolls (to save on components.)

I'll think about it more and post anything else I can think of. Again thanks for the help.

-Steve

Torrent
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Game #17: Nova by SVan

Interesting changes.. I am ever curious on the wave. YOu are now giving it a starting strength and letting it disappate as it chews through solar systems. However if the wave has a fixed starting strength and a fixed speed of disappation (1 level per pair of solar systems if I read it right), then won't the players know exactly how far the wave will reach, just not have fast it will get there. I dunno, maybe this isn't a bad thing for what youhave in mind.

I just see atleast my strategy would be to hang out a system or so ahead of the wave, pick up as many resources as I can, and then sprint off beyond the fixed end of the wave and use those resources to build colonies. Maybe this is exactly what you have in mind. I just don't see any reason to tempt the wave, and all reason to just outrun it.

I still don't quite understand the need for pairing up the systems. It seems like having them singly would make more sense. Oo oo, maybe every time the wave eats a system, a die is rolled. On 1 the strength is reduced, on anything else it just mows on through undeterred. Then you don't exactly know when the wave will end.

As for the resource to move thing I have two thoughts. One you just chuck what you can into the engine and it all goes away next turn. Throw Coal in get energy out. You throw in too much coal (err unused tokens), oh well think it through better next time. This does hinge on some way of storing tokens from round to round. Has the mention of Cargo Space come up yet? How many tokens can I lug about.

My second thought is along the lines of what Deviant said. Maybe your little speed tracker is a setup of three engine pods. Each can take a normal(R,Y,B) and a second level (O, G, P) token. Each turn you burn off a second level if it is there, otherwise a first level.

The hybrid of the two is something like 'fill up the tanks and burn what you need'. So Fill all 6, and remove a number of tokens equal to your movement starting with the second-level ones first. So if you know you are only going to be moving about just a little, a rank of Y,R,B is fine. Saving your special ones when you need a burst of speed, knowing you will lose them right away.

I do wonder however how much of a role speed will play here. Since moving your ship ends your turn, and pretty much everything in-system is one movement, the only need for speed is to 'skip' systems quickly. Again just see how this goes in your tests and what you prefer.

I don't think 5 mines sounds like a lot at all. Imagine that each first tier token costs one to produce. (either you land or your mine it). Each second level token actually costs 3 (1 each for the pre-reqs and one for the transmutation into the second level token). So imagine if I have a system with a Y, a B, and a G. It takes me one turn to gather the Y and the B, either with two mines or a mine and my ship. The next turn I spend the Y and B and get a G. So I've spent two turns and three mines (or two and a ship) to produce one G token. Assuming I can produce stuff simultaneously ( I can actually get a B and a Y on the same turn in that method), I also end up with a B and a Y. Again just watch the balance of stuff as you play it. I really think it will work, but you a lot of interrelated numbers and costs and speeds and stuff, that may take some time to balance out to produce the elusive FUN.

I'm glad to see you get excited about your game with the GDW. I guess it worked it's purpose then right?
Andy

SVan
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Game #17: Nova by SVan

Quote:
I still don't quite understand the need for pairing up the systems. It seems like having them singly would make more sense. Oo oo, maybe every time the wave eats a system, a die is rolled. On 1 the strength is reduced, on anything else it just mows on through undeterred. Then you don't exactly know when the wave will end.

I was thinking of the random it goes down device, but nothing seemed to work. I will probably test both ways, because you are right, all you need to do now is hang around and start building colonies as soon as the wave starts petering off. The only bad thing with a random thing is that the wave could do too bad things: die too early or stay too powerful. I will have to think some more on that.

Quote:
As for the resource to move thing I have two thoughts. One you just chuck what you can into the engine and it all goes away next turn. Throw Coal in get energy out. You throw in too much coal (err unused tokens), oh well think it through better next time. This does hinge on some way of storing tokens from round to round. Has the mention of Cargo Space come up yet? How many tokens can I lug about.

The chuck it in thing was my original idea, but that requires the scale thing that I had before. I will probably test both. (I know I have a lot of things to test now.)

The cargo space i don't think i want to get into. The game is realistic in ways, and on the other things, i just leave them out. I could put something in, but i figure most people will be spending them so fast that it won't matter.

Quote:
I do wonder however how much of a role speed will play here. Since moving your ship ends your turn, and pretty much everything in-system is one movement, the only need for speed is to 'skip' systems quickly. Again just see how this goes in your tests and what you prefer.

Doh! O.K. I did not realize my rule was made with clear thinking. I will probably make moving not end your turn, but making mines, colonies, and upgrades will cost you movement points. Or something like that.

Thanks for your comments.

-Steve

Torrent
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Game #17: Nova by SVan

SVan wrote:
The only bad thing with a random thing is that the wave could do too bad things: die too early or stay too powerful. I will have to think some more on that.
I think that is the basic risk with randomness, in that some of the possibilities aren't desirable. I do however think that that is better than the predictable. If you ar worried about the randomness, have the wave throw several dice. This should force the averages more without removing the unpredictability.

Quote:
The cargo space i don't think i want to get into. The game is realistic in ways, and on the other things, i just leave them out. I could put something in, but i figure most people will be spending them so fast that it won't matter.
I didn't exactly mean having a ship with some sort of limit, I mean more 'Can I even store them?' I just didn't see anything saying one way or the other.

ANdy

SVan
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Game #17: Nova by SVan

Quote:
I think that is the basic risk with randomness, in that some of the possibilities aren't desirable. I do however think that that is better than the predictable. If you ar worried about the randomness, have the wave throw several dice. This should force the averages more without removing the unpredictability.

I've been thinking about the predictable thing about the wave ever since the point came up. And I agree with the fact that predictable is not as fun as randomly predictable. What I think I mean by that, is that the game should have a range of possibities that can happen, but cannot go under or over them.

Meaning, I want the wave to last at least 6 solar systems, but no longer than 12. However, I also want it where the players don't have to worry how many solar systems has the wave been through so far.

I think I just came up with a workable solution. I will bring back the galaxy planner (basically a board with the numbers 1 through 12, which will only have a mini wave symbol on it, showing where the wave is.)
Every time the wave eats a solar system except the first one, one of the players will roll 2 dice. If the dice are equal or less than the number of the solar system the wave is currently on, the wave loses 1 speed. When the wave gets to 12, it will lose one speed per turn until it dies. (the wave of course moves one space everytime it destroys a solar system and then the roll is made.)

So now I will test this and see what the best numbers will be for easier to harder (or shorter to longer) games.

Quote:
I didn't exactly mean having a ship with some sort of limit, I mean more 'Can I even store them?' I just didn't see anything saying one way or the other.

I apoligize for my misunderstanding. Yes you can store them, and you can store as many as you want. Unless you're bringing in a ton at one time, I'm sure you won't be getting rid of them too soon.

There's a lot of rolls in this game now, but I believe the random stuff shouldn't be too rough on the players. Hopefully my system won't make a super powerful wave that kills the players too much. It may put a little fear in them, which is a good thing (at least in my eyes) :twisted:

SVan
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Joined: 10/02/2008
Game #17: Nova by SVan

I just did a little research on this based on 10 sets of 12 rolls and a starting wave speed of 5.

Average number of solar systems...10.3

Average first reduction of wave's speed...5.1

As you can probably make out, as soon as it loses one speed, it quickly goes downhill from there. I don't know if I like these numbers right now. Since this wasn't done with real dice, but from an internet program, I can't be sure of this in real life rolling. That will be something I will probably test even before I get the proto done.

-Steve

Deviant
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Joined: 12/31/1969
Game #17: Nova by SVan

What if each turn, the wave moved forward one or more spaces if and only if the sum of 2 dice is greater than x, with x equal to the next space the wave will enter? So the probability that the wave will move forward becomes progressively less, until it reaches 0 by the 12th system. Probability dictates that the wave will slow down as it moves (unless you roll nothing but 12s all the time, but how likely is that?)

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