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.
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.
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 ;-)
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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.)
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.)
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...