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Ignacy Trzewiczek's Blog - Boardgames that tell stories
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Fashion

Managing provinces in the campaign mode

27 czerwca, 2020 by Ignacy Trzewiczek Brak komentarzy

Rise of the Empire introduces three pillars that add new gameplay elements to the Imperial Settlers. The first one is well known for all fans who played Imperial Settlers solo variant I published as a free expansion back then in 2014. I will discuss this element today as an opening material for this short series of articles.

Playing Imperial Settlers in the solo campaign mode (free PDF can be found on BGG) or with the Rise of the Empire expansion, you’ll have a series of games that conclude with a special phase at the end of the game – Managing your Provinces. In terms of the theme, it’s the time to manage the growing Empire – taxes, investments, new constructions, and others!

When playing Rise of the Empire campaign, each player receives a dedicated sheet that represents their domain. On this sheet, there is a map where you mark lands and provinces you already conquered. After each game, you mark one new territory. Each of these has a different cost – the cost you must pay to support and keep the province in future games. That’s why the first thing you must do after finishing the campaign game is paying the maintenance cost of each Province you already have in your Empire.

It’s the first of many important choices you must take. When playing Rome, will you conquer the Provinces that have a stone in the maintenance cost? It’s easy to pay for you, sure, but if you spend stone on keeping Province, you won’t have a stone to score points during the game.

As the campaign progresses and you must pay a dozen of resources to keep the Empire intact and keep all Provinces under control, you start to feel like these Roman Emperors, who struggled when the Roman Empire reach the point, when the collapse was the only answer.

After you pay the maintenance cost, the much more fun stuff happens – you draw a new Province card. In the Rise of the Empire, you will find 55 new cards that represent different Provinces. All of them are Production cards, so they boost the Empire’s resource engine. When you play the campaign, you start with all your Province cards already on the table, so the more Provinces, the more strong start in the first turn. The cost, in the end, balances it out in a big way, though…

That’s the first pillar. Gain new Provinces after each game. Get them into play right from the start and have a fantastic start. Have Japanese faction start with the production of Gold and Stone. Play Barbarians who produce a ton of Apples. Command Romans that have a few additional Swords in production from the start… It’s time for your Empire to rise. Eager to find out how it ends!

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Fashion

The Interview feature or How Rob Daviau changed Detective

18 czerwca, 2020 by Ignacy Trzewiczek Brak komentarzy

I am with Rob Daviau at Grandcon, and he goes like 'I have this idea for a new Antares feature, but I am not sure if this is possible…’
’It’s possible.’ I promptly say. He didn’t even manage to finish the sentence, but let me tell you this – when the industry icon has a new idea for Detective, you say you can do this, period. You just have to keep in mind that long conversation with whining Portal Games Digital team is your first step when you get back to Poland.

Rob wanted to give players the feeling, the sentiment of old school adventure video games, those in which you choose some pre-constructed dialog sentences, and you choose one to move the story forward. Instead of reading the transcript of questioning like in the base game of Detective, you’d actively pick the questions you wanted to ask.

The idea was brilliant, but I was not surprised. I greenlighted it, so obviously it had to be good.

Over the months of designing and development, the system was evolving, and Rob was sending me updates. He prototyped the Interview feature, and we were able to play-test it. It turned out Rob went even further with immersion and putting players in the shoes of Detective – there were no pre-constructed questions anymore. There was a blank space and simple instruction: What do you want to ask about?

I typed: KNIFE.

The system reacted: I have it from my father. It’s a family item. What’s the problem?

I typed: ALIBI

The system reacted: I was with my buddies. We were watching baseball. I have a dozen people who can confirm that.

I typed: TRZEWICZEK

The system reacted: I don’t know anything about that.

Strange. But that was a clue. The guy was not a boardgamer.

***


Dig Deeper expansion is a single case that takes players to Boston. Not only it is a new amazing story to discover, not only a new case to crack, but you must understand – this is a new expansion designed by the industry veteran. And with the small tweaks in the system like the Interview feature, you can appreciate and understand what industry icon means. It’s not a blurb on the book. It’s a sign that you will play good old Detective and yet, you will experience something absolutely unique.

I am happy for you. You are gonna love it.

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Fashion

The Library feature in Dig Deeper or why somebody can hate Rob

22 maja, 2020 by Ignacy Trzewiczek Brak komentarzy

There are two teams at Portal Games HQ. There is team #RobIsAwesome, and there is team #IHateRob. I must admit that #RobIsAwesome team is much bigger. Frankly speaking, it consists of most of my employees. The opposition, the #IHateRob team consists of only Portal Games Digital, and after all those delays they procured in the past months, I can openly say that I am, and I always was in the #RobIsAwesome team.

I need to give you some context, huh? OK, let’s get back to the beginning. I think it was Gen con 2019…

***

‘The case takes place in Boston in 70′ and…’ Rob does the pause, looks at me and continues ‘…and there is no Antares database. It’s the seventies. People used libraries back then.’

Libraries. Books. Mystery. Lovecraft. I love Cthulhu. Man, I miss Call of Cthulhu games. Maybe when I get back from Gen con, I could… Rob notices he lost me on ‘library’.

‘Ignacy, focus!’

I am back. ‘Yeah, library. I get it.’

‘If players need files, need dig deeper, need to find something in the archives, they’ll go to the library.’ he smiles ‘And then they wait!’

‘You mean?’

‘You fill in forms, and that’s it. You wait. You get an answer the next day. If you are lucky…’

***

Rob introduced to the Detective the delay mechanism – you fill in the form, you put a library token on the time track, and you will be able to get the result a few hours later when the time token meets it.

It’s smart, it’s thematic, it changes the game and the way you approach the case, as players need to think ahead and follow different leads without some important data that they’ll get a few hours later from the library. With Antares and modern crime it was so different. The change in pace here was significant.

I loved the idea, I green-lighted it. And then Portal Games Digital entered the scene. You’d think if the mechanism is called ‘delay’, they’d love it.

Nope.

***

I don’t want to spoil too much. I don’t want to ruin the surprise and the experience, so let me be very subtle here and just tell you this.

Rob is crazy. Instead of giving us files that players find in the library, he wrote the whole damn dialog lines with the library employe. Each time you visit the library, you have different dialog scene, different things happen additionally to the basic file you were looking for. Just a small spoiler, look at this:

Gary, the librarian, is a hippy. Ponytail. Beard. Glasses. He’s reading a book called the Master Dungeon Guide or something. You mentally note to keep an eye on this guy. Gary looks at you with a twinkle in his eye. “Hello adventurers! Here to pick up your loot? That’s my word for ‘research’.” Gary is a hippy and a nerd. Great.

So Portal Games Digital was ‘very happy’ to code all these dialogs, write the whole code to recognize which dialog you already saw, which one to show next and all that jazz. You can imagine.

***

And that’s why, dear detectives, Portal Games Digital is in #IHateRob camp. That’s why the rest of the company is in #RobIsAwesome camp. And that’s why I have no doubts – I can already produce tees with the logo. Because as I said, I have no doubts – you’ll be in the #IloveRob team.

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From office

Hurry up!

20 stycznia, 2014 by Ignacy Trzewiczek Brak komentarzy

So we play Tash-Kalar – me, Michał Oracz, Multi and Walec. Another Essen 2013 release that needs to be tested, analyzed and hopefully praised.  After 60 minutes we are done. Alliance of Walec and Multi wins. Both of them are so fucking excited like they just  won at lottery. I mean, I know, they kicked Boss’s ass but hey, chill out boys. 'You won’t believe it’ Walec says. 'I have prototype of  the exact the same game. I wanted to present you it in two weeks’ he says to me. 'Only difference, my board has hexes. Rest exactly the same.’ ’You won’t believe’ says Multi and takes sheet of paper from his desk. 'Here is a draft for my prototype. I was going to finish it this year. This is exactly this game.’  And he shows us his notes. This is Tash-Kalar indeed. 

*

So here is my advice, young designers – don’t make notes. Make games. Because when you are taking notes, some one is just finishing his work on this very same idea… 🙂

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Special guest

The player and the designer

17 stycznia, 2014 by Ignacy Trzewiczek Jeden komentarz

[I am happy to present you guest post by Michał Oracz, author of Neuroshima Hex, Witchcraft and Theseus. This is his first appereance and as far as I know, not the last one!] 

I’m a little bit ashamed of that but I must admit I like to play my own games. Whether it is Neuroshima Hex on my smartphone or with real life opponents. Theseus I can play alone or with another player, three players or even in teams.

Witchcraft is the only game I don’t like to play. Because Witchcraft is unforgiving, a slightest mistake you make may cost you the whole game. The bitter feeling that I get after loosing will not be satisfied merely by saying ‘I had no luck with the tokens’. Unless I play solo – than Witchcraft is as pleasurable game as any other.

The eagerness with which I set up Hex or Theseus is suspicious… even for myself. I sit in front of my PC and struggle with some work that has temporarily burned out my enthusiasm and a whole container of inspiration. Hmm, a short break wouldn’t hurt, right? Maybe, a little bit of java power and a short Theseus/Hex match? I wonder what combos I’d put together this time?

I go the other room, I set up the game playing for both sides and in less then a quarter I’m playing a short game sipping my coffee. I always regret that there is no ‘save’ option in board games, especially if I come up with something nasty, so nasty it won’t probably happen again.

Borgo’s mutants totally immobilized by Hegemony’s troops.

The Scientists who are able to found a complete Space Hospital by the end of the game and in one turn they come back to their initial health level.

A construction that has an overpowered automated defense system that takes down enemy troops with just one shot, blasting them from the surface of the Space Station.

A contraption capable of controlling enemy units so that they behave like puppets, barely alive after a short time while the rest of them slowly drift in the outer space.

That’s why I have these urges to stop what I’m currently doing and spend some quality time with Theseus or Hex.

Can no notice what’s wrong with that?

I do. It’s just that I like to play my own games.

It is very, very, very unprofessional. Extremely unprofessional.

A designer should hate his own games. After hundreds of tests and months of creating he should feel sick whenever he sees his game.

It’s not the case with me. And that’s bad.

I like to play my own games because of one simple thing: I created them for myself. To my own liking.

If I were a professional game designer, I would behave like a pro from the very beginning. I would choose a solid theme that would be to almost everybody’s liking. I’d check how popular are the tags connected with are in the game search engines (Lovecraft and Zombie, my forever beloved motifs that became beloved by everybody else and with their popularity they always come up on the top!). I’d read blogs, forums and keep track of the trends and currently discussed mechanics. I would cruise between the testers I know and ask each one of them for an honest opinion, provided I’d be able to pin them down to a board game, whether they would be complete board game noobs, experienced players, extremely experienced authors or publishers.

If I were a professional game designer… See that’s the problem, in the first place I’m player of my own games.

I don’t start a project by saying ‘Hmm I’d like to create a game in which…’. I start with ‘Damn, I’d really enjoy playing a game in which…’.

As you can see theses are often very egocentric impulses.

In my head I have a collection of my dream games, the problem is that some of them are still only in my head. Although I keep on looking through the thousands of existing games some of my dreamed ones haven’t been yet created. It’s the case with board games, computer games and role playing games and that’s a pity because I’d really like to play them!

This is the only reason for my designing. More often than not I delay my normal work and I struggle with yet another version of my dream games, one of my ideal ones. I remake, correct, switch elements, start everything from the beginning because I know what should wait for me at the end. I’m a player with a very abnormal taste and I look for the perfect game for myself. To be more precise a few specific games. I know exactly what is it that I’d like to play! But there is no simple road leading from this knowledge to a ready-made game, at least I haven’t found it.

Finally the magic moment is upon me: here it is, I did it! I’ve got it! I created a good game, I can put my name on it, I’m 100% sure! It’s good enough! Here Ignacy have a look at it!

What does this mean? Just one simple thing. I forgot myself. I started to think as a pro designer: I prepared a solid product, let’s start the tests, let’s talk with the publisher, everything will change but the first stage is complete. Now it’s time for the other stages. Oh I know how it works, I know all too well. For twelve years we’ve been publishing games from the initial idea to a ready-made box. I took this path many times, through the smallest details, tiniest step in the long process of professional game designing and product preparation.

No. Stop. Not this time. It’s just a moment of weakness. I forgot myself and stopped searching for my perfect game. It will be just another title among thousands being published worldwide without any progress to my one true goal.

And than I-the designer get spanked and go for a sick vacation and the I-gamer come out. Merciless, demanding with an atypical taste. A player looking for a game ideal for himself. The best possible game for himself in a given genre and specified theme. I love retro-fantasy, horror, postapocalypse and most of all the claustrophobic sf horror taking place somewhere in space.

Than I look upon the prototype I’ve created once more. Is it for me? Will I loose myself in it and play without even a short break? Will I never get bored by it? Is there a similar game I’d like to play more than this one?

I picture myself after buying a box with this game inside. I’m a consumer. Player. I open, I read the instructions, I start. With a token or a character. I’m trying to see what can be done. What challenges await me, what limits and possibilities. Is this the real thing? The one I’ve been searching for? Can I really do all that I wanted with it? In it? If not that it needs a remake. It needs to once again land on the designing desk.

Is this a good method?

Should everybody share my gusto it would be. But they don’t.

This is a very bad method for professional game designers.

If I was ever to become a professional game designer I’d change it immediately and threw it into the deepest reaches of some long forgotten void. I would instead close the first stage of the designing process as soon as possible and head on to the next ones because this is where the final product is born.

Meanwhile I create games for myself and I keep searching for those few ones about which I’m sure how they should work and look like.

When I will finally repair, correct and polish these few projects that are being grinded all the time I will than have my perfect games. And I will play them all the time.

 ***

Is that all?

Nope. There is one more thing. I’d like to apologize to you all, my good folks. I lied to you. I totally lied to you. A bloggers privilege, isn’t it?

I’m not an exception among game designers, as I’ve tried to persuade you a moment ago.

Each designer has his own code, own style. Often a very particular style, like the one that music bands sometimes have or like a painter, illustrator or a writer.

Each and every designer creates not for everybody but for the people who share his gusto and expectations as far as games are concerned. At least at the prototype stage.

We all try to make the perfect game, the best one that is in it’s genre. And we all do what we can to accomplish that.

Each one of us prays for the largest possible number of players with the same taste. To become the Family Feud master of this domain, it’s not important what you know, it’s important that you think like the rest. So that when somebody asks you on a street: ‘what does a cow drink?’ you will answer with all confidence: ‘milk!’. Just like the majority.

If by some miracle your taste will be similar to the taste of a large number of players, if the later stages of testing and the publishing compromise will only adjust the game to be even more suitable for the demands of an even greater number of players and the game will be a spectacular success, no designer will cry because of this.

Even thou I’m searching for my ideal games, I wouldn’t cry as well.

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Kindle Edition

MY DESIGN PHILOSOPHY

I strongly believe that good board game is the one that tells a good story. You play it and suddenly you are sucked into it, you feel chills on the skin. Emotions grow. In a moment you defend castle. You hear roar of warriors. You smell boiling oil. You are into it. That's how I design my games. I always want to tell a good story. I want players to be into it. As deep as possible.

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BGG has some testimonials about AI Space Puzzle and I like them a lot! 📷

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Just had a long call with Adam Kwapiński discussing abilities and powers in the faction I designed for Nemesis: Retaliation!

I cannot wait for you to change Island setting into Space base and die again... 😉

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🌴 Robinson Crusoé - Aventures sur l’Île Maudite 🧭
Ça y est, Robinson Crusoé effectue son grand retour ce vendredi ! Suite à un naufrage… vous serez confrontés à une aventure extraordinaire, dans laquelle il va être question de gestion, construction, exploration…

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Back in the office! Excited to dig into all these "I'll do it after Essen" topics! 😉

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