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Game #4: Profit and Provenance by jwarrend

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jwarrend
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Joined: 08/03/2008

Ok, thanks again to all who have participated in the Workshop so far, both as contributors and commentors! (And keep in mind, those who would like their game workshopped, part of the process is that you'll provide feedback to others' games as well!)

I have decided to put one of my games up for consideration this time around; it's an archaeology-themed bidding game called "Profit and Provenance", and you can access it at: http://www.bgdf.com/files/pp_rules_v3.pdf
(Let me know if you have any problems with accessing/viewing)

I have some specific areas in which I'd like to solicit feedback, but for now, I'll just put it up and allow preliminary comments to come in. Thanks in advance for comments/suggestions! Be brutal!

-Jeff

FastLearner
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First Read Thoughts

Here are my first read-through thoughts.

First, cool idea. The theme appealed to me immediately.

On color: the game may be too reliant on color. My regular gaming group includes a guy who is quite color blind so I'm particularly sensitive to this. Roughly 1 in 12 people is at least somewhat color blind so it's worth consideration. In game design it can often be overcome by adding some form of symbols or patterns to existing color differentiation. That's not so easy with matching pawn colors, though. I'm not sure what to suggest there.

I like the gold coins on the backs of the cards. Very slick idea, providing a sense of the value on the front without revealing it (as well as its valuable primary function).

Having a board is nice, though to reduce production costs you could eliminate it altogether and put the map portion or image on the card backs.

"Unselected Archaeologists go on expeditions" -- none are unselected in a 7-player game, so perhaps a note should be included.

Why make playing a tie-breaker card optional? This seems like a key part of the game, and would provide an interesting decision as well, deciding which of your remaining cards will be used as a tie-breaker and which will be used during exhibition. The "optional" part effectively adds a rule that's probably unnecessary. Alternately perhaps ties are broken differently, perhaps just beginning with the start player (which is easy to remember and removes a set of rules, plus can be consistent in all tie-breaking situations and is fair).

It might be difficult to remember which archaeologist was commissioned by the start player (to begin the evaluation), so perhaps there needs to be a marker or perhaps some other order would work better.

Since paper money is only being used to track victory points (and isn't being spent), it may be cleaner to track VPs via a track (which could run around the board) or some other system. (Money would add to the cost of the game.) I understand that this effectively makes VPs public but I don't see that as a bad thing, personally.

When distributing artifacts, how can you tell which player bid earlier than another? Reverse card stack order? If so it's important to mention this when the players place and reveal the bids. This seems slightly clunky so perhaps another tie-break mechanism would work (maybe just player order beginning with the start player, which is pretty easy).

The division of points on exhibition is clever. It might be slightly hard for non-math-savvy players to figure out, however. Perhaps some physical tokens would help.

The Last Place Player mechanism is interesting but may be a bit too generous, such that if you're toward the back of the pack you might modify your play in order to perform more poorly and get the bonus which could result in some undesireable game play.

The die roll when selling artifacts to the black market seems out of character with the rest of the game. It adds a component (the die) and adds seemingly unnecessary randomness. Perhaps the "risk" side of the black market could be simulated by having players determine what they'll sell and any artifacts with duplicate numbers (among all the players) lose money. Or something else.

Overall the game seems fun. On my first read-through of the rules it doesn't feel cohesive, but then I felt the same way about Amun Re and it was clear that I was entirely wrong once I'd played it.

jwarrend
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Re: First Read Thoughts

FastLearner wrote:
Here are my first read-through thoughts.

Great, thanks for getting us started. I'll respond to a couple of your points.

Quote:

On color: the game may be too reliant on color.

A legitimate concern. But, this is really only a prototype, and those kinds of kinks can be worked out more at the (hypothetical) publisher's level. For the purposes of making a functional game system, though, it's just the simplest way to do the bookkeeping of different archaeologists, different players, different Sites. But I agree, a more icon-heavy solution would likely be needed for the "published version"!

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I like the gold coins on the backs of the cards. Very slick idea, providing a sense of the value on the front without revealing it (as well as its valuable primary function).

Yes, the "semi-blind" bidding was the core concept of the game; you know approximately what people are bidding, but not conclusively. The extra functions of the "coin symbols" were an attempt to tie the whole game together mechanically.

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Having a board is nice, though to reduce production costs you could eliminate it altogether and put the map portion or image on the card backs.

The board is indeed functionally superfluous, it is primarily included because a prototype need not be hindered by production concerns initially (because, after all, it may not be me paying for the game to be (hypothetically) published!) and I thought that having the board would help enhance the feel of "I'm sending out archaeologists to these different locations" rather than "I'm drawing from this pile". Any simple ways to evoke the theme more fully are good, in my opinion.

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Why make playing a tie-breaker card optional?

Because your bid cards are used in Exhibits as well, so you must decide whether you want to play a tie-breaker card (in which case you could only have 2 exhibits) or not (in which case you could have 3 exhibits). Making it mandatory may be an appropriate change...Although, a different tie-breaking system would be great. But, "closest to start player wins ties" adds a dramatic player order effect, because, with the one-bid-per-Archaeologist limitation, there are likely to be quite a few ties. I thought that an extra "tie breaker mechanic" would be easier than removing a player order effect. I am open to different suggestions!

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It might be difficult to remember which archaeologist was commissioned by the start player (to begin the evaluation), so perhaps there needs to be a marker or perhaps some other order would work better.

There is a "Start Player" marker in my prototype, and the card you used to commission your expedition stays next to the Archaeologist card, so it's a one-step process to find out who the Start Player commissioned. (that rule only exists because your choice of Artifacts may depend on what Artifacts you or other players have chosen in the other (already resolved) auctions, so having the resolution order change each turn may be important) (and the Arch. cards may need to be reordered each turn; I don't know how important the effect is).

Quote:

Since paper money is only being used to track victory points (and isn't being spent), it may be cleaner to track VPs via a track (which could run around the board) or some other system. (Money would add to the cost of the game.) I understand that this effectively makes VPs public but I don't see that as a bad thing, personally.

I am not sure whether public or private is better. Public, I fear, can lead to a "bash the leader" effect, yet private leads to a "bash the perceived leader" effect, or "whining" about how "I'm not the leader, why bash me?" Bashing is somewhat indirect in this game, yet still very possible, which I like. So setting aside the cost issue (paper money vs. scoring track), which system do you think is "better"? (The scoring track would make the "last place player" mechanic easier.)

Quote:

When distributing artifacts, how can you tell which player bid earlier than another? Reverse card stack order? If so it's important to mention this when the players place and reveal the bids.

Yes, the bids must stay in the order they were placed in; this apparently wasn't clear. And this procedure only resolves "2nd order" ties, ie, ties where the tie-breaker cards of 2 players were also the same. (Perhaps it should become the primary tie-breaker mechanic, and remove the tie-breaker cards altogether?) Perhaps I wasn't explicit enough that the order the cards are laid down in is important.

Quote:

The Last Place Player mechanism is interesting but may be a bit too generous, such that if you're toward the back of the pack you might modify your play in order to perform more poorly and get the bonus which could result in some undesireable game play.

It was suggested to me on spielfrieks, and I liked it. What I primarily wanted was a way to prevent you from scoring bonus points for the same Set over and over. In my first iteration, your Set became less valuable every time you exhibited it, which was ok, but led to more math. So, the next idea was "if you score for a Set, you must give up one of the Artifacts". And who must you give it to? The last place player seemed the natural choice. An alternative would be to give to another "bidding option", analogous to the Black Market.

But the main thing I want to do is prevent a player from scoring a bonus repeatedly. Any ideas for how to do that would be most welcome! (Abolishing sets altogether would be a possibility, yet I like having them because it makes some Artifacts, though lower in value, potentially more valuable to you, if they fit into your set, which could lead to interesting bidding/choosing). In my earlier iteration, only the player who "won" the location could score for a Set or Group, yet that seems to be too generous.

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The die roll when selling artifacts to the black market seems out of character with the rest of the game. It adds a component (the die) and adds seemingly unnecessary randomness.

If it could be a d6, it would be better, but I'd have to shift the value of the Artifacts (not a big deal). It's meant to be a risk-reward effect. You can go for cheap points by selling a value 2 artifact and incur little risk, but other players will be able to acquire that Artifact next turn. Or, you can go for big points by selling a more valuable Artifact, but the risk is higher. It's mainly meant to be a different path to getting some VPs, and also to let you "dump" artifacts you acquired but can't really use.

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Perhaps the "risk" side of the black market could be simulated by having players determine what they'll sell and any artifacts with duplicate numbers (among all the players) lose money. Or something else.

Not a bad idea at all! Thanks! The only problem I see is that high-valued Artifacts, since they are less prevalent in the decks, are actually *less* risky to sell on the Black Market, because other players are less likely to have them. But something like your idea could work...

Quote:

Overall the game seems fun. On my first read-through of the rules it doesn't feel cohesive, but then I felt the same way about Amun Re and it was clear that I was entirely wrong once I'd played it.

Ok, fair enough. The "cohesion" mainly comes, I think, from the fact that you're using the same Bid cards in all 3 phases of the turn, so you must maximize the way you use them to both get you the Artifacts you want, and to net you the most points, BUT you must also be careful because every auction/exhibition you lose (and you must lose some), you will give away points, so you have to think carefully about those bids/exhibits, as well.

So, it's the single deck for 3 different kinds of actions that are meant to provide "unity", but beyond that, I agree, the 3 different phase mechanics are, well, different. Do you see a way that they could usefully be unified without losing anything? eg, perhaps the "exhibit" system could be hacked altogether, and only the Expeditions/Acquisition phases remain. And then, maybe at the end game, you also score points for your Artifacts, with bonuses if you've acquired Sets. That might make the game feel more "cohesive". Any thoughts?

Thanks again for the comments! Let me know if anything else occurs to you! (It sounds like you were able to follow the rules of the game pretty well--yes? I tend to be long-winded, but my hope in this case was that it resulted in a comprehensible rulebook.)

-Jeff

Anonymous
Game #4: Profit and Provenance by jwarrend

This is one of those games that I can't see the value of the first time I read through the rules.

The more I think about it though, the more interesting it becomes. The bidding aspects are very nicely done, and force some very heavy decision making (especially with the archeologist that makes the artifact hidden).

I like the idea of making victory points public as FastLearner said. That adds another element to weigh and judge while bidding. "This person is NEEDS this artifact because he's behind and it'll complete his set which will put him ahead of me, so I NEED to prevent that."

I also agree that the black market function seems out of place with the dice. It's a pretty harsh change in mechanics that feels like a chunk of dirt in the mouth of the game. Perhaps get rid of the black market component all together and make it more of an open auction block, where you put up your wares for auction from the other players. You get victory points for selling it to someone else, and they get the artifact they might need to complete their sets. You could still call it the "black market" but it wouldn't be a "NPC" type object in the game.

There seems to be a careful balance to the amount of bid cards used, so I'm not sure if you'd want to make the bidding on black market items a different phase or not. Perhaps instead of commisioning a archeologist you could merely buy off the black market? That way your bid cards are still fresh, and it shows that the player is looking to other means, rather than comissioning an archeologist that turn. Plus you could theoretically tip the scales through careful planning:

You know someone needs this certain artifact, so you force them to purchase it through the black market (by making it hard to refuse), meaning there are less archeologists being commissioned by thinking players. Perhaps that won't weight as heavily as I'm thinking on the game being only 5 locations, but it's another element to think about.

To me auction/biddign games are all about adding a lot of elements to carefully weigh and concider to leave a lot of rooms for mind games to be played. With more variables, then you start to try and predict what they'll bid heavy on based on what you know, and what you think you know.

Anyway, I like this game, it's simple, yet semi-deep, and it seems like it leaves a lot of room for player interaction and fun.

On a side note about the board. Perhaps you could just do away with the boxes and have cards that are shaped or have pictures of the continents their representing. You could still stack the tokens on them, and have room for pawns, but without having to create an entire board.

jwarrend
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Game #4: Profit and Provenance by jwarrend

Bandecko wrote:

The more I think about it though, the more interesting it becomes. The bidding aspects are very nicely done, and force some very heavy decision making (especially with the archeologist that makes the artifact hidden).

Yeah, I debated whether to have "variable archaeologist 'powers'", but it seemed in general to make things more interesting, yet not overly complex.

Quote:

I like the idea of making victory points public as FastLearner said. That adds another element to weigh and judge while bidding.

Seems ok to me. Sometimes, I think it's fun to play by intuition, but I'm not sure if this is a game where that style is called for...

Quote:

I also agree that the black market function seems out of place with the dice. It's a pretty harsh change in mechanics that feels like a chunk of dirt in the mouth of the game. Perhaps get rid of the black market component all together and make it more of an open auction block, where you put up your wares for auction from the other players. You get victory points for selling it to someone else, and they get the artifact they might need to complete their sets. You could still call it the "black market" but it wouldn't be a "NPC" type object in the game.

Not a bad idea at all. It's ironic, I was telling seth that his "jump the shark" mechanic was superfluous and unnecessary, and yet here I am defending my "black market" mechanic! I think what I was going for was a system where you could score some points quickly, but at some risk. Perhaps the ability of other players to acquire your Artifact and have it help them out is risk enough. I am intrigued by the idea of using bid cards to "buy" from the Black Market, although that would require a lot of mental energy to make sure everything is still balanced.

One thing I should make clear with the die rolling is that if you roll less than the value of the artifact, you lose VP equal to the result of the roll, not the value of the Artifact. So, even if you're putting up a "value 6" artifact, your maximum penalty is 6, yet you may only lose 1 or 2 VP, which, compared with the ability to gain 6 VP, might be worth the risk. It's a risk-reward thing, and you can't have that without some randomization. Maybe there shouldn't be a risk-reward aspect at all, though; maybe it's a way for players to acquire each other's artifacts. Definitely worth thinking about!

Quote:

To me auction/biddign games are all about adding a lot of elements to carefully weigh and concider to leave a lot of rooms for mind games to be played. With more variables, then you start to try and predict what they'll bid heavy on based on what you know, and what you think you know.

But you don't want too many variables, or else decisions become meaningless (as randomly made decisions are as likely to work as carefully planned ones...) There's a delicate balance to be had. I think this one doesn't have "too much" to think about, but there's certainly "a lot" to think about.

Quote:

Anyway, I like this game, it's simple, yet semi-deep, and it seems like it leaves a lot of room for player interaction and fun.

I agree, it's meant to be a 1 hr game with a simple system, yet with enough complexity in the interaction of mechanics that decisions are somewhat agonizing. I think a good set of Artifacts and Archaeologists could enhance the theme, which would also make it more fun.

Thanks for the suggestions!

-Jeff

sedjtroll
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First thoughts

I'll get to more later, but before I forget...

You guys have mentioned the black market and how you think it doesn't fit or might be better another way. I haven't finished reading the rules yet, but what if the winning bids on the Black Market get the artifact, but lose an amount of VPs equal to their bid or something?

- Seth

Anonymous
Game #4: Profit and Provenance by jwarrend

Quote:
But you don't want too many variables, or else decisions become meaningless (as randomly made decisions are as likely to work as carefully planned ones...) There's a delicate balance to be had. I think this one doesn't have "too much" to think about, but there's certainly "a lot" to think about.

You know, I actually meant to add a disclaimer to that by saying the variables should add in an ambient sort of way. Not so much actual decisions, but things to reflect upon and take into account when trying to decipher how the opponents will go. Otherwise it becomes one big guessing game and everything's thrown to chaos.

Of course if you add too many elements and variables it kind of reaches a breaking point and becomes so bogged down that it's unfun.

As for defending mechanics. That's perfectly human. I find myself wanting to comment a LOT on the air pirates idea I suggested in the collab project forum. Ever since I suggested it, I kinda wanted to design it, but I *try* to keep it a group thing and open to discussion... but I commented a LOT on it :P

When you get an idea that you really like, you almost become proud of it, and you don't like to change things. It's like it's your own child. Besides, you have a very valid point for defending it. The risk element is nice.

But perhaps the risk element mainly comes in by allowing other players opportunities. Allowing opportunities for other players to possibly score big so you can get a "quick fix" could be the risk element that you're taking, and it's not necessarily random.

sedjtroll
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Scoring

I don't think I like the scoring very much. I think it's almost a really good system, but I think it's missing something. It's too confusing at the moment, and it's too involved.

If I understand it right you basically compete in each location (sorta like in 8/7c where you compete in each Genre!)- Whoever bids the most in each location wins that location, and scores points based on the bids in that location as well as the value of the artifacts in that location..? What does the bid represent in that case? And why are there different colored coins?

I like how you bid on the Archeologists and they work for the highest bidder to get the artifacts- or you instead buy artifacts from the Black Market at the cost of VPs.

I also sort of like the way you had outlined bidding on the items, sort of related to the Archeologists but not entirely- they'll get the artifacts no matter what, but only give them to the highest bidder.

I like the idea behind the Black Market- a way to get particular artifacts at a cost, or to get money at the risk of giving someone else VPs.

I rather like incorporating a bonus for collecting a set (3 items of the same color at a location, or 1 from each of the 4 colors)- sorta like Rummy- as a way to score more points.

I would recommend giving the Acheologists an inherant order, and that's the order in which they are placed, and do their thing. Then players bid on the opportunity to choose which Archeologist they want first...

Just some thoughts- I'll try and post more later.

- Seth

jwarrend
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Re: Scoring

sedjtroll wrote:
I don't think I like the scoring very much. I think it's almost a really good system, but I think it's missing something. It's too confusing at the moment, and it's too involved.

It does sound like I confused you! It's so easy to explain in person, with the game components in front of us. But, I fear I made things confusing with my explanation. Let me see if I can clear it up.

Quote:

If I understand it right you basically compete in each location (sorta like in 8/7c where you compete in each Genre!)- Whoever bids the most in each location wins that location, and scores points based on the bids in that location as well as the value of the artifacts in that location..? What does the bid represent in that case? And why are there different colored coins?

Let me start from the start. There are 3 actions, "Expeditions", "Acquisition", and "Exhibition". In phase one, each player gets one turn. He chooses one of the 7 Archaeologists, sends him to one of the five Locations, and recovers as many Artifacts from that Location's draw pile as the number of Gold Coin symbols on a Bid Card that he lays next to the Archaeologist.

So, after this round, each Archaeologist card has between 1 and 3 Artifact cards next to it. Some Archaeologists will have Artifacts from the same Location as other Archaol

Next comes "Acquisition". Players lay down one bid card at a time on an Archaeologist of their choosing (or on the Black Market). They go around the table 6 times. So at this point, each player has placed six bids, and each Archaeologist (and the Black Market) has between 0 and N bid cards, next to it, face down (N = number of players).

These are revealed, and the Archaeologists are evaluated one at a time. The high bidder for each Archaeologist receives Victory Points in the amount of the number of Gold coin symbols on the *front* of all Bid cards played on this Archaeologist. (an important distinction because the "0" card has no coins on the front -- it's purely a bluff card). He then gets first choice of the available Artifacts for that Archaeologist, followed by the 2nd highest bidder, etc. (I'm setting aside the tie break rules)

Next, players "Exhibit" their Artifacts. They lay down a Bid card next to all of the Artifacts from a Location they wish to exhibit. (So, for example, they place a Bid Card next to their "Egypt" Artifacts). Then, all Exhibits are revealed, and each Location is scored. So, all of the players with Egypt exhibits compare the strength of their exhibits. This is calculated by adding the value of the Artifacts from Egypt, and adding to that the value of the Bid Card laid next to the Exhibit.

The player with the highest total receives VP equal to the total of all Coin symbols Red and Gold played on Egypt exhibits. 2nd place receives half, 3rd half of that, etc. (There is only one red coin in the game, it's on the "8" card. It's meant to make playing the 8 card as a bid in the Acquisition round a tougher choice, since it has added strength in the Exhibition round).

So, the scoring systems present in the Acquisition and Exhibition phase both reflect the same principle: the highest value play will score as many points as the number of coin symbols on all cards played by other players at the same spot. In "Acquisition", the "spot" in question is a given Archaeologist, and the strength of your play is determined by your Bid Card. In Exhibition, the "spot" is a given Location, and the strength of your play is the sum of your Artifacts, plus the number of Coin symbols on the Bid card you associate with your Exhibit.

I hope this makes more sense. This has one very interesting effect from a gameplay standpoint that I very much like, but I'll leave it to someone on the group to figure out what that is (it isn't all that deep).

The more I think about FastLearner's comments, the more I think reworking the game to remove Exhibiting until the game end might be an interesting thing to consider. It would certainly remove some of the unclarity in the scoring systems.

Quote:

I like how you bid on the Archeologists and they work for the highest bidder to get the artifacts- or you instead buy artifacts from the Black Market at the cost of VPs.

It doesn't exactly work this way (or are you making a suggestion). In the current game, the Archaeologists have already recovered the Artifacts, and the high bidder is the one who gets first choice of the Artifacts. Also, the sense in which one "buys" artifacts from the Black Market at the cost of VPs is only that winning an Artifact from the Black Market doesn't *gain* you any VPs, but it never costs you any. My guess is this already makes sense to you, and you're just seeing it in a deeper way than I am -- you're seeing the full implications of the decisions inherent to the game, whereas I'm dealing only in the letter of the rules. Am I right?

Quote:

I also sort of like the way you had outlined bidding on the items, sort of related to the Archeologists but not entirely- they'll get the artifacts no matter what, but only give them to the highest bidder.

It's probably not how real Archaeology works, but it dramatically reduces the "luck of the draw" effect if you were to just commission an expedition and then take whatever artifacts you drew. Although, that game could become an interesting negotiation game where you have to "loan" artifacts to other museums in exchange for what you want. Not the kind of game I'm trying to create here, though.

Quote:

I like the idea behind the Black Market- a way to get particular artifacts at a cost, or to get money at the risk of giving someone else VPs.

I think it plays an important role in the game, but I agree with others that the die roll may not be the best way to handle the risk-aspect of it.

Quote:

I rather like incorporating a bonus for collecting a set (3 items of the same color at a location, or 1 from each of the 4 colors)- sorta like Rummy- as a way to score more points.

And, it gives you something additional to shoot for in choosing Artifacts, as well as a reason to try to outbid someone else in certain situations; you may not want them to complete their Set! It's a little too like Rummy for my taste, but I can't come up with a more innovative way of evoking such a concept, so for now, it probably stays (although the scoring rules around it may change...)

Quote:

I would recommend giving the Acheologists an inherant order, and that's the order in which they are placed, and do their thing. Then players bid on the opportunity to choose which Archeologist they want first...

The inherent order is an ok idea, but is one more thing to balance, which is a pain. But then, having players bid for turn order solves that problem, so it's not a bad thought. Definitely worth considering!

Quote:

Just some thoughts- I'll try and post more later.

Thanks for the feedback! Do let me know if I've made the scoring system more clear...

-Jeff
- Seth

jwarrend
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Re: First thoughts

sedjtroll wrote:
I'll get to more later, but before I forget...

You guys have mentioned the black market and how you think it doesn't fit or might be better another way. I haven't finished reading the rules yet, but what if the winning bids on the Black Market get the artifact, but lose an amount of VPs equal to their bid or something?

- Seth

That's not a bad idea at all, but the obstacle seems to be more how to get Artifacts onto the Black Market in the first place. What I'm going for there is a way to get quick VP, but at a potential risk, and at a potential benefit to someone else. As Bandecko notes, maybe the potential help to someone else IS the risk, and that may well be; playtesting would reveal if it worked or not. My guess is that since selling Artifacts this way is probably a small percentage of the points you earn, it may be a way to give yourself that little bit of a nudge forward that wins you the game, but doesn't overwhelmingly favor massive selling as a viable strategy. (The one thing I could see being bad is repeated selling and rebuying of the same Artifact, but Seth's fix would solve that nicely, if I were to implement something similar...)

-Jeff

FastLearner
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Game #4: Profit and Provenance by jwarrend

Are holdings -- specifically artifacts -- open or closed? If they're open then there's no mystery about what other players need. If they're closed then unless there's some kind of random dealing of a few of the artifacts at game beginning then players with good memories will know exactly what other players are looking for. Either way the current black market system is affected quite a bit, I would think.

Anonymous
Game #4: Profit and Provenance by jwarrend

I do like how the 8 has a red coin on it, because it's another element to think about (without creating an action type decision... that's the type of ambient decision making I'm talking about.)

You could play the card during bidding, but then you'll be cueing people in on the red coin. They'll know that bidding there is a lost cause (unless they force a tie) so they play their weakest card making their overall stance actually STRONGER later in the round than that person. However, if it's obvious there is a particularly valueable artifact up for grabs, then two people play 8's (or three or four) and suddenly you got a secondary bid going on. It's like the bid is reset for it if everyone play's 8's. And the tie breaker cards are treated as almost the "Real" bid.

Now the fun mind games come in... will they play a 7 knowing that they'll stand a better chance of getting it? But what if everyone plays a 7, that'll weaken the pot for everyone involved, and thus make the rest of the round far too risky. You could just bow out, and let the two players who obviously want it the most tear away at it with their high value cards, etc.

And since the tie breaker card is brought in last, you can possibly assume (if you know your opponents well enough) that you can safely bid 7 on one of the OTHER artifacts and practically take it.

I love it so much. One simple red coin on one particular card adds so much. Double that up with the bluff card, and there is ample room for mind play, and personal interaction and "poker" facing in this game.

I say keep the tie breaker mechanic, but leave it as an opt-in action.

Scurra
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Game #4: Profit and Provenance by jwarrend

Let's start with the silly bits first:

"Mexico, Peru, Rome, Egypt and China" in the rules becomes
"Mexico, Peru, Ocean, Egypt and China" on the board :)

"A game consists of as many turns as there are players" at the start becomes "The game ends when all players have been the Start Player once, twice or three times."

Scoring example on P6 seems completely up the creek! "3rd player receives 2 points leaving 0 points" seems wrong; it would leave 1 point, surely? And then the fourth player gets that 1 point. Or have I misunderstood it completely?

The clause about the Start Player passing on needs to be in the Turn End section (either repeated or moved.)

Otherwise, people have generally made the same sort of observations: the Black Market die roll seems out of place (but appropriate) and the VPs ought to be scored openly to let the Last Player system work properly (a mechanic I like a lot - you remember we were discussing this very problem with WarZone; how do you stop a player repeatedly scoring the same "set" over and over?)

Do I assume that the Bid cards are colour-coded for each player?

Personally, I think I'd limit this to 6 players anyway, thus removing the need for "special case clauses" (including the currently missing one about "unused archaeologists".) However, there aren't many games that can scale to 7 well so this might be a plus point for the game.

Tie-breakers: Does the tie-break card count repeatedly within the round? Is it not better to require the player to decide if they want to give it up (in case of later ties) or take the prize there and then? I can see why it needs to be present for later stages but it'seems a bit strong (yes, you trade-off a later opportunity but that might not matter.)

I like the shifting balance as the game progresses: early on you can afford to bid highly for artifacts as you can't display that many of them; later you need your high value cards for the exhibitions. Very nice.

Can I suggest some "wild card" artifacts that may be found in a specific region but could be used as part of any region's exhibit? That might make for some amusing bidding decisions too (especially if they don't score by themselves but would help to contribute to sets.) The only downside to that is that the player would be able to move them about at will, so maybe it isn't workable after all. Or what about a way of proving "fake" artifacts that would cost the owning player points...?

The five-player version seems like a small problem to me, since it is only going to last 5 turns (as opposed to 6 or even 8 - which seems like far too long!) But there may not be an easy way around that unless you fix the game at, say, 6 turns and accept that some players may get to be the Start Player more than once. If this is a serious problem (the tied ties situation seems to be the only significant one) then obviously it wouldn't work. But a fixed number of turns might be worth investigating.

Cracking game. Neat mechanics. Another good take on auctions. A plausible theme. Not bad at all ;)

jwarrend
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Game #4: Profit and Provenance by jwarrend

Bandecko wrote:
I do like how the 8 has a red coin on it, because it's another element to think about (without creating an action type decision... that's the type of ambient decision making I'm talking about.)

Oops! Just a minor correction; the Red coin only appears on the "front" of that card, thus, the back of the 8 cards looks just like the 6,7 and 0 cards on the back. It is not a telegraph bid. It soudns like you're saying maybe it ought to be.

I think that's actually an interesting thing. If you bid the 8, you're indicating that it's either a bidding war, or else a sure thing for you. So, people can decide to shun that auction altogether, in which case you won't get many VP. But, you will get to choose the Artifact you want...there are some really challenging decisions in here, I think! So, putting the Red coin on the front may have merit; I need to think it through. In practice, guessing where somone's 8 card is is an interesting decision all by itself.

Quote:

Now the fun mind games come in... will they play a 7 knowing that they'll stand a better chance of getting it? But what if everyone plays a 7, that'll weaken the pot for everyone involved, and thus make the rest of the round far too risky. You could just bow out, and let the two players who obviously want it the most tear away at it with their high value cards, etc.

And since the tie breaker card is brought in last, you can possibly assume (if you know your opponents well enough) that you can safely bid 7 on one of the OTHER artifacts and practically take it.

Yes, I think making your 7 card work for you is part of the strategy of the game. In practice, I think if you're spending an 8 bid/7 tie breaker just to win one auction, you're paying too much, and in practice, a player who does that consistently is not going to do well.

Quote:

I love it so much. One simple red coin on one particular card adds so much. Double that up with the bluff card, and there is ample room for mind play, and personal interaction and "poker" facing in this game.

In the original game, the "bluff card" still contributed VP to the winner. I playtested an early version of the game with that rule, and it bombed. So now that it's a true bluff card, I have hope that it might be neat (although it can also be used to commission expeditions, and I'm afraid that would be it's overwhelming use...) But as for the Red coin, I'm sorry that I'm not as clever as you want me to have been! But I'm very open to making that card a "telegraphed" card.

Thanks again for the great feedback!

-Jeff

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Game #4: Profit and Provenance by jwarrend

Scurra wrote:
Let's start with the silly bits first:

Yes, there are definitely some flaws in the rulebook. I'll try to correct them soon. Thanks for finding them!

Quote:

Do I assume that the Bid cards are colour-coded for each player?

Yes.

Quote:

Personally, I think I'd limit this to 6 players anyway, thus removing the need for "special case clauses" (including the currently missing one about "unused archaeologists".) However, there aren't many games that can scale to 7 well so this might be a plus point for the game.

The one playtest session I had (with an early form of the rules) was with 7, and it seemed to work ok. The one advantage of that game is that on average, everyone can win one Archaeologist auction each turn. That, combined with the fact that games for 7 players that don’t last all day are pretty rare. So, it’s worth it to me to see if this game can be extended to 7, although perhaps the best way to handle that is to add “special rules” at the end of the rulebook. In theory, the game ought to scale well with player size, because the scoring systems are primarily dependent on how many coin symbols are played by all players at a given scoring spot; that, and Sets are more valuable in a bigger game, but should also be more difficult to complete. Or that’s the theory anyway.

Quote:

Tie-breakers: Does the tie-break card count repeatedly within the round? Is it not better to require the player to decide if they want to give it up (in case of later ties) or take the prize there and then? I can see why it needs to be present for later stages but it'seems a bit strong (yes, you trade-off a later opportunity but that might not matter.)

This is actually an interesting idea that I hadn’t thought of. What I found is that in the one test game, if the same people were tied repeatedly, the same player won repeatedly. I like your idea of having to surrender your tie-break card after you use it to break a tie. Very cool!

Quote:

I like the shifting balance as the game progresses: early on you can afford to bid highly for artifacts as you can't display that many of them; later you need your high value cards for the exhibitions. Very nice.

That’s the theory.

Quote:

Can I suggest some "wild card" artifacts that may be found in a specific region but could be used as part of any region's exhibit? That might make for some amusing bidding decisions too (especially if they don't score by themselves but would help to contribute to sets.) The only downside to that is that the player would be able to move them about at will, so maybe it isn't workable after all. Or what about a way of proving "fake" artifacts that would cost the owning player points...?

This is not a bad idea at all, and I thought about something similar; at each site, perhaps there are a couple of “treasure map” cards that if you acquire through a bid, you can use to find “super special artifacts” that have some special property or something. In the end, it was just too much complexity. Your idea is different, but interesting. Currently, the Artifacts are all just number cards; I considered having them be “special cards”, or rather, each having different ways of scoring VPs, but that was too close to Ra, I thought.

Quote:

The five-player version seems like a small problem to me, since it is only going to last 5 turns (as opposed to 6 or even 8 - which seems like far too long!) But there may not be an easy way around that unless you fix the game at, say, 6 turns and accept that some players may get to be the Start Player more than once. If this is a serious problem (the tied ties situation seems to be the only significant one) then obviously it wouldn't work. But a fixed number of turns might be worth investigating.

In the original rules, the game ended when one of the Location piles was exhausted, but in practice, that happened too quickly. (although, with savvy players, the game could presumably have been lengthened...)

Game length is definitely an issue. 5 turns may not be enough for the players to fully develop their collections of Artifacts, yet 10 turns is obviously way too long. (And in the 4 player game, 8 is certainly too many turns!) I don’t think there’s a strong player order effect (as I think the “tied ties” situation is fairly minor, particularly if I go to your “surrender your tiebreaker when you use it to break a tie”), but some players will inevitably complain of inequity if someone gets to go first more than other players. I’m not sure how long the game ought to be; I think a variable game length, like the one I mention above, might be good, but I have to think of a better way of doing it. An alternative would be 'when you reach X points, the game ends and you win'. Any ideas on game length, any one?

Quote:

Cracking game. Neat mechanics. Another good take on auctions. A plausible theme. Not bad at all ;)

Thanks! “Cracking” is British for “good”, I hope? Or at least something positive?

Thanks again for the comments!

-Jeff

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Game #4: Profit and Provenance by jwarrend

FastLearner wrote:
Are holdings -- specifically artifacts -- open or closed? If they're open then there's no mystery about what other players need. If they're closed then unless there's some kind of random dealing of a few of the artifacts at game beginning then players with good memories will know exactly what other players are looking for. Either way the current black market system is affected quite a bit, I would think.

This will probably be one of those rules that is left to the preference of the players. Personally, I prefer closed holdings in general because I don't memorize what everyone has, and thus like playing by intuition more than by analysis. Some players can also count other people's holdings, but to me, the better solution is just to not play games with people who do that; in a sense, I think some people take games too seriously.

Anyway, in this game, the open/closed holdings is also a logistic one -- is there room at the table for all of everyone's artifacts to be laid out on the table in plain sight? Only if the table is big, I think. And since everyone's artifacts get displayed every round during Exhibits, you get constant reminders of what everyone has. I don't think closed holdings would be that much different than open holdings for this game...

Scurra
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Game #4: Profit and Provenance by jwarrend

jwarrend wrote:

Quote:

Cracking game. Neat mechanics. Another good take on auctions. A plausible theme. Not bad at all ;)

Thanks! “Cracking” is British for “good”, I hope? Or at least something positive?

It came into vogue by way of "Wallace and Gromit", a seriously good claymation series of short films (two of which won Oscars, and "The Wrong Trousers" is just the finest animated short ever :) (

So yes, it is a positive affirmation.

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Re: Scoring

Oh my goodness.

I wrote a very, very long response with lots of good ideas in it, and then fell asleep- just woke up and tried to submit it and got the Invalid Session notice. It's all gone now.

That suckes. I spent probably over an hour on it :(

Sorry Jeff. I'll try to recap later, but I have to go to work now.

- Seth

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Game #4: Profit and Provenance by jwarrend

Seth,

That happens to me a lot (well, not the falling asleep part, but the losing messages part). Very annoying! I know, I know..."one should save one's work". For whatever reason, that maxim never seems to guide my conduct!

Anyway, very sorry indeed to hear about the lost material! Hope you'll have a chance to post some of the relevant points at some time or another.

-Jeff

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Re: Scoring

sedjtroll wrote:
I'll try to recap later, but I have to go to work now.

Crap, I can hardly remember all the stuff I had thought about and typed, but I'll list some of the important bits here. You might have to use your imagination to make the connections from what's been said in previous posts to what I say here. Sorry about that.

In no particular order:
- What if each round, only the highest bidder on each Archeologist gets to choose an artifact, and the unchosen artifacts go to the black market. Whoever won the bid on the Black Market gets their choice there. In this way, each player would only get one (possibly 2) artifacts per turn, which factors into the next point...

- You've mentioned that you might relegate the Exhibition to the end of the game- I don't know if I like that idea much. But I also don't like something about the exhibitions each round. What about this- players only score for sets (3 of a kind or 1 of each kind- like Rummy), and pieces that are not parts of sets you hold onto or sell on the Black Market. Maybe those get placed face down so people who bid on the Black Market don't know exactly what they might get. So you score only for sets, or perhaps at the end of thegame you score for all your artifacts and then score extra for sets. If you want to keep people from scoring sets more than once, make them discard the set once they exhibit it (who wants to see that exhibit again anyway?)- or you leave your exhibits out and only score them when you reveal them...

- Black Market: I think people should have to pay (in money/vps) to get an item from the black market. Perhaps these items come from leftover Archie items, or from people seeling them. If you want some risk, make the Black Market items be face down (heck, you could DEAL items there- face down- at the beginning of the game if you want). I'm tempted to say that people should have to pay the Archies for the items, not just win a bid, but pay it. This will work as long as the scoring for sets outweighs the cost of getting them. If this is the case, maybe the Black Market should cost more than the Archies (maybe there you pay what's on the Front of the card, where you pay the Archies what you actually bid???)

- Scoring: I had some ingenius thought that I forget now. It had to do with scoring not the total of the bids, but scoring the total of everyone else's bid- well, everyone who bid below you. This was maybe instead of doing fractions to see how many points you get.

- I had noted somewhere that in the Exhibition round, bidding high and losing gives someone a lot of points, where in the Aquisition round bidding high and losing just means you get second choice of treasure. I may have read that wrong though. If so, it might be a sound strategy to bid high on Artifacts and lowish on Exhibitions, you score less becasue you don't win many exhibitions, but so do others because there's less points to win- and then with a lot of 1st/2nd pick artifacts you should score well tht way.

- Finally, I think the only other thing I had in mind was the possibility of choosing the Archies like Roles in Citadels. If you want to get really sneaky, you could shuffle them up and deal one or some face down, then have each player choose a role secretly, so noone knows exactly which Archies are going to be represented each round. Then resolve them in order (the order implied by the Archies- each would have a number and they would be resolved sequentially).. whoever picked Archie #1 would place him and do his ability, then #2, etc. In Citadels, one of the roles has the ability of "be player 1 next round"

Well, that's about all I remember.

- Seth

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Re: Scoring

Seth,

Great post with lots of content, let me reply to a couple of points and I'll try to respond to the rest later or tomorrow or something...

Quote:

- You've mentioned that you might relegate the Exhibition to the end of the game- I don't know if I like that idea much. But I also don't like something about the exhibitions each round.

I agree, neither of these seems quite perfect. I like the "Exhibit every round" because it's the best way to unify the mechanics of the Bid cards over all three phases. As Scurra observed, there will be a shift in the game as you acquire more Artifacts, and need to use your high value bid cards to be able to display your Artifacts (since the value of the bid card determines the capacity of the exhibit). I think I like this effect...

Quote:

What about this- players only score for sets (3 of a kind or 1 of each kind- like Rummy)

This is not a bad idea at all. I originally meant sets to be an "extra" bonus, but your idea of making them the only way to score points is a possibility. It will take a lot of thinking, though. But a great suggestion!

Quote:

- Scoring: I had some ingenius thought that I forget now. It had to do with scoring not the total of the bids, but scoring the total of everyone else's bid- well, everyone who bid below you. This was maybe instead of doing fractions to see how many points you get.

Actually, this is quite a good idea! One thing I want to make clear, though; in the Exhibition round, your "value" at each Location is the sum of the value of your Artifacts *plus* the number of coin symbols on your Bid Card. (and the number of Artifacts you display must be less than the Number on your Bid Card). So, if I have Artifacts valued 2, 3, and 4 in Egypt, and I play a 5 Bid Card, which has 2 Gold Coin symbols, the "value" of my Exhibit = 2+3+4+2 (for the coins) = 11. I'll compare that with the other players' Egypt exhibit values.

What your system does, though, is gives an interesting effect whereby if I have the best Egypt exhibit, I score as many points as the number of coin symbols on the Cards played by *all other players* who had Egypt exhibits. Then, 2nd place gets VP for the number of coin symbols of the Bid Cards of players whose total was lower than him, etc.

Actually, I'm not sure if this is easier or harder to work out, but I think it might be more intuitive and more interesting. I am going to consider implementing this one right away. What do others think?

Quote:

- I had noted somewhere that in the Exhibition round, bidding high and losing gives someone a lot of points, where in the Aquisition round bidding high and losing just means you get second choice of treasure. I may have read that wrong though.

Bidding high and losing in the Acquisition round will give VPs equal to the number of Gold Coins on your card to the winner, in addition to you getting 2nd choice of treasure. So you definitely don't want to lose an Acquisition auction with a high bid. And remember, in the Exhibition round, your "Bid Card" takes on a slightly different meaning; the number of Coins give a "bonus" to your exhibit, the number corresponds to the capacity. But then, in scoring, you add up the number of Coin symbols on all cards.

Maybe that's too complicated; I could envision the "bonus" aspect being removed for simplicity, but what I was trying to achieve was that people with "weaker" collections could make up some of the difference by judiciously saving their high-valued bid cards for Exhibiting rather than Acquiring.

One other thing I considered was an inverted correspondence between Gold Coins and Bid Value. So, for now, the "6,7,8" cards have the most coins, whereas in an inverted scheme, they have the fewest. I'm not sure whether an inverted scheme would work or not, but it's something else to consider.

One other possibility would be to have "Gold Coins count for Acquisitions, Red Coins count for Exhibitions" and have a linear scheme for one and an inverted scheme for the other. Not sure if that would be useful, or whether it would make things more complicated...

Quote:

- Finally, I think the only other thing I had in mind was the possibility of choosing the Archies like Roles in Citadels.

I didn't do this for the two reasons that, a, it's been done in Citadels! and b, I don't think the Character powers are as powerful in this game as in Citadels. They're really meant to be a supplement to make the Expedition phase more interesting, but not much more than that. But, I'll take your suggestion under advisement!

Anyway, thanks again Seth for some great suggestions!

-Jeff

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Re: Scoring

jwarrend wrote:
(since the value of the bid card determines the capacity of the exhibit).

I don't know if I like that mechanic. I think the capacity thing is superfluous. You already don't want a low capacity because you want to win your bid, and it's a linear relationship between bid and capacity. Have you ever found in your testing that someone had an issue about capacity, or was it never a probelem to bid over the number of artifacts in the collection?

Also, is it good to be able to say "he has 5 artifacts, that means he'll be playing at Minimum a 5 card..." This may actually be good because you can say "well, I don't think I'll win, so I'll bid low. However I have 3 artifacts so I have to play a 3 card minimum"

Quote:
Quote:

What about this- players only score for sets (3 of a kind or 1 of each kind- like Rummy)

This is not a bad idea at all. I originally meant sets to be an "extra" bonus, but your idea of making them the only way to score points is a possibility.

What I'm thinking now is that you should score for your artifact values at the end of the game, and score only bonuses for sets midgame. Therefore when you win a bid you get points only for what people played, not for the artifacts themselves- you'll score that once either when you get the artifact or at the end (which means you could lose it)... probably best is that they're simply worth vps, so when you count vps at the end you count your money and add the value of your artifacts (or exhibits, which woul be artifacts plus bonuses for sets).

Note that if you go with PAYING for the artifacts, then scoring for them individually isn't a net gain. You COULD give the artifacts a cost and a value, so some could be better than others with respect to scoring vps. I don't know how much work that is or if it's worth it.

Quote:
What your system does, though, is gives an interesting effect whereby if I have the best Egypt exhibit, I score as many points as the number of coin symbols on the Cards played by *all other players* who had Egypt exhibits. Then, 2nd place gets VP for the number of coin symbols of the Bid Cards of players whose total was lower than him, etc.

Actually, I'm not sure if this is easier or harder to work out, but I think it might be more intuitive and more interesting. I am going to consider implementing this one right away. What do others think?

Right... I think the scoring would be simple enough- look at the pile, high bidder takes his card away and counts the gold. Then he's done, next highest bidder takes his card away and counts the rest. etc. Decide if you want the tied players to score their own cards (or each other's rather) or not.

Quote:
Bidding high and losing in the Acquisition round will give VPs equal to the number of Gold Coins on your card to the winner, in addition to you getting 2nd choice of treasure. So you definitely don't want to lose an Acquisition auction with a high bid.

Oh, my bad. I forgot about the scoring in the Aquisition round! Is that really necessary? Maybe it'd be good to have a round where bidding high doesn't risk giving away points, and a round where it does have that risk.

Quote:
Maybe that's too complicated; I could envision the "bonus" aspect being removed for simplicity, but what I was trying to achieve was that people with "weaker" collections could make up some of the difference by judiciously saving their high-valued bid cards for Exhibiting rather than Acquiring.

So weak collections make more VPs than strong ones? Why, because you spent more money promoting them? I don't know if that makes sense. It seems to me that the game is about gathering a good collection- is that not right?

Every time I think of your bidding scheme, I think the players should have to pay what they bid- either the Front side or the Back side. That does make bidding high a LOT more dangerous, but shouldn't that be the case anyway?

Quote:
One other thing I considered was an inverted correspondence between Gold Coins and Bid Value.

I don't know, what's the point of the numbers again? It's the capacity of the exhibition, but is it also how you win the bid? Or do you win bids simply on the number of coins pictured?

Quote:
One other possibility would be to have "Gold Coins count for Acquisitions, Red Coins count for Exhibitions" and have a linear scheme for one and an inverted scheme for the other.

Don't do that. That would be unnecessarily complicated.

- Seth

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Re: Scoring

jwarrend wrote:

What your system does, though, is gives an interesting effect whereby if I have the best Egypt exhibit, I score as many points as the number of coin symbols on the Cards played by *all other players* who had Egypt exhibits. Then, 2nd place gets VP for the number of coin symbols of the Bid Cards of players whose total was lower than him, etc.

Actually, I'm not sure if this is easier or harder to work out, but I think it might be more intuitive and more interesting. I am going to consider implementing this one right away. What do others think?

I would like to add my support to this scoring system - it seems very cool and requires much less calculation. It also removes what I call "El Grande" syndrome - under those rules you want to be second but a long way below the leader since you still gain just as much. Using Seth's scoring system, you need people below you who are close behind in order to score. This offers lots of scope for stitching people as you can decide not to show anything from one region because you know it will only benefit others more than yourself.

It also adds a level of interaction to that part of the game which can only be a good thing :)

FastLearner
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Game #4: Profit and Provenance by jwarrend

I'll chime in as well that Seth's scoring idea seems pretty clever and would probably be easier to use in real play.

One thought I have about it: wouldn't this discourage people from competing in the same areas? I'd think they'd now work extra hard to be good at one type of artifact (Egyptian or what have you) and completely ignore the others so as to not give points away. I'm not sure if that's good or bad, mind you, but I think it might have that effect (unless I'm missing something, which is quite likely).

jwarrend
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Game #4: Profit and Provenance by jwarrend

FastLearner wrote:
I'll chime in as well that Seth's scoring idea seems pretty clever and would probably be easier to use in real play.

One thought I have about it: wouldn't this discourage people from competing in the same areas? I'd think they'd now work extra hard to be good at one type of artifact (Egyptian or what have you) and completely ignore the others so as to not give points away. I'm not sure if that's good or bad, mind you, but I think it might have that effect (unless I'm missing something, which is quite likely).

I don't think so, because you score the most points when you are have the most valuable collection in the most heavily trafficked Location. So, if everyone carves out a "kingdom" and is scoring points only in that Location, they probably won't do as well as someone who is exhibiting in a popular region.

Or that's the intent, anyway. But the more I think about it, I see your point that if you have a low-value collection from one Location, you may as well not display it, since you will give away points...

This can be modified, of course, by adding rules that REQUIRE you to exhibit from every location you have (or 3 Exhibits, whichever is smaller). But it may still have an impact on the way you acquire Artifacts, ie, maybe you'd go for only one location. I think that would be a diminishing returns strategy over time; players would prevent you from getting new Artifacts for your collection, and wouldn't put up good Bid Cards in Exhibits at the same region, meaning you would not be scoring a lot of VP. I don't know, there's some thinking to be done about how to implement this. The simplest mod would be "you score VP for the Coin symbols on Bid cards played by players with less valuable exhibits AND from your own Bid Card". This means that everyone scores at least the value of their own Bid Card (plus a possible "+1 bonus" if their # of Artifacts matches the Bid Card value, plus possible bonuses for sets). I think this might be more appropriate than Seth's suggestion, as it prevents players from avoiding Exhibiting when it's obvious they won't score.

By the by, not too much has been said about the "redistribution" mechanic to prevent people from scoring Sets over and over. Any thoughts on how to prevent this more effectively, or does the "give one Artifact from the set to the Last Place Player" seem ok?

-Jeff

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Game #4: Profit and Provenance by jwarrend

As mentioned earlier my concern about the current Last Player mechanic is that it's probably too good, and that if you think you're near last place (or clearly are), it might be more advantageous to bid low on stuff so that you lose and end up with the extra stuff at the end of the turn.

Using a semi-real-life concept, perhaps one item in each set is demanded back by the government of the country from which it was acquired as an important piece of cultural history they believe was procured illegally. As such it goes back to the bottom of the deck for that country or perhaps it's just removed from the game. Or something.

sedjtroll
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Game #4: Profit and Provenance by jwarrend

jwarrend wrote:
By the by, not too much has been said about the "redistribution" mechanic to prevent people from scoring Sets over and over. Any thoughts on how to prevent this more effectively, or does the "give one Artifact from the set to the Last Place Player" seem ok?

I forget if I said this in my post that got deleted or in a post that made it up, but I think there are several ways that are better than giving the last place player an artifact to keep people from getting bonuses.

1. Make a player discard one or all artifacts shown this turn.
2. Allow only scoring for sets, and then only once for each set.
3. Even if scoring is not only for sets, allow scoring for a set only once
3a. This can be done by not allowing artifacts to be shown more than once total, among other ways- leave the sets face up or something.
4. Let people score for sets more than once, but make it mean they are giving something else up.
5. Add a mechanic or rule which makes it so the players decide which regions actually score (like if you're the only one exhibiting in Mexico, then you don't score... so if I have a set of Mexico artifacts that are getting me points, my opponents can stop me from scoring by not exhibiting mexico).

Some of these ideas are more far fetched than others. The way I see this game working is something like Rummy-O (or is it Rummy-Q?) but where you bid on the tiles instead of choosing them randomly. Oh, and you can't play on opponent's pieces.

- Seth

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Game #4: Profit and Provenance by jwarrend

Yes, I agree that the "return an artifact to the home country if it's been exhibited as part of a set" is probably a better solution. Perhaps the last placed player could get to choose one of those returned artifacts for themselves (I am assuming here that if they have exhibited a set, they too would have to return an artifact, which means they could keep their set intact for the next round.)

If they went to the bottom of the relevant artifact decks, that would also offer a little bit of scope for the card-counters to try and keep track of which artifacts might be coming up - although this would be such a slight advantage that it probably wouldn't shift any play tactics.

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Game #4: Profit and Provenance by jwarrend

FastLearner wrote:
As mentioned earlier my concern about the current Last Player mechanic is that it's probably too good, and that if you think you're near last place (or clearly are), it might be more advantageous to bid low on stuff so that you lose and end up with the extra stuff at the end of the turn.

Using a semi-real-life concept, perhaps one item in each set is demanded back by the government of the country from which it was acquired as an important piece of cultural history they believe was procured illegally. As such it goes back to the bottom of the deck for that country or perhaps it's just removed from the game. Or something.

Yeah, I think that it could potentially be too generous to the Last Place player, particularly if the game is somewhat close. (In my original rules, only the player with the best exhibit at each Location could score for a Set, so there would be a smaller number of Artifacts going to the Last Place player, but still...)

I don't know if I like "return the item to the bottom of the pile", as it breaks the theme of "the Archaeologists are going and digging up Artifacts". I considered having a 9th bidding option, a "national gallery" or something. So if you scored for a set, you had to place one of your Artifacts there, and next turn, everyone can bid on it. I like this because it has a "redistribution" effect, but I dislike it because it adds another bidding option, and thus, more (probably needless) complexity.

Another possibility would be to just make Sets less valuable and have it so you can score over and over. Another would be that you can only score a Set bonus once for each Location (although that requires extra bookkeeping, which is again more complexity). Or maybe you can only score a Set bonus once for each "site color". So, if you score a bonus for the Brown site at Egypt (Khufu pyramid), maybe you get a Brown token and for the rest of the game, you can't get a Set bonus for Brown sites from ANY Location. That might work.

A less generous redistribution mechanic might also be ok.

What do you guys think of Seth's suggestion that you score points for Artifacts in one big sweep at the end, and possibly score points for Sets along the way? Would that be more intuitive/cohesive than the current "exhibit every turn" system? It would certainly be faster, but would remove some of the tension I like from the "which Bid cards will I use to Exhibit, and which will I use to Acquire" decision process?

The only concern I have with "Exhibit every turn" is the Exhibiting will get kind of stale -- you'll just be exhibiting the same Artifacts over and over. Yet, in the one test game we had, we had 7 players, and only 4 turns, yet people were able to amass pretty decent sized collections and power changed hands a few times at each Location in the exhibits (how many artifacts people acquire depends heavily on how many Artifacts are recovered during the Expedition phase; that's meant to be yet another of the game's interesting choices)

Finally, I'd really like to hear alternate game end suggestions. So far, there's mine "play as many turns as there are players" or my old scheme "play till the draw deck from one Location is exhausted". I like the latter, but it could end the game too early; maybe "play until two draw decks are exhausted"?

Not sure...

Thanks again for the feedback!

-Jeff

FastLearner
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Game #4: Profit and Provenance by jwarrend

I definitely think that the acquisition + exhibition combination is one of the most interesting parts of the game and so am of the opinion that there should be exhibition every turn.

I think a fun idea would be to have sets and runs count every exhibit but have the single value only count at the end. That gets players to work hard on building sets and runs all the time, while knowing that every acquisition will be worth at least something at the end. I also think it's fine if the sets and runs count every round

It might be especially fun that way if there was a mechanism for stealing artifacts from other museums. You wouldn't be able to put stolen artifacts in your own collection (obviously, I think), so they'd just leave the game (or would end up on the black market), but it would be pretty keen. There'd need to be more in it than just hurting another player if you were trading it for something good of your own because no one wants to be the guy who bashes the leader at the cost of hurting himself. Perhaps it would allow you to break a tie or something... dunno.

Is there a real need to help the player in last place? Would it be just as good to slow the leader?

sedjtroll
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Game #4: Profit and Provenance by jwarrend

FastLearner wrote:
...I'm of the opinion that there should be exhibition every turn.

Me too I think.

FL wrote:
I think a fun idea would be to have sets and runs count every exhibit but have the single value only count at the end. That gets players to work hard on building sets and runs all the time, while knowing that every acquisition will be worth at least something at the end. I also think it's fine if the sets and runs count every round.

I think that's what I said before. I suppose that means I agree again :)

FL wrote:
It might be especially fun that way if there was a mechanism for stealing artifacts from other museums.

I don't think that fits in as well.

FL wrote:
Is there a real need to help the player in last place? Would it be just as good to slow the leader?

I never liked the "help the last place player" thing. They should play better if they don't want to be in last place. Just make sure being in last place at one point doesn't necessarily equal losing the whole game (or why play past the first auction?)

Also, I don't think "slowing the leader" is really necessary for the same reason. If the game is fair to begin with, then the loser shouldn't need extra help, and the leader wouldn't need to be hindered.

- Seth

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