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Showing posts with label East India Company. Show all posts
Showing posts with label East India Company. Show all posts

Sunday, June 17, 2012

East India Company: Father's Day playtest

Image courtesy of
www.nostalgicbay.com
My wife asked me what I wanted to do for Father's Day, and the answer was easy:  I wanted the whole family to playtest my game design work-in-progress, "East India Company."  So this afternoon was the first true playtest of EIC with real people.

Rules explanation took rather a long while, and the game started slow.  I was really afraid that I was going to lose the attention of my 11-year-old altogether.  But as the game started to flow and he started to get the knack of how it worked, he really started to enjoy it.

EIC involves loading money on ships, sending them to far-flung colonies to buy products, and then sailing them to another location to sell for profit.  Early on, only a few colonies produce only a few things, and the only market at which to sell them is Europe.  Generally, the more distant colonies produce the more profitable goods, so there is something of a trade-off with respect to profit vs. opportunity cost.

One fear I had in the early design stages was that the game was too linear and that a few basic strategies would dominate the game.  That didn't turn out to be the case at all in our playtest.  My youngest son took the short route to West Africa, bought tobacco there, and sold it in Europe for a modest profit.  The up-front cost was so low that he could afford a second ship, and before long he had a tobacco profit engine going as a reliable source of income.  My wife went for the long-haul big-money strategy.  She sent a ship all the way to China for a load of spices.  Unfortunately, she ended up without enough capital to send a second ship anywhere else, so she spent a good part of the game (eight turns) waiting for her China spice ship to come in.  I took the middle ground, picking up ivory in East Africa.  My 16-year-old was the big gambler; he took out a loan, invested in new colonies, and levied tariffs all over the trading world trying to make money off other traders (or else keep the best markets for himself).  So I was very gratified that the system motivated multiple approaches.

I found a number of significant (but not back-breaking) flaws and took a lot of notes.  Perhaps the biggest was my wife's down-time waiting for her slow boat from China.  All of her capital was tied up in her Chinese venture, and because it took so long to make the round trip (and no other spice markets opened up until late in the game), she didn't realize her profit until halfway through the game.  Until that happened, she was just passing in every Market Phase, unable to take any other Market actions while we were all loading and unloading ships in ports closer to home.  Now, admittedly, an option she chose not to exercise was to take out a loan from the European banks and finance a second ship to develop an income stream.  She took a conservative approach in that regard, and I wonder whether loans are too burdensome to motivate borrowing.  It's hard to tell whether the game is flawed, or whether I just need to tweak the risk-reward balance so that players may reasonably finance trade ventures if the profit margin outweighs the interest.

I also had a few physical lessons learned, just in terms of game piece sizes and how they obscure information when placed on the board with each other.  Levying a tariff involves placing a poker chip and a player marker on top of the colony commodity tile; that placement prevents reading the tile without moving the tariff marker.  Also, the ships were so small relative to the poker chips that it was hard to tell the nationality of any ship with money on it.

All of us were reluctant or unable to build any ship bigger than a brigantine (the smallest size) until very late in the game, at which point the money invested in a bigger vessel is unlikely to be made back before the game ends.  I think I need to make ships easier to build.  Part of the issue in this particular session is that so few colonies produced timber, normally the most common product of all.  And cheap timber facilitates inexpensive ship construction.  In fact, six of the seven colonies could produce timber, but only one timber production tile came out during the game.  So timber was less common in our session than it would normally be.

Nutmeg from Spice Islands,
Indonesia - image courtesy
www.littlesmileorganic.com
But that uncharacteristic scarcity of timber actually evinces a strong positive feature of this game.  Tile draws determine which colonies produce or consume which goods.  I think the game gets a lot of replay value from the different trade relationships that can develop among the colonies.  In our game, it happened that China produced spices and consumed tobacco.  So we found great profitability in sending a ship to West Africa with just enough money for a load of tobacco, which it would bring to China and sell for more than enough money to buy a load of spices, which in turn brought a hefty profit back in Europe.  The net profit margin for the entire trip was therefore enormous.

I had some ideas for player's aids as well.  Some mechanics (especially declaring dividends for bonus points) seem more complicated than they need to be, so I should rework those for smoother execution.  And the early game seemed (to my family at least) to be very slow, only to end abruptly just when it seemed to be really picking up steam.  So I'll probably adjust the starting conditions and game end triggers.

But the great thing about the whole experience is that my eleven-year-old said several times afterward, "I really like that game," all the more gratifying after his early-game confusion and difficulty.  Once he got the hang of it (which really started to click for him when his tobacco route kept making money), he really enjoyed it.  I think everybody did, and I really appreciated their patience and willingness to be my Guinea pigs for an afternoon.  The bottom line is that I think the game is fundamentally sound and that I just have some adjustments to make to get it in good running order.

I'm very excited about where EIC is going.

Wednesday, June 13, 2012

East India Company: First prototype playthrough

Sir James Lancaster, commander of
the first East India Company voyage
This new game design project "East India Company" really has lit a fire under me.  In two days I put together a rough prototype and conducted a solitaire run-through to see what works and what doesn't.  I took some notes for immediate rework, like adjusting the commodity market prices to make them more profitable.  (No sense in sailing all the way to east Africa and back if you can't turn a profit on a shipload of goods.)  I also need players to each have his own colored ships (rather than common ships with player markers to distinguish who owns which).

I finally learned why so many games use tile pulls rather than card draws for some randomization functions.  It's very difficult to shuffle cards that have information on both sides without inadvertently compromising the randomness and uncertainty.  So right away I know I'm going to replace the 21 colony-commodity cards with tiles in a tile bag.  (I'm not sure how I'm going to do home-made tiles for my next prototype; I'm open to ideas if any reader has some.)  Right away, that fixes the two-sided card problem, plus tiles will take up a lot less room on the board.  My first prototype map was enormous (three-quarters of the dining room table), but now I have a way to scale everything down to much more manageable dimensions.

A lot went right in this play-through, though.  The mechanic I came up with for pirates and rebellions works very well - significant enough to require some risk management, but not an outrageous random turn of fate that shifts the balance of the game.  I think I like the way I have trade routes laid out on the map.  There is a nice conundrum between shipping cheap timber in from colonies to build ships, or to pay for the timber in Europe at premium prices to save time.  Many things seem to have worked right the first go-round on the table.

I think I should type out all the rules before my next play-through.  I found that I kept changing the order of events in the market phase, which means I haven't got a clear idea of how it should really go.  Putting it down in writing should clarify my thinking on that part of the game.  I'm also happy with how the loan mechanism works.  I had one "player" go into debt to finance an expedition, but the interest payments started exceeding his cash flow, to the point where he needed a subsequent loan just to finance the first debt.  Classic money management problem.

The bottom line is that I've accomplished more in about three days with "East India Company" than I did in many months with "Gold on Mars."  I'm really excited about this project.  More to follow, I'm sure.

Monday, June 11, 2012

Sometimes it takes a whole new theme

I had not been able to make my interplanetary mining game "Gold on Mars" work in a way that made sense to me.  I was frustrated with trying to model space flight in a workable yet representative way.  Things just weren't making sense on the drawing board.  And the things that did make sense ended up looking too much like High Frontier.  I shared the difficulties I was having with my game-playing historical-mystery-writing wife, and she said, "instead of setting it in the future, have you considered setting it in the past?"

Coins of the Modern East India Company of England
Image courtesy of emeritus.ancients.info
It wasn't long before I had turned the theme around completely.  My working title is "East India Company."  Instead of CEOs of aerospace mining companies, players in this new design represent 18th century investment and trade companies. Players seek exotic commodities in far-flung places of the New World and the Far East, rather than rare earths among the inner planets and the moons of the gas giants.  Ships travel by trade winds rather than rocket fuel.  The result is a much more elegant design, eminently more playable, one that retains the commodity market elements that I really wanted to keep without a lot of unnecessary complications that I had adopted in the course of trying to make space flight investment work.

I've sketched out a basic map and typed up an initial set of cards, each of which describes a marketable product from a colony somewhere around the world.  Players will seek to monopolize colonies, build ships, and find ideal trade routes to maximize profits.  One element that I have just begun to consider is the ability to corner a market and how that might improve profitability.  Trade with the most active colonies will be threatened by pirates as well.

I've pretty much got the entire concept in my head and the most crucial, numerical elements on paper.  The next step is, naturally, a playable prototype, followed by playtesting.  I'm hopeful that I've got a good concept that I can develop into a game that crosses commodities trading with pickup-and-deliver in a fun, approachable way.