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I made it to the base number four!

9 czerwca, 2023 by Ignacy Trzewiczek 2 komentarze

The most important is the last base, and I would very much like to be there already, to check it off, and breathe a sigh of relief, but it’s not that easy. It’s a long, many months process and a lot of bases to run to. It all starts with the prototype.

You get a prototype, it’s awesome, and you’re as fired up as Stannis’s fleet because you’ve just got your hands on a project that will turn into an awesome board game. You play it at the company’s offices, then with a few friendly focus groups, it’s good, everyone congratulates you on your luck, that someone sent you a really cool game. That’s base number one.

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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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5 most insignificant things about Imperial Settlers

1 sierpnia, 2014 by Ignacy Trzewiczek Brak komentarzy

I am back with article about Imperial Settlers. I did plan a short break from the game but things not always let you stick to the plan. Things like… like Eric W. Martin and his lack of love for theme in your game…

So here I am talking about the game again. Today’s stuff is totally not important. That stuff is not part of my Game Designer series. That stuff is boring. I know it. This is 5 most insignificant things about Imperial Settlers you ever heard.

But I had to write it. Blame Eric W. Martin.

 

1. 2 guys and some Resources.

In his preview of the game, Eric said (and I quote!): ’I can take two guys and transform them into wood. Don’t ask how that happens.’

Let me put it straight – you say something like that in front of me, and I will strangle you! You don’t transform guys! You do send them to the forest and they bring you wood! This action is all about – send two guys to bring you stuff. You can send them to bring wood or food or stone. They go and they bring! It’s not transforming, sir!

Euro gamer’s cynical question: 'If they bring wood, why you discard them? They went for wood and wood came back alone’?

Ignacy honest answer: You sir, don’t mess with me. I know Aikido.

 

2. to Raze means to Pillage!

In his review of the game, as far as I recall, Tom Vasel did the same – he did dare to explain rules of my game without mentioning theme.

When you raze a card you discard it and you  take stuff depicted on the card right corner. This stuff depicted on the card matches the card. If you Raze Wood supply, you will gain wood. If you Raze Coal mine you take workers and stone. If you Raze Pig farmer, you take Food and worker.

It’s not about discard a card to get resources.

It’s all about take this location, go there, burn everything, pillage and destroy, take the loot and forget about the rest.

Euro gamer’s cynical question: How exactly pillaging Forest look like? I mean how many knights you need to conquer the Forest and get loot?

Ignacy honest answer: Give me an axe and I’ll show you.

 

3. common Cards represent surroundings.

Common deck represent all this cute locations that are spread all over this land. That is why you gain a card when you build Watchtower (with such a building you can look what’s on the horizon). That is why Castle gives you more cards (you send troops to go into field and look who’s living there). That is why when you send 2 guys for a card it simply means they go for a long walk and investigate lands around you.

Euro gamer’s cynical question: Why Desert card from Egyptians deck let you discard cards from enemy hand? Sandstorm makes it impossible to know about neighborhood or…

Ignacy honest answer: I’ll just make you one.

 

4. Players board is border.

Players board makes everything set up clear and clean. In thematic terms it is border. Your faction cards, core of your Empire in on the left. Buildings from local residents are on the right. You know them, they work for you, but they are not part of the core.

You can rebuild them. You discard a common card from the table and build a faction card. Core of your Empire grows. When you begin the game, player board is in the middle. With each round you will have more cards on your left side and your core Empire will dominate on local residents. It looks cool.

And it has very clear mechanic reason – common locations can be Razed by opponents. By dividing those two types of cards we make it super clear for opponent. One look and he knows what buildings he can attack and which ones are protected.

Euro gamer’s cynical question: This time I have no…

Ignacy’s honest answer: You better!

 

5. Deal with other regions.

Common cards represent surroundings. You either build them and make them part of your Empire either Raze them and destroy (discard). Faction cards represents buildings of your kin. Your either build these buildings and make them part of your Empire, either at least you have a good relationship with them and make some deals. That is why we have this simple distinction:

– common card might be built or razed

– faction card might be build or signed deal with

How cool is that?!

Euro gamer’s cynical question: And you make a good relationship with people and sign deals always by giving them an apple, right?

Ignacy’s honest answer: I am done with you, sir! I’m done.

 

 

I could go on and on. I know, this is crazy. I am designer. I am super excited. I am super dedicated to the game and to every and each, even smallest one piece of it. I can’t wait for Gen Con. I can’t wait to see you playing the game.

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Recurrence versus replaybility

23 lipca, 2014 by Ignacy Trzewiczek Jeden komentarz

Last week I discussed problem of recurrence in Imperial Settlers. I showed you how I was making each faction unique and how I made it more or less predictable. I presented you how I managed to achieve that simple thing – if you choose a Barbarian deck, you will be able to pillage, raze and destroy enemy each time you play.

With a little help from google translator I called it recurrence.

So basically last week I wrote whole damn article showing you that Imperial Settlers is a fucking boring card game – you pick a faction and it plays each time the same. Recurrence, he calls it. You played it once, you played it 100 times.

Yeah. That’s me. Super seller.

So now it’s time to deny every single word I wrote last week…

***

OK, but joking aside. The problem we are facing here is that on one hand we expect our deck (whenever it is Barbarians deck in Imperial Settlers or Weyland deck in Netrunner) to have a specific nature and be predictable (recurrence) but on the other hand we want it to work different each time we play it – we want fun each time we play (replayibility).

Here come Twist cards, I mentioned last week. 9 cards in each faction deck that change everything. Let me show you:

Barbarians may build Barter card that let them change any resources into Victory Points. Suddenly your people become peaceful traders! Or perhaps you build Robbers card and now you can steal Deals from other players. It changes their strategy a lot! Or you want to build Temple? Very expensive card that will give you just like that 6 VP!

Egyptians may put Desert into play and from now on they will discard cards from opponent hand! Or they build Chariot builder and suddenly they are crazy vicious! Or they have Oasis and they take opponent’s workers who were sent to work…

When Japanese build Casino, they become very rich (spend 1 worker to earn 1 gold!) but when they put Negotiator in play and they can change their Deals into actual Buildings in their Empire…

Romans can build Barracks and now they produce 2 more workers and their game changes a lot. Or they build Colossus and they go for stone – with Colossus they can spend 3 stone into 4 Victory Points!

Each of this cards is very strong. Each of this cards change the game. Your game will be different if you have Barracks in play and different if you have Colossus in play. This 9 twist cards gives you what you want – it gives you replaybility. They change each game. Without killing recurrence, they add replayibility.

Each faction deck has 9 such cards. You will draw few of them during game. You will build some of these few. They will have great impact on the game. and will give you lots of fun.

***

I think that’s all I wanted to share about designing Imperial Settlers. I believe you have your opinion about the game and you know if this is your cup of tea or not. After weekend I will post rulebook in PDF format.

I hope you enjoyed the series of articles. I hope to see you at Gen Con, Essen and any other con you attend. Have fun!

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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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🌴 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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