Skip to Content
 

Game #40: Fire and Ice by David Brain

27 replies [Last post]
Scurra
Scurra's picture
Offline
Joined: 09/11/2008

Richard Huzzey asked:

Quote:

Now- what's next? :-)

Well, it's this one...

Fire and Ice rules etc.

I wanted to put "Fire and Ice" up for a couple of reasons. One is that is belongs in the same category of games as "Giza" (Deviant's game of a couple of months ago*): abstract strategy, although I'd call both of these games tactical rather than strategic, and it makes a nice change to have a one-page abstract game after a couple of heavy-ish but well-themed games :)

[*I see that all the comments on Giza got lost after the hack :-( ]

And secondly, to note that an earlier version of this was one of my entries to the Hippodice contest last year, and what'was submitted to them was essentially just the rules and example diagrams I have included here (not the example game though.) I knew it wouldn't do particularly well, since it wasn't the sort of game they were looking for, but it was useful to see what they thought of it (in the end it finished somewhere in the middle of the field, which was disappointing but, as I said, not unexpected.)

Finally, it's really looking for a new name. There is already a commercial game called Fire and Ice, which I obviously didn't know about when I was developing my game. Clearly, as an abstract game, it doesn't have much of a theme, but the one it's got I rather like. So if a bright idea strikes you, let me know...

One last historical note: this game was one of several to have arisen from dreams in which someone showed me the whole thing, from components to how to play. Very little changed from the first version I wrote down after I woke up to this one. Don't forget that your game ideas can come from unlikely places... ;-)

Anonymous
Re: Game #40: Fire and Ice by David Brain

Scurra wrote:
Finally, it's really looking for a new name. There is already a commercial game called Fire and Ice, which I obviously didn't know about when I was developing my game. Clearly, as an abstract game, it doesn't have much of a theme, but the one it's got I rather like. So if a bright idea strikes you, let me know...

A very interesting game, but I don't know what to say, as the game looks nice but I think your own notes on the nature of this time of game are correct; it may seem a bit dry for many.

I wonder if a more intense theme would help? To steal a theme I've been working on, how about "After The Ark", with the players as tribes of Noah's sons reoccupying the earth as the floods recede. The red and blue tiles represent fields and plains. Flags represent settlements, and each turn is a long period of time, in which fields may be cultivated (plains flipped to fields) or left fallow (fields flipped to plains). Settlements score for being based on a large area of plains, where they can hunt, or in a large fertile crescent, which they can farm. As the game progresses, the uses of the land will change, but the floods will constantly recede until the last of the water has receded from the board.

Alternatively you could do something similar with Atlantis (a prequel to your evidence of Atlantis game, perhaps!?).

Richard.

Caparica
Caparica's picture
Offline
Joined: 08/06/2008
Re: Game #40: Fire and Ice by David Brain

Scurra wrote:
Richard Huzzey asked:
Quote:

Now- what's next? :-)

Well, it's this one...

Fire and Ice rules etc.

A really nice game, and multiplayer too. It could be themed like a territory game like Carcassonne. A very crazy Carcassonne as everithing is changing from fields to forest. It could also be a game of a computer viruses competing for computer memory. I can't see why it doesn't work for two players, what happens then?

Paulo
www.2concept.com/games

jwarrend
Offline
Joined: 08/03/2008
Game #40: Fire and Ice by David Brain

David,

As usual, fantastic presentation, the html really makes it easy to understand the game. Would that we all had the skills to put something like this together!

My standard GDW reaction to abstracts is "these are tough to evaluate", and that remains true for your game, I fear; abstracts like this have a strong spatial element, and it's hard for me to have a sense for whether the game would be fun or not because so much of its tension hangs on the spatial element.

A few observations, in no specific order of importance:

The "first tile must be in row 4" and "second tile must be in row 2, or 3, depending on number of players" already sounds like trouble to me. I'm sure there's a perfectly legitimate reason for this rule, but however important it is, it just jars the elegance of the design, and right from the start no less! What's the motivation for this rule?

The theme is, as you say, non-existant, however, what I felt like I would have liked would be some differentiation between "fire" and "ice". It feels that with each placement, I'm only trying for "sameness" (if I want to make a big island) or "difference" (if I want to keep a big island from scoring), but beyond that, there's no preference for fire or ice in principle. It seems like adding just a drop or two of theme could break the symmetry between these and push the game into (maybe) more interesting territory. Maybe some extra (but simple!) rules, like when you place a fire tile, you can "melt" an adjacent ice tile. Maybe, conversely, placing an "ice" tile has some different effect; maybe ice "grows" if unchecked by fire, or something.

It seems like players may either have too many scoring markers, or too much freedom. The fact that in your example game, better than half the game goes by before a non-flag tile is placed makes the "you must flip a tile" mechanic somewhat superfluous for much of the game. Moreover, since it doesn't seem like flags can be moved, there's a dilemma where, if you don't get your flags out early enough, the people who do will score repeatedly on their flags and run away with the game. Yet, if you do get your flags out early, the game's scoring configuration will be on the board relatively early in the game, and the rest of the game will just be details. Which of course you can justify with "well, at least the game isn't too long", but a superfluous endgame is a superfluous endgame, however quick it is; of course, it's quite possibly, maybe even likely, that the endgame is not superfluous. Nevertheless, have you tried the game with the rule "EITHER flip a tile OR place a new one"?

I'm very skeptical that you could play with 6 players; it seems like, with each player only getting 6 turns, and with 24 of the board's 36 spaces being occupied by flags, this version of the game would be cluttered and not worth playing. Have you tried it out with that number?

The game feels kind of like it's an abstract version of Carcassonne with a few twists. I suppose it's somewhat unfair to compare any game that involves "place a tile, then put a score marker on it" to Carc, but I think your game's similarities go a little beyond that; the size-dependent scoring, the "can't place multiple markers on the same island", etc. That said, I think that having scoring markers of different types is interesting and clever. I'm not positive I like having to trigger scoring every turn; it seems like you could easily end up in a situation where you can't help but give more points to other players than you give to yourself. I also worry that there's an "I scratch your back, you scratch mine" effect where two players with the same scoring flag (ie, both "A" or both "B" or whatever) on one island can grow the island and keep scoring points. I call this situation "petty cooperation" -- it's the analogue of "petty diplomacy" (You hit me, so I'm going to hit you). I don't find that kind of cooperation interesting, if players can stick to it and not have to explore new or more fruitful alliances.

The game system is simple, intuitive, and elegant, and I like that. I like the potential "bomb" effect of the cross tile. Have you ever tried the cross tile's use being "flip all adjacent tiles" instead of just "make all adjacent tiles the same color as the cross tile"? It seems like the cross would be less powerful this way, but it may not be overly powerful currently.

One other minor thing, in your example, I believe Purple's 2nd play was suboptimal; by scoring C, he made 2 points relative to Black and White. Had he scored A, he would have still been up 2 relative to Black, but up 4 relative to White. I understand that players make bad plays sometimes, but the players in examples should always make "perfect" plays or else people will be confused (or, conversely, you should point out when your "example" players make mistakes).

As for a theme; here's a simple idea for a theme, with a rules change included, just for the sake of it. The "red" tiles now become "Elves" and the "blue" tiles now become "Dwarves". You are building communities of elves and dwarves. Additionally, you have 3 types of structures (instead of 4) you can build: Forests, Gardens, and Caves (to replace the A,B,C,D flags). There's a twist: when you build these structures in Elf communities, they payout as:

Forest: Score 2 pts for each Elf tile in the community
Garden: Score 1 pt for each Elf tile in the community
Cave: Score 0 pts for each Elf tile in the community

In a Dwarf community, on the other hand, they payout as:

Forest: Score 0 pts for each Dwarf tile in the community
Garden: Score 1 pt for each Dwarf tile in the community
Cave: Score 2 pts for each Dwarf tile in the community

So the idea is that the different structures now have different values depending on where you build them -- this is a possible route to the "asymmetry" I mentioned before. With some appropriately interesting rules about flipping tiles, this could be a neat extension of the game.

Anyway, I've gone on long enough. Overall, I think it sounds like it will play out just fine, although, just to reiterate, I worry that the game's outcome will rely too heavily on the early game; I don't care for the restrictions on early placements; I think some asymmetry between Fire and Ice would be interesting; I worry that the similarities to Carcassonne may be too overt; maybe not!

I'd be interested to hear what the comments from the Hippodice group were; I assume they'd be more insightful than what we're likely to come up with, but maybe not! Best of luck with the game!

-Jeff

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Re: Game #40: Fire and Ice by David Brain

Richard_Huzzey wrote:

I wonder if a more intense theme would help? To steal a theme I've been working on, how about "After The Ark", with the players as tribes of Noah's sons reoccupying the earth as the floods recede. The red and blue tiles represent fields and plains.

[Let's start by teaching Richard how to cut quoting]
[ edit: Ah, I see he's learned already... ;-)]

As with Jeff's suggestion, this is the sort of thing I was looking for, although Jeff does take that to the next logical step.
I concede that the game is appallingly "dry" at the moment; I think it was tricky for me to see past the basic design (since it was fairly elegant in and of itself) and grafting something on top felt somehow as if I was distorting the intent of the game.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Re: Game #40: Fire and Ice by David Brain

caparica wrote:
I can't see why it doesn't work for two players, what happens then?

It does "work" with two players, but the tension based on scoring becomes much less of an issue since you are rarely faced with a decision about what to score, which is one of the interesting things about the game.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #40: Fire and Ice by David Brain

jwarrend wrote:

As usual, fantastic presentation, the html really makes it easy to understand the game.

And, as usual, Jeff makes his typical excellent contribution :-) (Making this a rather long posting, with some editing.)

jwarrend wrote:

A few observations, in no specific order of importance:

The "first tile must be in row 4" and "second tile must be in row 2, or 3, depending on number of players" already sounds like trouble to me.
The board size rule forced it. When I realised that it needed to be 5x5 for 3/4 players and 6x6 with 5/6 players, the starting rule came into being, and yes, it's incredibly clumsy. But it does make a difference to the game. However...:

Quote:
I'm very skeptical that you could play with 6 players; it seems like, with each player only getting 6 turns, and with 24 of the board's 36 spaces being occupied by flags, this version of the game would be cluttered and not worth playing. Have you tried it out with that number?

Of course not ;-) (I'm very skeptical too!) In fact, I think this is a 3 or 4 player game that should be played on the 6x6 grid, not a 5 player game at all. But given that the format does work with five players, it seemed reasonable to offer a six player option. Ultimately, I imagine that it should be simply a 6x6 grid and imply that you could play it with five.

Quote:
It seems like players may either have too many scoring markers, or too much freedom. The fact that in your example game, better than half the game goes by before a non-flag tile is placed makes the "you must flip a tile" mechanic somewhat superfluous for much of the game.

This is a relevant observation, but is in fact one of the reasons the game works! Because the tile-flipping doesn't generally come into effect until the second half of the game, it makes some of the early decisions more wide-ranging than they intially appear. However, since the game is slightly on the random side, there probably isn't enough control for this to be significant. (Limited testing suggests that good players can exploit this however.)

Quote:
Moreover, since it doesn't seem like flags can be moved, there's a dilemma where, if you don't get your flags out early enough, the people who do will score repeatedly on their flags and run away with the game.

This is where the "you can only have three flags" rule comes into play, as again, in the second half of the game, removing flags can turn out to be quite useful as it frees up tiles that can then be flipped.

Quote:
Nevertheless, have you tried the game with the rule "EITHER flip a tile OR place a new one"?

ISTR an early test which tried that and concluded that it didn't work. It's one of the fun bits of the middle game, where there aren't many tiles available to flip but you still have to choose one.
It may be that four flags is wrong, and it should be reduced to three (with two active ones) but I don't think this forces enough choices.)

Quote:
I'm not positive I like having to trigger scoring every turn; it seems like you could easily end up in a situation where you can't help but give more points to other players than you give to yourself.

Indeed, that was one of the reasons I liked the design. If you find yourself in that position (and it's pretty hard) then you probably lost the game several turns ago. This does risk a "kingmaker" situation, but not in the limited tests it has had.

Quote:
I also worry that there's an "I scratch your back, you scratch mine" effect where two players with the same scoring flag (ie, both "A" or both "B" or whatever) on one island can grow the island and keep scoring points. I call this situation "petty cooperation" -- it's the analogue of "petty diplomacy" (You hit me, so I'm going to hit you). I don't find that kind of cooperation interesting, if players can stick to it and not have to explore new or more fruitful alliances.

What happens there is that either everyone else gets in on the act, or the other players try to strangle the island. In fact, there seems to be a strong "stab" element in the game: at what point does one of the players in the co-operation situation decide to switch out for a better deal somewhere else?

Quote:
The game system is simple, intuitive, and elegant, and I like that.

So do I :-) Adding complexity for the sake of it is generally a bad idea. (Originally the game had a mechanic that allowed you to lock down tiles but it just produced lots of rules for no effect. Whereas the cross tile adds one rule but some neat interactions.

Quote:
I like the potential "bomb" effect of the cross tile. Have you ever tried the cross tile's use being "flip all adjacent tiles" instead of just "make all adjacent tiles the same color as the cross tile"? It seems like the cross would be less powerful this way, but it may not be overly powerful currently.

No, the cross is a very recent addition (although it did appear in the game before I saw "Giza" with a similar sort of bomb tile :-) I like the total flip idea - it'd be fun to affect flagged tiles that way as well...

Quote:
One other minor thing, in your example, I believe Purple's 2nd play was suboptimal;

There are several suboptimal plays in that game, trust me. I take your point about making that clear though. I may go and adjust the introductory text as a result.

Quote:
(comment moved) The theme is, as you say, non-existant, however, what I felt like I would have liked would be some differentiation between "fire" and "ice"....
As for a theme; here's a simple idea for a theme, with a rules change included, just for the sake of it. [...]
So the idea is that the different structures now have different values depending on where you build them -- this is a possible route to the "asymmetry" I mentioned before. With some appropriately interesting rules about flipping tiles, this could be a neat extension of the game.

And this is exactly why the GDW is such a valuable resource. Variable payouts was something I hadn't considered at all, but it opens up all sorts of interesting ideas. Likewise, adding side-effects to the fire and the ice is good: I had considered that before but nothing quite as simple as your ideas.

Quote:
Anyway, I've gone on long enough. Overall, I think it sounds like it will play out just fine, although, just to reiterate, I worry that the game's outcome will rely too heavily on the early game; I don't care for the restrictions on early placements; I think some asymmetry between Fire and Ice would be interesting; I worry that the similarities to Carcassonne may be too overt; maybe not!

I certainly find it interesting when people start citing the other games that designs remind them of; as you said, any tile-laying meeple game is going to draw some comparisons, although I think that this game, being in a constrained grid, brings a different perspective.

Quote:
I'd be interested to hear what the comments from the Hippodice group were; I assume they'd be more insightful than what we're likely to come up with, but maybe not!

Well all I got back in feedback were some useful numbers (they graded the games on things like "luck vs skill", "rules clarity", "would I rush to play this again?, rather than a whole sheaf of tester comments.)

jwarrend
Offline
Joined: 08/03/2008
Game #40: Fire and Ice by David Brain

Another off-the-wall idea, inspired by the Red/Blue thing, would be to give the game an election theme. In the media analysis of the US presidential election, states that are going to be carried by the Republican candidate are colored red and those that are going to the Democratic candidate are colored blue. I'm not sure what the "A-B-C-D" tokens would represent, and indeed, making the game work for multiple players whilst only having a 2-party election would require some cleverness, but I'm sure you're up to it, if it's a theme you like. You could even reconfigure the board into a different shape, perhaps one approimating the shape of the US or something, though that might just screw up your elegant abstract too much.

Just another thought, take it or leave it!

-Jeff

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #40: Fire and Ice by David Brain

jwarrend wrote:
I'm not sure what the "A-B-C-D" tokens would represent, and indeed, making the game work for multiple players whilst only having a 2-party election would require some cleverness, but I'm sure you're up to it, if it's a theme you like.

They'd be the rival primary candidates I would guess. Although I can't see why a player would be backing everyone at once (maybe they're lobbyists or something.)
Quote:

You could even reconfigure the board into a different shape, perhaps one approimating the shape of the US or something, though that might just screw up your elegant abstract too much.

It'd be a good geography lesson though...

Quote:

Just another thought, take it or leave it!

Hmm. I think I might have to leave this one: it's a different game entirely. That's not to say it's without merit, as there's an interesting concept in there, but not today, thank-you. ;-)

Brykovian
Brykovian's picture
Offline
Joined: 07/21/2008
Game #40: Fire and Ice by David Brain

Hi David ... nice game! :) It's probably no surprise to anyone here that this is "my kinda game" ... ;)

I like Jeff's idea of having different types of flags and having them differently valued depending on which type of tile they are on. In his example, I think the elves/dwarves theme could definitely work. (As an aside, I haven't come up with a workable theme idea yet -- but for some reason the phrase "schools of fish" keeps forcing its way into my frontal lobe :? ...)

From reading the instructions, I assume that "remove a flag" assumes that the player would only be allowed to remove one of his own flags? (Or did I get that wrong?) If that is the case, have you considered allowing players to place/remove opponents' flags?

I think I'll need to let this one perculate in my brain over the next couple of hours and see what else comes to mind for posting.

-Bryk

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #40: Fire and Ice by David Brain

Brykovian wrote:

From reading the instructions, I assume that "remove a flag" assumes that the player would only be allowed to remove one of his own flags? (Or did I get that wrong?) If that is the case, have you considered allowing players to place/remove opponents' flags?

It's amazing how easy it is to miss something as obvious as that. Yes, I had assumed it would be the player's own flag but, of course, suggesting that you might be able to move an opponent's flag could make things very interesting.

RookieDesign
Offline
Joined: 12/31/1969
Game #40: Fire and Ice by David Brain

Abstract isn't my favorite games, but if you don't mind about a small review from my part.

When I read the examples I find that the scoring when up quite rapidly and often by small increment. I first tough was that a pegging system like Cribbage board would be nice in that case. Yes it's more expensive but I find it so much more elegant than a point system a la Carcassone.

Since you have a defined number of tiles. Is a 6x6 grid is necessary. I was thinking about letting the player place what they want next to another existing tile. I'm sorry I haven't played the game. Maybe with testing I'm plain wrong.

My suggestion to avoid the starting phase that a player has to play in a certain way is to place 2 tiles next to each other before anybody play. Maybe without any flag. That could lead to a better start than having nobody return anything for a while.

As already mentioned, I think (at least from you example), that 4 tokens is a bit too many. I would go with 3, but again, maybe you tried this and I'm plain wrong.

Here's just some random ideas for you. Hope it will help you in a way.

Have a good day.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #40: Fire and Ice by David Brain

Thanks for your comments.

RookieDesign wrote:

Since you have a defined number of tiles. Is a 6x6 grid is necessary. I was thinking about letting the player place what they want next to another existing tile.

It's actually to impose some interesting decisions on the player during the midgame. If you can place effectively anywhere around the edge of the grid, you end up with weird effects (like an alternating strip of red and blue tiles.) Having a restricted space means that certain grouping patterns will happen more often. (Adding the cross tiles has made it more important to have a fixed grid since there are actually several more tiles in play than there is space.)

Quote:
My suggestion to avoid the starting phase that a player has to play in a certain way is to place 2 tiles next to each other before anybody play.

This is a numbers thing. I was trying to ensure that everyone had the same number of turns whilst also having a filled grid at the end. As you can see, it doesn't really work because the first player also gets the last turn. But I also can't have just one tile in the middle to begin with, since that creates all sorts of other problems, so there needs to be two separated ones. And that then results in someone losing a turn.

Quote:
As already mentioned, I think (at least from you example), that 4 tokens is a bit too many. I would go with 3, but again, maybe you tried this and I'm plain wrong.

One reason for four tokens is to ensure that towards the end of the game, you are almost always forced to score for other people, something that doesn't arise so badly when there are only two tokens per player on the board. Secondly, there is a perception that somehow tile-flipping ought to enter the game at an earlier stage (after all, it is the first action you do in a turn!) but this isn't the case; it's supposed to be a mid- to late-game effect. It may be that it isn't necessary with the addition of the cross tiles but I'm not sure.

RookieDesign
Offline
Joined: 12/31/1969
Game #40: Fire and Ice by David Brain

It seems that you have tough out all my comments.

I tried to raise question rather then finding problems.

Hope it help a bit.

Brykovian
Brykovian's picture
Offline
Joined: 07/21/2008
Game #40: Fire and Ice by David Brain

Okay ... this might get weird, but I thought I'd throw it at you for you to do with it what you may ...

The "schools of fish" idea kept plaguing me, so I tried to work it up into something that might be an "apply-able" theme.

The two different sides to a tile could represent different types of fish -- one big, one small. Since I'm most familiar with upper North American freshwater fishing, I'll say "pike" (big) versus "perch" (small).

Following on Jeff's idea about different scoring per "type" of flag, the flags could be different bait: Jig, Worm, and Minnow. Jig scores highest for Perch, while Minnow scores highest for Pike (and, therefore, worm takes the middle road). If you want to have 4 flags, then perhaps each player gets 1 Jig, 2 Worms, and 1 Minnow.

Okay ... I think that's it ... funny, but I feel a little lukewarm about it now that it's down in digital. At least it should stop interjecting itself in my thoughts now. :wink:

-Bryk

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #40: Fire and Ice by David Brain

RookieDesign wrote:

I tried to raise question rather then finding problems.

That's often more useful in the long run. But yeah, I had tried to consider as much as possible before getting to this stage.
That doesn't mean that I won't ignore your ideas (I shall experiment with various starting positions I think, to see what effect it has.)

After all, that's what the GDW process is supposed to be about ;-)

Zomulgustar
Offline
Joined: 07/31/2008
Game #40: Fire and Ice by David Brain

Hi...first post here, but it's past my bedtime so I hope you'll forgive me if I ramble, am too blunt, don't format correctly, etc. Any suggestions are just brainstorming... Looks like a very interesting game, but I'm afraid I must concur with some earlier criticism.

1. In your response before, you didn't make clear the motivation behind your 'Exception' under tile placement. Even if there is an essential play element encouraged by this rule, there is likely a less seemingly arbitrary way of bringing it about. What exactly are you trying to accomplish here?

2. (Hypocritical though this might seem next Monday...) At first glance, there doesn't seem to be anything about the fundamental gameplay which relies on the topology of the square grid, so I would strongly recommend at least considering alternatives. Part of the appeal of the Out of the Box game sharing your name is the interesting symmetry of its board (essentially nested Fano planes), so abandoning the square grid doesn't necessarily mean having the board seem arbitrary. Even an arbitrary Risk-map-like board might be interesting too, if that was not your complaint about the 'primary' suggestion above.

While the constraints on late placements may be desirable, if your primary objection to having the tiles define the board is a tendency toward repeating alternating colors, you might want to consider hexagonal tiles, as their tiling is non-bipartite, making such a 'checkerboard' coloring impossible. It will certainly change the dynamics of play, but you might want to see whether this is in a bad way. If your concern was a 'peninsula' extending the board too far, add a restriction that the new tile must be placed adjacent to at least two tiles already present (obviously either starting with a seed or making an exception for the opening).

What sort of problems are created when you start with one tile on the 5x5? It feels awkward to give some players extra turns when there are already so few turns to play, so you might want to stick to boards that divide evenly into the number of players. If you really want to use a grid of squares, why not resize for each number of players? Just off the top of my head...

2 - 6x4
3 - 6x5
4 - 6x6
5 - 8x5
6 - 8x6

3. Are you confident that the game has an early-player advantage?
Aside from the extra turn for the first player(!), the early players always have fewer and smaller islands to score than those who follow them, and additionaly have constraints on their initial placements.

4. It had been suggested to reduce the number of scoring markers, and you apparently took this to imply that this would also reduce the number in play. Why not have only three types of scoring markers, but you can have all three in play simultaneously? Just move a flag to the newly placed tile rather than removing one to place another. Makes a little more sense in terms of having a limited number of 'collectors' to allocate to territories to boot.

5. I disclaim any notion that the following idea is workable, but I'm temporarily at a loss for a better theme so I'm tossing it out so I can get some sleep. ^_^ If you want to stick to the 'opposing elemental forces' theme, you could make the tiles blocks with four showable sides, indicating the four Aristolean elements. You may recall that said elements traditionally had a pair of dichotomous properties, namely heat and moisture. Earth is cold and dry, water is cold and wet, air is hot and wet, and fire is hot and dry. When you 'flip' a tile, you rotate it one element around the cycle in either direction (not actually to it's opposite element) and 'islands' are determined separately for each quality. The four flags for each player would correspond to one of these qualities, so a player could score for a connected hot group, or a connected dry group, etc. Just a thought.

Now that I've undoubtedly made a complete idiot of myself, I'm going to get some sleep so I'll have enough sense to regret it in the morning. Good luck, and I'll see what other ideas pop into mind over the course of the week...

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #40: Fire and Ice by David Brain

Zomulgustar wrote:
If you want to stick to the 'opposing elemental forces' theme, you could make the tiles blocks with four showable sides, indicating the four Aristolean elements. You may recall that said elements traditionally had a pair of dichotomous properties, namely heat and moisture. Earth is cold and dry, water is cold and wet, air is hot and wet, and fire is hot and dry. When you 'flip' a tile, you rotate it one element around the cycle in either direction (not actually to it's opposite element) and 'islands' are determined separately for each quality. The four flags for each player would correspond to one of these qualities, so a player could score for a connected hot group, or a connected dry group, etc.

Wow... that sounds like a particularly clever idea. I like it a lot.

At any rate, I only had a chance to glance at the rules, but I got the impression that there was maybe too much going on with the tiles, the flags, the special tiles... for an abstract game I got the feeling it needed to be more straightforeward. I'll read the rules again and maybe put together a better comment for you.

- Seth

P.S. Speaking of too much going on, the Princess Bride thing may suffer from the same problem. Streamline, man! It's been working for All For One (so far)!

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #40: Fire and Ice by David Brain

Zomulgustar wrote:

1. In your response before, you didn't make clear the motivation behind your 'Exception' under tile placement. Even if there is an essential play element encouraged by this rule, there is likely a less seemingly arbitrary way of bringing it about. What exactly are you trying to accomplish here?

Just to ensure that the board starts with a red and a blue tile that are slightly separated. There is no other reason behind it. As you (and others) say, it seems arbitrary and complicated. One of the reasons for putting games into the GDW is for exactly this reason: so that people can point out the obvious, and the designer can feebly try and defend their choices :-)

Quote:
2. I would strongly recommend at least considering alternatives. Part of the appeal of the Out of the Box game sharing your name is the interesting symmetry of its board (essentially nested Fano planes), so abandoning the square grid doesn't necessarily mean having the board seem arbitrary.

No indeed. A smoother design would do away with the board entirely, and restrictions (such as you proposed) would probably make that much easier to achieve. However, as soon as you start specifying placement restrictions, you make it harder for people to play. Oddly, a defined board space means that people don't have to think about where they can play, since all the options are clear. (This is also one of the reasons I'm not in favour of using hexes, as it increases those options.) Now this may well be entirely misguided and inherently limiting for the game, but it gives me a useful starting point.

Quote:
3. Are you confident that the game has an early-player advantage?

No, it probably has a last player advantage :-) (which is what the bizarre intial points allocation is partly to reflect.)
No, I honestly don't know; it hasn't been played nearly enough for me to know. (One oddity about testing multi-player abstracts is that you have to find multiple players willing to play them! Two-player ones are much easier to test in that regard :-)

Quote:
4. It had been suggested to reduce the number of scoring markers, and you apparently took this to imply that this would also reduce the number in play. Why not have only three types of scoring markers, but you can have all three in play simultaneously? Just move a flag to the newly placed tile rather than removing one to place another. Makes a little more sense in terms of having a limited number of 'collectors' to allocate to territories to boot.

It does, and it may be better that way. However, having three from four on the board increases the tactical scoring element. If everyone has A.B and C on the board then choosing a letter to score doesn't really have the same impact as when one has ABC, one has ABD and one has BCD. OTOH I concede that the game is probably too short for this to have a real effect on the outcome.

[snipped excellent theme proposal - I shall think about this]

Quote:
Now that I've undoubtedly made a complete idiot of myself,

No more than me :-) The idea of the GDW is to let people offer exactly these sort of comments. None of them can ever be foolish if someone has gone to the trouble of actually thinking about a design.

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #40: Fire and Ice by David Brain

Scurra wrote:

having three from four on the board increases the tactical scoring element. If everyone has A, B and C on the board then choosing a letter to score doesn't really have the same impact as when one has ABC, one has ABD and one has BCD. OTOH I concede that the game is probably too short for this to have a real effect on the outcome.

Maybe it should be 2 of three then, since the game is short? Wouldn't that be the same/similar?

- Seth

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #40: Fire and Ice by David Brain

I think that 2 from 3 is really different to 3 from 4. Again, it's reducing the choice options for players, which is a bad thing.
The length of game issue is interesting. I was trying for a short (30 minute) game with some interesting decisions. However, I think that the book-keeping involved in the scoring detracts from the game a little too much.
But making the game longer to account for this risks making it exceptionally boring. And if I add complexity to deal with that (such as variable scoring for tokens) then it creates different problems.

But that's the nature of design. Three steps forward, two back. (Or, frequently. vice versa :-)

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Game #40: Fire and Ice by David Brain

Scurra wrote:
I think that 2 from 3 is really different to 3 from 4. Again, it's reducing the choice options for players, which is a bad thing.
The length of game issue is interesting. I was trying for a short (30 minute) game with some interesting decisions.

So you think 2 of 3 is not interesting? It seems like it's a better fit with the same mechanic. Choosing from A, B, and C as opposed to A, B, C, and D isn't really "reducing the options" by the way.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Game #40: Fire and Ice by David Brain

sedjtroll wrote:
. Choosing from A, B, and C as opposed to A, B, C, and D isn't really "reducing the options" by the way.

Well it is, because someone never has ABC and D on the board at the same time. But I think this may be a terminology dispute (the worst kind, as we've discovered elsewhere :-) rather than a fundmental disagreement...

If a player has two flags placed, there does seem to be a real difference when it comes to their third flag, depending on all sorts of factors including existing ones, other players' choices, locations and so on. This is much less pronounced if you only have three flags in total (and just two on the board at any time) since the co-operation element is diminished. (It's kind of like cities in Carcassonne, where it is in your interests to share a city with each of the other players so that there is an incentive for them to help grow/complete the city but that you benefit against everyone else.)

Please note that I'm not suggesting that you are therefore totally wrong: I shall certainly go away from this week's discussions with lots of directions to explore and one of them will be reducing the number of flags to see what impact it really does have.

Zomulgustar
Offline
Joined: 07/31/2008
reproduced PMs

I was unable to post this earlier due to a 'Invalid_session' error, so I PMed it to Scurra instead. I reproduce it here in case it triggers ideas for anyone else.

Scurra wrote:

A smoother design would do away with the board entirely, and restrictions (such as you proposed) would probably make that much easier to achieve. However, as soon as you start specifying placement restrictions, you make it harder for people to play.

Ignoring the 'exception', you already have a restriction that the tile must be placed adjacent to one other tile...how much more difficult is it to force placement adjacent to two? For that matter, given the obvious incentives to place adjacently, is this restriction itself necessary, or is it better left as an emergent behavior?
Quote:

No, it probably has a last player advantage :-) (which is what the bizarre intial points allocation is partly to reflect.)

Ah. My perhaps overly self-deprecating stance was meant to hedge against precisely this sort of whoopsie. Didn't want you to think that I wasn't paying attention to you. ^_^b In case your theoretical players are also reading the rules at one in the morning, you might want to be a bit more explicit about this, and it also couldn't hurt to point out that the cross tile (quintessence?) doesn't flip surrounding tiles when flipped, only when placed.
Quote:

OTOH I concede that the game is probably too short for this to have a real effect on the outcome.

The obvious solution I see to the above is moving to a 60 square board (an 8x8 with four seed islands?) which covers your bases (NPI) for up to six players. If you can streamline scoring (perhaps having the score phase only on every Xth full round?) and/or add a bit more variety to the special tiles, I think the game could bear that length.
Quote:

[snipped excellent theme proposal - I shall think about this]

Thanks! I've had several more thoughts along these lines. First, rather than blocks, you can use tiles if you use the traditional symbols for the elements. (see http://www.levity.com/alchemy/symelem.html) When 'flipping', you must flip to the other side of the tile, but may then orient the triangle either direction. Of course, this doesn't provide a helpful guide to the heat/moisture qualities, but...*shrug*

For extra fun, have special tiles correspond to the three principles.
Wherever Salt is played on the board, the nearest orthogonal neighbor in each of the four directions is pulled to the adjacent space without flipping it. Reverse this for Sulphur, having the nearest neighbor move away along the rookwise line until it hits the next tile or the edge of the board. For Mercury, have the four adjacent tiles rotate one position around it, CW or CCW (player's choice).

Several other correspondences with the classical elements allow the possibility of breaking the symmetry (if this is desirable) or just providing easy-to-find bits.

First, there is a natural vertical ordering of the elements...Fire -> Air -> Water -> Earth from lightest to heaviest. You could allow two vertically adjacent tiles which are in the 'wrong' order to swap with each other. About as Aristotle as it gets, here.

There is also a fairly commonly found cyclical relationship among the elements, namely Water follows Fire follows Air follows Earth follows Water. Instead of allowing two options when changing the element of a tile, you could only allow the one following in the cycle. Note that in this case two of the transitions are to the opposite element, so this does change things a bit...in this case you'd probably be better with the blocks than the tiles, for clarity.

Last but not least, Plato decided that the classical elements (including Aether) corresponded to the regular polyhedra commonly named after him, as follows.

Fire-tetrahedron
Earth-cube
Wind-octahedron
Aether-dodecahedron
Water-icosahedron

It's a shame most game designers won't have different colors of these lying around to use...^_^
__________________________
and here's his reply (to save him the trouble...nothing seemed confidential)
__________________________

Scurra wrote:
Zomulgustar wrote:

Ignoring the 'exception', you already have a restriction that the tile must be placed adjacent to one other tile...how much more difficult is it to force placement adjacent to two? For that matter, given the obvious incentives to place adjacently, is this restriction itself necessary, or is it better left as an emergent behavior?

This is a very good point. I never tried the game without a board to see if specific restrictions were unnecessary: the game clearly worked as it was, and my other Hippodice entry needed more testing (not enough, as it happened, but that's life.)

Without a board but starting with two adjacent tiles, one red and one blue, I suspect that no-one would question that their tiles had to be placed adjacent - and the ones that did are the sort of players who know what the answer is, but just want to make trouble :-)

Quote:

Quote:
OTOH I concede that the game is probably too short for this to have a real effect on the outcome.

The obvious solution I see to the above is moving to a 60 square board (an 8x8 with four seed islands?) which covers your bases (NPI) for up to six players. If you can streamline scoring (perhaps having the score phase only on every Xth full round?) and/or add a bit more variety to the special tiles, I think the game could bear that length.

Now I know why I didn't do this: because I've got a completely different game that uses an 8x8 grid with four starting spaces. Obviously, that is no reason why this game shouldn't use that set up, simply my inability to step to one side and view it properly.

Indeed, a 60 tile game has to be the ideal size for it, now you come to mention it.

[snipped your excellent theme again!]
I love the idea of making it a sort of "Ancient Greek view of the cosmos" game but that might be going quite a long way beyond the original vision of a small-ish two-rule game with some neat tactical interactions.
But that doesn't mean it isn't worth developing the idea in several different directions.

Quote:

It's a shame most game designers won't have different colors of these lying around to use...^_^

Well now you come to mention it :-) (I've actually got lots of paper models of the Platonic solids sitting around on the top of my bookcases, but not appropriately coloured sadly.)

sedjtroll
sedjtroll's picture
Offline
Joined: 07/21/2008
Re: reproduced PMs

Scurra wrote:
I love the idea of making it a sort of "Ancient Greek view of the cosmos" game but that might be going quite a long way beyond the original vision of a small-ish two-rule game with some neat tactical interactions.

Um... was Fire and Ice a 2-rule game? Seemed like there were more than 2 rules to describe the scoring...

Zomulgustar wrote:

It's a shame most game designers won't have different colors of these lying around to use...^_^

So... he meant dice, right?

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Re: reproduced PMs

sedjtroll wrote:

Um... was Fire and Ice a 2-rule game? Seemed like there were more than 2 rules to describe the scoring...

Rule 1: Place a tile
Rule 2: Score a flag

That is basically it. (OK, so there are two other rules: Flip a Tile and Place a Flag, but they are trivial.) Now I inevitably end up having to expand on these basic rules to avoid lots of tedious questions,but in essence that's the entire ruleset.

Quote:

Zomulgustar wrote:

It's a shame most game designers won't have different colors of these lying around to use...^_^

So... he meant dice, right?

I assumed so. (I've got paper models sitting around because I went through a phase of paper modelling and they're a good starting point from a design and a construction pov. They're rubbish for rolling though :-)

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Closing Thoughts

Once again, thanks to everyone who commented so intelligently - I'm unsure exactly where I'm going to take this design now but the ideas are much appreciated.
I realise it's tough to assess an abstract strategy game on the basis of just the ruleset given that the intent of these sorts of game is in the interaction of play rather than the simulation of a theme.
Having said that, the suggestions regarding asymmetry and theme have probably been the most useful: keeping the balance between simplicity and depth is important, and I shall look forward to seeing where the game takes me :-)

So, on with the next victim... er, volunteer.

Anonymous
Possible themes

Since I haven't been using this board to long, I've been reviewing these as I get to them. I saw a lot of commenting on your rules, et cetera, and well, I don't have much to say that hasn't been spoken for that.

I do have a couple of suggestions for themes:

  • Desertification - Have a battle between two sides, one try to reclame the desert? (I don't like this one much myself)
  • Heaven vs. Hell
  • Biker madness - Pull an EZ rider theme, outlaws vs the law...
  • Cops & robbers - maybe not the stark contrast your looking for
  • Cowboys & indians
  • Men are from Europa... Woman are from Jupiter...
  • Election Campaigns - like the maps the networks try and show us to see which states have been won.

Obviously some of those are better than others. And some, prolly don't work with your idea at all. Hope it gives you some thoughts if you still want to theme your idea.

[/]
Syndicate content


forum | by Dr. Radut