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Game #51: City and Guilds by Scurra (David Brain)

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Scurra
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Here we go again...

main page: http://www.scurra.com/guilds/

If you want to track back, you'll find the roots of this design in some of the discussions about Jeff's "Acts" game, and a couple of journal entries by myself and Seth taking the notion of Journeymen and Guilds in different directions. The result is a game that's probably lost all the interesting bits of our musings and replaced them with some boring over-used mechanics instead :-)

It is also far too complex but with a couple of neat devices and an economic system that is probably broken (the Contracts system certainly is, but that's what comes of not doing the math properly...)

One note about the name. Once again (as with Fire and Ice), a newly-published game has got there first. This one I was more suprised by as I thought the phrase was a peculiarly English one, but it seems that the other game is from a UK designer too.
Beyond the name, however, there seems very little in common between the two game.

And finally: this ruleset has not been written for convenience but mostly for playtest reference. In other words, everything is there but not necessarily in a terribly useful order! And I'm sorry if there are slight discrepancies between the PDF version and the Web version: inevitably I found myself tinkering with things even as I was preparing pages for upload.

The game has not been tested in any shape or form, beyond initial discussions with my regular playtesters who made some very helpful comments on an earlier draft.

jwarrend
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Game #51: City and Guilds by Scurra (David Brain)

David,

Thanks for your continued willingness to expose yourself to scorn and ridicule in the GDW (kidding, obviously!). It's amazing to me how varied your repetoire of games is -- very impressive that you can design good games of such different styles and scopes.

I’m not sure I’ve fully digested the way this game is played, but perhaps that’s as useful a starting point as any for my critique. It seems like somewhere in here, there’s a simple, comprehensible game, but it feels to me like it would require quite a lot of effort on my part to discover it.

The economic system is a good example of this. There’s a very clever idea here, with the price of buying or selling X corresponding to the current space on the track, and as items are bought or sold, the price goes up or down correspondingly, with the numbers on the track representing the appropriate costs. This is a really cool idea, but the explanation of this system is practically non-existant in the rulebook. If I hadn’t remembered you explaining it in some separate post, I’d have been hopelessly lost.

There are some things that sound very promising. For example, the “apprentice, journeyman, master” construct, with each having a correspondingly higher probability of success at tasks. Ok, well and good. But now there’s also three levels called “Production, Craft, and Worker” which don’t appear to correlate to Apprentice/Journeyman/Master in any way. Moreover, the terms you’ve chosen throughout the game are horribly vague, and it makes understanding the game so much harder. “Resource” is fine, but what is the distinction between a “Good” and an “Item”? What’s the difference between “Craft level” and “Worker level”? You probably define these somewhere, and that’s fine, but the whole point of adding a theme is that it’s meant to make understanding the game easier because of the intuitive connection between the terminology and the mechanics. In this game, it’s exactly the opposite -- the terminology is so obfuscating that it’s actually *more difficult* to understand the game as a result.

In addition to that, there are some terms that don’t appear to be defined very clearly. For example, there’s something called a “Guild level” that confers between 0 and 2 “base actions”, but then you add to this the numbers showing on your dice, which correspond to whether you’re a Journeyman, Apprentice, or Master...

My overall impression of the game is that it borrows perhaps a bit too liberally from other games, most notably “Traders of Genoa”, to really shine in its own right. You definitely have some great, original ideas, but I think you might lean heavily enough on prior designs that the coolness of your own ideas is unnecessarily diminished. An example of a superfluous borrowed element is, I think, the contract mechanic. I think you could pretty much hack that out and change the game relatively little. Other random thoughts are that the board movement aspect appears to be somewhat superfluous, and I think the game could perhaps be sharpened a lot without it. It seems that the board is only needed for the “contract” mechanic (adding a pick-up-and-deliver aspect to an economic game, which I think is unnecessary and, in this case, too derivate of ToG), and for the current incarnation of the “thief” mechanic, but I’m not sure how much I like that latter mechanic anyway. It seems prone to guesswork, although I suppose it could work ok if you can say “well, I know Joe needs to go to town X to sell his Item, so I’ll stake out that route”, but since there are other routes, you’re basically just forcing Joe to go the long way. It might be better if it was more “Pirate’s Cove” style where the thief just stakes out one Guild and a player going there risks being shaken down.

Other than the thief, it appears that there’s no direct interaction in the game, and it seems like that is a bad thing in a 3 hour game. I suppose there’s perhaps the indirect “competition for limited stuff” kind of interaction, but since only 2 players can get into a given guild, I’m not sure how serious this will be. I would have thought there would be more deal-making or price-setting, but I suppose the players aren’t the guilds themselves, but just representatives of the guilds, and in that sense, the guild presumably sells all of its goods at one price.

Here’s how I would have designed this game. Presumably, some of this is the way it actually works, but anyway:

-- Like the current system, each player has memberships in up to two guilds, and has a level in that guild of Apprentice, Journeyman, or Master.

-- Each turn, “Contract Cards” are placed in each town, Disciples-style: this indicates a demand for something in that town.

--Converting Resources into Items and Items into Goods (or whatever) requires blending resources. Resources are available for purchase; they are NOT the purview of the guilds, and are not guild-specific (ie, different Guilds both want some of the same resource). Instead, the Guilds specialize in converting resources into Items. Maybe each Guild can produce two kinds of “Items” -- “standalone” items, and “component” items. So, for example, the “Blacksmith” guild could produce “Horseshoes” for direct sale, or “nails” which, along with “timber”, can be used to produce “Houses”.

So, the idea is that each Guild would need, as raw materials, some of the same resources as other guilds. Members of that Guild could use these to produce items; the sellable items could then be sold, and the “component” items could be used EITHER by a member of that Guild OR of the Guild that makes the corresponding component to produce a more valuable “Good”. So in my example, the Blacksmith makes nails, the Carpenter makes boards, and EITHER can take nails and boards and convert them into a House, which may be one of the Contract cards. Or, conversely, you could have a “cooperation” mechanic where reps from two Guilds must work together to complete a Contract. Or, you could have a “second level” of Guilds that convert components into Goods. (with perhaps the tension being that players can join the “lower” guilds who turn less of a profit but can convert resources into sellable goods, or they can join the “upper” guilds, who earn higher commissions but depend upon the lower Guilds to provide them with components).

On top of this would presumably be built some sort of economy whereby resources are bought and sold, items are produced and purchased, etc, and that would all have to be derived. But the crucial point of this is that in “my” version, there’s a sort of narrative flow to what is happening in the game. Resources are being converted into sellable goods, and those are used to complete contracts. In your model, it just feels too higgledy-piggledy -- the game is basically about making money, but there are so many ways to make money -- selling resources, selling goods, selling items, completing contracts, stealing, etc -- that it feels like it would be overwhelming to cobble an overall strategy together.
Of course, this would be a pretty substantial overhaul to do things this way. I think there are some genuinely good ideas in your rulebook, and were I to try to “fix” your game, to the extent that it even needs fixing, I would probably retain the Apprentice/Journeyman/Master construct, the Resource/Goods/Items construct (with better names), and the economic pricing model, which I think is quite clever. The things I’d look to remove or refocus are the secondary levels of complexity; the distinction between “Craft/Worker/Production” and “Apprentice/Journeyman/Master” just has to go.

Hope this is in some way helpful. I like the premise of the game, and look forward to seeing the next iteration of the design!

Good luck,

Jeff

Scurra
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Game #51: City and Guilds by Scurra (David Brain)

jwarrend wrote:

My overall impression of the game is that it borrows perhaps a bit too liberally from other games, most notably “Traders of Genoa”, to really shine in its own right.

When several people comment on this, there must be something in it :-) (two of my regular playtesters noted this, completely independently.)
I think the reason is that the Contracts concept appears in that game but in a much more constrained fashion (take good A and good B to place C)
I didn't make the connection until a while after I had finished the alpha ruleset and was cutting stuff out.
I don’t consider there to be any other connections.
Quote:
It seems that the board is only needed for the “contract” mechanic (adding a pick-up-and-deliver aspect to an economic game, which I think is unnecessary and, in this case, too derivate of ToG), and for the current incarnation of the “thief” mechanic, but I’m not sure how much I like that latter mechanic anyway.

There are four resources and each town only deals in two of them (hence six towns to cover all the permutations.) And there are six luxuries that can only be bought or sold in one of each of the towns. So you do need the board to separate these aspects. (In addition, you can’t have a decent market price fluctuation if there’s only one price track.) And yes, there's a decent argument that I should just have set it all in one city, but it looks even more like ToG that way :-) I would note that the separation is quite significant as it is only really the Merchants who can bounce around the board: other players can only move half-a-road at a time per action.
I'm not convinced by the Thief mechanic either ;-)

[...] snip other comments […]

What your suggestions tell me is that I have completely failed to explain how the game works! But essentially it isn't far from the description you have proposed. What is clear is that my teminology gets horribly confused and unclear.

A Guild has three levels: Production, Worker and Craft. These correspond to the three levels of sophistication in goods: Resources, Goods and Items (Luxuries.) So someone at the Worker level of a Guild can produce Resources and make Goods but cannot create Items. (I guess I should have called them Luxuries to begin with. It’s a much clearer term.)
Each of the levels of a Guild is split into three standings: Apprentice, Journeyman and Master. So someone who is a Master is going to do things more consistently than an Apprentice.
These aspects combine within the Guilds, essentially creating nine distinct potential positions for a player.
So you could be a Production Master (generates lots and lots of resources but can't do anything with them) or an Apprentice Craftsman (can make Items but not terribly consistently.)

And then the second and third stages of the Guilds are supposed to require combinations of their own resources along with that of one of the other Guilds. (However at the moment you could make something just using your own Guild's resource: this probably needs changing.)

Quote:
I would probably retain the Apprentice/Journeyman/Master construct, the Resource/Goods/Items construct (with better names), and the economic pricing model, which I think is quite clever. The things I’d look to remove or refocus are the secondary levels of complexity; the distinction between “Craft/Worker/Production” and “Apprentice/Journeyman/Master” just has to go.

Does my explanation above make this any clearer? I think it's important to have a specific distinction within the Guilds themselves so that a player has to actively choose whether to get better at their current work or to step up to a more complex level (or maybe even to branch out to a completely different Guild.) Ideally, stepping up within a Guild also brings a cost with it (there is a huge fault with the “Produce” turn action at the moment that doesn’t take this into account.)

Quote:
Hope this is in some way helpful. I like the premise of the game, and look forward to seeing the next iteration of the design!

You always are, Jeff. :-) Thanks for those first impressions.
What they really tell me is that I shouldn't have put this version of the ruleset up for scrutiny when it is clearly missing so much vital explanatory material...

jwarrend
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Game #51: City and Guilds by Scurra (David Brain)

Scurra wrote:
jwarrend wrote:

My overall impression of the game is that it borrows perhaps a bit too liberally from other games, most notably “Traders of Genoa”, to really shine in its own right.

I don’t consider there to be any other connections.

The game ending mechanic also seemed a lot like the end mechanic of ToG (although advancement on that track wasn't triggered in exactly the same way).

My complaint was really more that if you just built the game around your own ideas, without incorporating the ideas from other games, you'd have a better game. This isn't an objective comment meant to refer to game design in general, but rather, to this specific game.

Quote:

There are four resources and each town only deals in two of them (hence six towns to cover all the permutations.) And there are six luxuries that can only be bought or sold in one of each of the towns. So you do need the board to separate these aspects. (In addition, you can’t have a decent market price fluctuation if there’s only one price track.)

My complaint here may not be so much that the game has a board as a physical object (ie, this isn't a comment about "here's a component you can cut out and reduce the cost!" -- I don't care about that kind of stuff anyway). Rather, I'm saying that the spatial movement from town to town aspect is not really that interesting, except for the Contracts (which I claim are superfluous) and the Thief (which I'm not sold on), and as a vehicle to justify burning APs, which feels a lot like Hansa (and any other game where APs are used for movement). You could keep the different towns, keep the different price tracks, but remove the "travel" aspect and lose nothing.

Quote:

And yes, there's a decent argument that I should just have set it all in one city, but it looks even more like ToG that way :-) I would note that the separation is quite significant as it is only really the Merchants who can bounce around the board: other players can only move half-a-road at a time per action.

But you could accomodate this abstractly in a travel-less game; Merchants' power could be that they can take actions in 2 cities per turn, as opposed to other players who can only act in one.

And moreover, my standard guideline is that you can't justify superfluous complexity by appealing to further superfluous complexity. If travel only exists to make the Merchant power important, then you can cut out two things and lose nothing! I'm not saying that merchants are superfluous of course, just using them to make a broader argument.

Quote:

What your suggestions tell me is that I have completely failed to explain how the game works! But essentially it isn't far from the description you have proposed. What is clear is that my teminology gets horribly confused and unclear.

Glad we agree on that! I think I'm finally beginning to tease out the rules from the rulebook, and it's starting to make more sense. I do think some of the ideas in "my version" of the game were different from what you have, I'll say more on that below.

Quote:

A Guild has three levels: Production, Worker and Craft. These correspond to the three levels of sophistication in goods: Resources, Goods and Items (Luxuries.) So someone at the Worker level of a Guild can produce Resources and make Goods but cannot create Items. (I guess I should have called them Luxuries to begin with. It’s a much clearer term.)
Each of the levels of a Guild is split into three standings: Apprentice, Journeyman and Master. So someone who is a Master is going to do things more consistently than an Apprentice.
These aspects combine within the Guilds, essentially creating nine distinct potential positions for a player.

But only two players can be in any one Guild; where do Goods and Luxuries come from prior to one or both players advancing to that level?

I don't know; this feels like a classic case of Unnecessary Complexity to me. I would retain either Apprentice/Journeyman/Master or Craft/Worker/Production. Keeping both feels like too much (and will presumably drastically lengthen the game as advancing through the ranks will take a while, even with "skipping".)

Quote:

And then the second and third stages of the Guilds are supposed to require combinations of their own resources along with that of one of the other Guilds. (However at the moment you could make something just using your own Guild's resource: this probably needs changing.)

I didn't get this at all from the rules or the supporting materials; are you sure it's in there?

Quote:

Does my explanation above make this any clearer? I think it's important to have a specific distinction within the Guilds themselves so that a player has to actively choose whether to get better at their current work or to step up to a more complex level (or maybe even to branch out to a completely different Guild.) Ideally, stepping up within a Guild also brings a cost with it (there is a huge fault with the “Produce” turn action at the moment that doesn’t take this into account.)

I think that what was different about the idea I was articulating was a distinction between a "lower tier" of guilds that take raw materials and make them into intermediate products, and a "higher tier" that take intermediate products and make sellable goods. I think there's potential for some nice tension between these two different kinds of guilds. In contrast, the tension in your game is more about "should I get really good at making intermediate products, or start at the bottom rung of the 'finished product' world". But I think that realistically, you can start as a entry-level mill worker OR an entry-level carpenter pretty much equally, but obviously the carpenter and the mill worker depend on each other in an essential way. So that is what "my" version of this idea would be about -- the interplay that arises in a two-step production model. I think it's a different enough point of emphasis that it perhaps deserves its own game...

Quote:

What they really tell me is that I shouldn't have put this version of the ruleset up for scrutiny when it is clearly missing so much vital explanatory material...

I'm sorry to have to agree wholeheartedly. Not that you shouldn't have put up the game, because I think it will be fun to talk about. But there are some very basic concepts of the game that aren't well explained, and I am afraid it will limit people's ability to comment -- that you'll have to spend your whole session talking about how the game is actually played, rather than about how to improve it. Perhaps you might spend tonight revising the rulebook and posting a better one tomorrow? It's your call, of course, but it might be a better use of your time than answering these kinds of questions all week...

Thanks again,

Jeff

sedjtroll
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Game #51: City and Guilds by Scurra (David Brain)

jwarrend wrote:
But you could accomodate this abstractly in a travel-less game; Merchants' power could be that they can take actions in 2 cities per turn, as opposed to other players who can only act in one.

Yes, turn sequence could start like this: "First, you must activate one of the 6 Cities, making that the Active City. Then take up to three (3) actions from the Action List below. You must activate a city even if you take no actions, or if the actions taken do not involve interacting with that city. If you activate the same City as the previous player then you may take only two actions that turn."

Ha ha....
Well, *I* was amused anyway.
Real comments to follow, but so far I really liked jwarrend's ideas on the 2 types of things guilds can produce, and combining them to make 'tier 2 goods' or whatever you might call them. And I too (as I told you via e-mail) think the theif mechanic is iffy. I suggested an alternative (which was equally iffy) which I have forgotten.

And now to actually read the rules, as opposed to just the description/summary :)

- Seth

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Game #51: City and Guilds by Scurra (David Brain)

jwarrend wrote:
...the interplay that arises in a two-step production model. I think it's a different enough point of emphasis that it perhaps deserves its own game...

Damn it, why you gotta tempt me like that?
:/

- Seth

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Game #51: City and Guilds by Scurra (David Brain)

sedjtroll wrote:

Yes, turn sequence could start like this: "First, you must activate one of the 6 Cities, making that the Active City. Then take up to three (3) actions from the Action List below. You must activate a city even if you take no actions, or if the actions taken do not involve interacting with that city. If you activate the same City as the previous player then you may take only two actions that turn."

Ha ha....
Well, *I* was amused anyway.

I don't get it. Is this the turn sequence to All for One or something, I can only assume?

Quote:
Quote:

...the interplay that arises in a two-step production model. I think it's a different enough point of emphasis that it perhaps deserves its own game...

Damn it, why you gotta tempt me like that?

Heh. Well, I suppose it would be fitting for someone else to pick up the ball, so that the credits for this game could read like this: "Designed by Seth, who was inspired from an idea mentioned by Jeff in response to a game that David designed after discussing with Seth ways to extend an idea originally proposed by Jeff..."

Maybe we three should just get to work designing the darned thing cooperatively already! I'll start a journal entry...

-Jeff

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Game #51: City and Guilds by Scurra (David Brain)

Hi

I have just read the rules and not the comments from the others.

Before I start to accuse the game for every bad thing that exist in the world, I must say that this game has potential ? but it need a lot of work.

My first reaction to the rules was (when I saw the graphics on the internet side), this look really interesting. Then I read the rules? and I read the rules? and I read the rules? and I read the rules. Something has to be done about the rules. Actually I did not understand the rules completely. There are still allot of question marks (I will read the rules one more)

I liked the basic layout for the game - but not for 3 hours. I would have guessed on a one-hour game. I think that one-hour is what you should aim for? or include more intresting interaction between the players.

I will be back when I read the rules once more (and check comments from the others).

// Johan

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Game #51: City and Guilds by Scurra (David Brain)

jwarrend wrote:
My complaint was really more that if you just built the game around your own ideas, without incorporating the ideas from other games, you'd have a better game. This isn't an objective comment meant to refer to game design in general, but rather, to this specific game.

My problem with this is that of Reiner Knizia: he doesn't play other people's games for fear of accidentally incorporating aspects of them. As with you (and, I'm sure, others), I didn't sit down and think "right, how can I knock off ToG?" I wrote a ruleset that was about producing things by combining other things, with a production mechanic that used the Guilds model to develop this into a multi-tier process. And then I added what I thought was a neat multi-level Contract system (which invited players to choose how far they wanted to take an individual contract). Now after the event when someone says "oh, like in ToG?", I then say "yeah, now you come to mention it..." But not during the initial design process.

Quote:
But only two players can be in any one Guild; where do Goods and Luxuries come from prior to one or both players advancing to that level?

Well they don't, obviously :-) There's a developing economy, during which players create the goods and luxuries and sell them. Or the merchants trade them between the towns and the city.

Quote:
I think that what was different about the idea I was articulating was a distinction between a "lower tier" of guilds that take raw materials and make them into intermediate products, and a "higher tier" that take intermediate products and make sellable goods.

Well then, all we're differering on here is that I've got three tiers and you're suggesting two. FWIW I'm inclined to agree with you, since the third tier simply adds too much to both complexity and length and could be removed. However, I don't consider that the principle of multiple "levels" within a Guild is a bad one. (And, clearly, neither do you :-)

Quote:
Perhaps you might spend tonight revising the rulebook and posting a better one tomorrow? It's your call, of course, but it might be a better use of your time than answering these kinds of questions all week...

You're probably right. Let me have another pass at things and see if it helps.

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Game #51: City and Guilds by Scurra (David Brain)

jwarrend wrote:
the interplay that arises in a two-step production model. I think it's a different enough point of emphasis that it perhaps deserves its own game...

And how is that different to what I was trying to do? (Apart from the fact that I clearly didn't explain it very well!!)
In essence, that's what kickstarted the design in the first place: making the second and third tier of goods require combined resources from multiple guilds.. The player ought then to have to choose if they want to do it themselves by joining multiple Guilds (originally you could join 3) or to trade their resources for others.

I've already conceded that there is probably a mistake in my "produce" action that undermines this; an even more integrated system that requires combinations of three resources at the "top" level would be very much more interesting (but probably render the whole "six towns" business entirely superfluous, which you have argued that it already is anyway :-)

jwarrend
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Game #51: City and Guilds by Scurra (David Brain)

Scurra wrote:
jwarrend wrote:
the interplay that arises in a two-step production model. I think it's a different enough point of emphasis that it perhaps deserves its own game...

And how is that different to what I was trying to do?

The difference is that in the model I'm articulating, there are two essentially different kinds of guilds -- "low tier" guilds that convert raw materials into components, and "high tier" guilds that convert components into finished products. In your model, there is only one kind of guild, with the "high tier" products being an advanced form of "low tier" products.

An example illustrates the difference, I think. In my model, there are, let's say, two guilds: the miller's guild, and the carpenter's guild. Millers take the raw material "wood" and turn it into "boards". Carpenters take "boards" and convert them into "furniture".

Your model has an element of this, but your game views a carpenter as an advanced miller. It's a mild innaccuracy that doesn't really diminish your game at all. But the crucial factor for me is the point of emphasis. I'm saying that you can either become an apprentice Miller or Carpenter; you don't have to start out as a miller before "upgrading" to carpentry. They're two completely different skills, either of which can be learned from scratch. The crucial distinction is what kinds of materials they are using to generate finished products. In my game, the "miller" has the advantage of getting to interact with the game directly for his raw materials, whereas the carpenter must get his raw materials from other players. However, the potential profits of the carpenter are also higher.

I don't dispute that your game may have elements of this, but I think there's a lot of other stuff in there as well, such that I wouldn't say that it's the primary source of tension of the game (which of course is just conjecture on my part). I think that your game has, as its most essential ingredient, an idea of "advancement". "My" version of the idea has as its most essential ingredient an idea of "interdependence".

I don't think either is necessarily "better", and I don't claim that you should abandon your model in favor of mine. What I am saying is that they're different, and even if it's a subtle difference, it still seems like two different games that we're talking about (if only because my "two-tier" model could live in a context without much, if any, of the infrastructure of your specific game as it currently exists.)

-Jeff

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Game #51: City and Guilds by Scurra (David Brain)

Hello

I agree with Jeff on nearly everything in his initial comment.

I absolutely not understand how the market works. I understand that the game is based around a mechanism where you go from town to town and try to sell the gods that you have made (or bought from the previous town).
How does the market work? How does the price move?
Why would a Commodity Guild member be on the roads to sell the gods?

A player could loose all his money (make some bad deals and then got robbed by the thieves). After that he will not be able to do anything more (If he is only a member of a merchant guild he is out of the game but can still move around).
You can also have a "run away leader" situation. A person with a lot of money can do nearly anything he wants. The other players can't do anything to prevent that. That is OK for a shorter game but not for a 3-hour length game.

I think that the main problem with the game is that you want too much.
- You want to have a producing game with several levels and possibilities.
- You also want a merchant game also with several levels and a lot of type of gods.
- Then you add the thieves for some sort of random element in the game. It looks like they have nothing to do with the basic game. Maybe you should remove them from the game and add them in an expansion.

Remove the dice
I would remove the dice from the game (actually you don't need any dice at all). I would instead include a deck of cards. Each Guild are represented by 6 cards. If you have one for that guild you are on level 1, two makes you on a level two basis and so on. The cost for the new guild card depends on how many Guild cards you have.

Black Rote markers
One way to deal with the thieves could be to that all players have the possibility to hire thieves each turn (for the next turn). The players that hires thieves, randomly get a Black route marker for each thieves that they hired. The thieves are only valid for one turn.

// Johan

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Game #51: City and Guilds by Scurra (David Brain)

Johan wrote:

I think that the main problem with the game is that you want too much.

Yes, that's the core of the problem here (I want the moon on a stick!) OTOH I don't know if removing one or other component would cause the edifice to collapse (e.g. removing the need for resource production and concentrating the game on the making of goods and luxuries.)

Johan wrote:

Remove the dice
I would remove the dice from the game (actually you don't need any dice at all).

Hmmm. One of the things I rather liked about the dice mechanic was that it introduced a level of probability to the game, whilst ensuring that you couldn't "blame the die" if it went wrong. So, the higher you rose within the Guild, the harder it was to rise higher - but you could always pay to be absolutely sure.
If you remove that element (e.g. by using cards as you suggest), then some of that minor tension is removed. I also rather liked the different use it gave to the dice, making them a sort of self-modifying outcome table (you know what you have to roll, because the target number is already in front of you.)

Johan wrote:
One way to deal with the thieves could be to that all players have the possibility to hire thieves each turn (for the next turn).

This I don't like. One of the drivers for the game was the idea of having different Guilds interracting with the game in different ways. So the Merchants can't produce, they can only buy or sell, and the Thief makes their living from stealing. Now I accept that the current model for the Thief is probably hopeless, but I do think that changing it such that everyone can be a Thief undermines one of the central conceits of the game.

Johan
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Game #51: City and Guilds by Scurra (David Brain)

Scurra wrote:
Johan wrote:

Remove the dice
I would remove the dice from the game (actually you don't need any dice at all).

Hmmm. One of the things I rather liked about the dice mechanic was that it introduced a level of probability to the game, whilst ensuring that you couldn't "blame the die" if it went wrong. So, the higher you rose within the Guild, the harder it was to rise higher - but you could always pay to be absolutely sure.
If you remove that element (e.g. by using cards as you suggest), then some of that minor tension is removed. I also rather liked the different use it gave to the dice, making them a sort of self-modifying outcome table (you know what you have to roll, because the target number is already in front of you.)

I did understand that, I was just trying to reduce the number of different components.

Scurra wrote:
Johan wrote:
One way to deal with the thieves could be to that all players have the possibility to hire thieves each turn (for the next turn).

This I don't like. One of the drivers for the game was the idea of having different Guilds interacting with the game in different ways. So the Merchants can't produce, they can only buy or sell, and the Thief makes their living from stealing. Now I accept that the current model for the Thief is probably hopeless, but I do think that changing it such that everyone can be a Thief undermines one of the central conceits of the game.

Actually I liked the thief's guild, but I did not see it in this game. When I read the rules from this game, I was thinking on building a complete new game around those Guilds (different thief's, beggar, burglar, assassin, highwaymen and so on).

In this game I think that the thief's guild can be the game winner (For no money you can take what the others has, and there is nothing they could do about it).

// Johan

Scurra
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Game #51: City and Guilds by Scurra (David Brain)

Johan wrote:
In this game I think that the thief's guild can be the game winner (For no money you can take what the others has, and there is nothing they could do about it).

Oh, it can be strong, but it's not guaranteed - they still have to roll against their current standing, and the victim can pay to decrease the Thief's chance (I was trying to have a sort of counterpoint to the Guild advancement mechanic here.) If the victim has no money, then it becomes a straight roll - but that's what you get for travelling the roads unprotected :-)
This is obviously one of those tricky ones to balance, since it has to be strong enough to be worth doing but not so strong as to always win. I was trying to find a way through that (it's tough to "stake-out" the right routes etc.) but it's probably not the right method.

Johan wrote:
I did understand that, I was just trying to reduce the number of different components.

But you seemed to be adding more (having cards to represent Guild standing.) The dice weren't the component aspect that was causing trouble!

onew0rd
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Game #51: City and Guilds by Scurra (David Brain)

Simplify, Simplify, Simplify

Remove bribing. All the little details like bribing, etc should be reconsidered. It seems like it would almost always be in the best interest of a player to bribe his way up. Maybe that should cost more OR in my opinion, done away with altogether. This way, the dice rolls become more climactic and meaningful. Maybe make a community dice for bribery that one player owns with like 3 - 1s, 1 - 2, and 2 special sides that you add to a dice roll if you are the current holder of the bribery dice. This could maybe be a Thieves guild trait. Anyhow, if you’re going to make dice rolls matter, make them matter. Otherwise do away with them like some players suggest (which I disagree with).

I like the game theme ALOT. And am actually inspired by it. But I feel the rules are way cumbersome.

Scurra
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Game #51: City and Guilds by Scurra (David Brain)

You're right, of course: in a sense I put this ruleset up because I knew it was vastly unwieldy for the game it was trying to be (an interesting contrast with my "Wheel of Time" game which was meant to be complicated *and* long!) and needed serious simplification; I just wasn't sure where or how...

I will defend the "bribery" concept by saying that I think it's important not to have a series of bad rolls jeopardize someone's entire game. However, I suspect that the cost is currently not high enough to really work (and I quite like your alternative suggestion but it might be too complex.)

(Can I also add that I'm pleased to see people taking some of these ideas and running in totally different directions with them; this game may well not work properly even after a rebuild but it'll be great to see what others do.)

onew0rd
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Game #51: City and Guilds by Scurra (David Brain)

It's funny how we always over presume something will occur...I do it ALOT with my games probably without even noticing. See although if I was designing the game, I would (and HAVE!!!) responded along those same lines, I realize now, from the critics perspective, that it doesn't matter. So what if someone's game is jeopardized by bad rolls!! It happens ALOT in any game with dice and people still play them. The key is to make some minor mechanic to counter that but still, having that possibility is always tense and fun. For the loser, as long as he feels he has a shot, a hope, he'll be itching in his seat until his turn. Everyone else will just be itching until it's their turn. The only problem is the system will promote a runaway leader if 1 player doesnt miss any of those first few critical rolls. Maybe make it always as difficult to advance it just costs more to do so. This way, there is always the tension and possibility that you can catch up with your level 5 opponent! Anyhow, thanks for putting your game out here like this!

Anonymous
Game #51: City and Guilds by Scurra (David Brain)

The game does look a bit confusing, but that never phases a gamer does it =)

For some, this will be a painful way to start, and could ultimately destroy the promise the game offers. I will agree that finding a way to shorten the rules would help (for example, I can explain Runebound in 5 minutes after reading the unbearable half hour rulebook, so obviously there is too much stuff in that rulebook). I don't have time to point out specifics right now, but definitely check it to make sure you don't repeat stuff too much (unless it is helping explain something else).

Now some of my mindless nonsense...

1. Reminiscent of HeroScape: Have you thought of making a "basic" game and "master" game, the basic being a sort of jump in and play type of game where rules don't take very long to learn, and the "master" game goes into deeper rules and brings forth the opportunity for deeper strategy.

2. Reminiscent of LCR (the terrible dice game): Have you playtested the game? I'm not saying your game is bad, in fact it looks really good. But I am curious to know what the players thought of it. To me it would seem that there is going to be some way to "Figure out" this game, as I think one character will be better than others and such.

I ask this because with the way you wrote the rules, it almost seems like you slammed this together to get it on the GDW, or you put it together without playtesting (numerous question marks around the rulebook, and other comments like "I have a feeling" and such)

3. Reminiscent of Puerto Rico: It looks fun, although I haven't played it yet.

4. Reminiscent of Settlers of Catan: Nice idea for a board game.

-Enough reminiscing, enjoyed looking at it!

Anonymous
A couple comments from the new guy

There were may excellent comments made on the rules already! I only had a couple other observations to add to the mix.

Under Produce:

Quote:
If the die-roll fails then the player may choose either to reclaim their used Resources and/or Goods or to reduce their standing in the Guild by the amount by which the roll was failed.

What about adding a concept of "work in progress?" This way, if you fail a roll, rather than choosing one of these options, you instead receive a "work in progress" marker (yet another component, I know). These are used to reduce the die roll on future attempts either on the same item or on any item. This way you don't have a run of bad luck holding you back forever. Note that this is similar to Goa's "settlement" mechanic.

Under Buy:

Quote:
A player who is not a member of the Merchants Guild will have to pay one more than the current price.

This seems like a backwards way to do this. Set the normal price without any modifiers, and give the merchant guild member the benefit of a lower price (with a minimum cost).

Another approach might be to have the merchant guild itself negotiate a price on each type of purchase each round. This price is most often one lower, possibly two lower, and possibly higher. This way, merchants have to play the markets a little more.

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