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v0.3 prototype materials (only expected to work in Chrome):
[Underling cards] (may be somewhat out of date), [Mission cards] (likewise)
[Player mats], [central mission board / turn tracker], [central map]
Not included: central underling board (A4 sheet with a line down the middle and "-£1" written on the bottom half)



Sunday 13th Sep 2015


Players: Alan Paull, David Turczi, Richard Breese, Alex Churchill
The basic mechanics - underlings, the "up one or down all" tension, the mission cards, the competition for geography and underlings - were deemed to work very well. The tableau building was described as "A deck builder without the annoying bits" :)

Problems:
One of the biggest problems was the way all the un-bought underlings just clog up the table. Once there are 10+ of them there, people can't follow what's available. This is exacerbated by the problem that people still didn't want to buy underlings very often. Alan bought underlings rounds 5 and 6, David in rounds 1 and 6, Alex only in round 4; Richard did in rounds 1, 3, 5 and 7 but he had the lowest score by the time we stopped. People felt they couldn't afford to take time to buy an underling because it interferes with your resource gathering/building too much.

A second problem was that people's missions were very uneven in power level. The public missions were Flatland (CG5+ on desert and grassland) and Mr Rich (CG5+ inc city on a shield). David started with Sand Tourists (CG5+ half on desert, half not) and Linearity (CG5+ in a straight line), which were very compatible with Flatland. Alan had Keep It Tall (CG5+ on forest and mountain) and Alex had Rival Towns (Two disconnected groups 3+ one space apart) which don't fit with Flatland anywhere near as well. The cards like Trader and Crystal Seer are meant to allow you to mitigate this, but you do need to spend a turn buying them.

There is also something of a disadvantage to playing later in the turn order, even with rotating start player.

Other observations:
The power of jumping is necessary in each game, to prevent people getting blocked in too severely. This is currently served by the Nomad Builder, Shanty Builder, Sailor and River Builder in Age 1, plus Teleporter and Levitator in Age 2.

Early placement is cutthroat. Just like in TerraMystica?, you absolutely need to be strategic in your initial placement, and factor in both the public missions and your secret missions.

Alan could have scored on round 4 either the public mission or a mission from his hand. The geographic competition/interference from Alex prevented him doing both.

Planned changes:

Proposed changes I'm not planning:
Other changes that were suggested:


Monday 21st Sep 2015


Players: Douglas, Michael, Paddy, Stuart

Rules:
Players received WSG to start with. Players got missions in three categories: one Image: 34 green (terrain-type-matters), one Image: 23 blue (geometry), one Image: 27 red (shields or opponents). The first public mission is forced to be green and the last is forced to be red. Underlings had discount of £1 the round they come out and £2 the round after, then they disappear. Builders can build bridges.

Observations:
People enjoyed themselves. The reduced underling prices meant people were buying a lot more underlings, which is great to see. The purchase histories were:
Stuart was the only one who ever bought a cube. Illusionist was bought twice in the same round :) The discount on old underlings meant that the tension of whether to buy underlings early or risk someone else taking them applies not just within one round, but across the space of two rounds. Even bearing that in mind, though, only about a third of the underlings bought were bought with the increased discount (on the second round).

Round 7's double scoring round caught a lot of people by surprise. Douglas and Michael had both planned to build for "Local Diversity" but hadn't realised it was needed for this round. This might be because the round chart isn't as clear as it could be.
The missions players scored were:
Bridges were used a few times, and worked well. Questions were raised about whether they count as a terrain type for missions which care, such as Local Diversity. I said no.

Shields were strategic spots which players were racing each other to get to, as desired. There was an exciting moment when Michael and Paddy were both trying to get to a shield first; Paddy could have used his Nomad Builder to jump halfway there then his Sailor to jump the rest of the way there, but he could see that Michael was going to win the race anyway.

In the final couple of rounds Michael and Paddy had no building work they wanted to do, and were just claiming underlings for points, while Douglas and Stuart were busily doing construction up to the final action. I quite like this.
Total structures at the end of the game were: Douglas 4 settlements 8 cities; Michael 5 settlements 5 cities 2 bridges; Paddy 10 settlements 3 cities 2 bridges; Stuart 8 settlements 6 cities.

Douglas felt that the discounts on underlings weren't high enough in ages II and III. He proposed that the discount schema should be, rather than the current £1/£2 all game, something like Age I £0/£2, Age II £0/£3, Age III £0/£4. Encourage players to more normally pick up underlings during the second round they're available; the first round functions more like "here's what will be available next time" but you can heftily overpay if you want to.

People would have liked to use both Baron and Earl, but they only came up in round 10. People liked Sorceress's and Duchess's ability; Michael evilly took one with the other in order to prevent anyone else getting that benefit.

People enjoyed using the underlings with "[Up]: Gain 2VP". But they had little net effect, certainly relative to the effect of scoring missions. People's score from missions was 52/69/84/65 and final score was 63/76/97/72; total score from underlings' on-gain and [Up] abilities was 11/7/13/7.

Problems:
There's still a drawback to being in last place. During the initial settlement placement you often care about where other people are going, and placing settlments 4th+5th out of 8 gives you *less* information that way.

There's still a problem with some players having missions that don't synergise very well. Dividing missions into the three decks is good as far as it goes. People wanted more ways to get extra choices of missions. They wanted 2-3 more underlings with Fate Changer's effect, but earlier in the game. I think instead I might try giving people significantly more missions... something like 1 green, 2 blue, 2 red. (There's a risk with 2 green that sometimes they'll synergise *very* nicely and other times they'll have extreme anti-synergy.)

Douglas could have fulfilled a mission in round 4, for 6VP 2W 2S 2G. He chose to wait until round 7, where he got 10VP 2W 2S 2G. I'd rather adjust the rewards to make it that it's worth fulfilling it early if possible.

People were spaced out all around the outside of the board: nobody used the Shanty Builder or River Builder to head for the central shield. Makes sense because almost all the missions want connected groups. By the end of the game there was almost a complete ring of all players' buildings around the outside, with nobody in the middle.

We ran out of cubes in all three colours! People had huge amounts of stone (15ish), gold (10ish), and even occasionally wood (8ish). At the end of the game Paddy had a huge pile of 11 unspent gold and 10 unspent stone. They either weren't spending them because they didn't have enough of the other resources to build cities, or because they were gaining resources faster than their builders could spend them, or because they saw no point building any more settlements. I don't know what to do about this. Each individual resource gainer seems fine. Possibly the cube reward payouts for scoring are a bit too high. I might try the cube rewards down at 4/2/0 rather than 6/3/0 for one game and see what difference it makes.

I'd like to make some tweaks to the physrep of the board and player mats (make them more rigid) and the underling cards (less flimsy).

Underling tweaks: Stone Builder is too good at 2S (stone is just as easy to get as wood). Nomad Builder should be able to jump water. Nomad Builder wants clearer wording. Douglas wants a couple of inefficient crystal-makers in Age II, so that if you missed out on magic in Age I you're not completely deprived. I think I might want one or two more "jumping" builders or settlement-teleporters.

Mission tweaks: Ugly Stepsisters was pretty hard. In fact all the blue/geometry missions were significantly harder than the greens or reds. Rival Cities isn't great because it's dependent on what your opponents do. Friendly Towns was a *lot* of work for Stuart to set up to score x2, using the Urbimancer to move his settlements around into disconnected groups of value 3. Rather than change the blue cards, I'd rather make it slightly easier for players to get their settlements into the right positions. A couple more "jumping" builders or settlement-teleporters should help here too.

Planned changes:
Shrink the board down a bit, to squish people together a bit more. ✔
(And stick the board and player mats onto thick card.) □
Give people more missions to start off with. ✔
Tweak a few cards as above. ✔
Take down the scoring payouts from 6VP+6 cubes to 7VP+4 cubes, and 5VP+3 cubes to 5VP+2 cubes. ✔
Move Baron and Earl earlier. ✔

Ideas under consideration but no immediate change planned:
Change the scoring round structure so r7 isn't followed by effectively 3 scoring rounds. □

Wednesday 30th Sep 2015


Players: Alex, Kartik, Clive, Vitenka

Buys:
Missions scored:

Things people particularly liked:
Finding spaces on the board where you can combine multiple of your missions.
Scout to hop your settlements away once they're done scoring certain arrangements.
The basic structure.

Things people found painful:
Downtime. The default state of an actions round is players know what they're wanting to do - which underlings they're wanting to move up, and in what order, and when they're planning to pass and what they're planning to buy. It's just a question of whether anyone interferes with any of those plans. On the occasions when A does interfere with B's plans, that means B now has to make new plans, causing downtime for A, C and D while B does.
When you buy a good card, that makes £2 rather than £1 and does good stuff when going up as well, there's a painful tension between using it for those two modes. I don't think I'm going to change that, but it's noted that it feels unpleasant sometimes.
The end game is an anticlimax. There's minimal interaction. Relatedly, the endgame involves mainly upgrading settlements to cities (which nobody can interfere with), and building settlements in certain spaces that are mostly not in contention.
There's not as much interaction as I'd like.
Having Sailor + Vaulter + Urbimancer gave a confusingly large freedom of movement when I didn't actually want to move my settlements around (because I'd been building for the r10 public scoring mission).
Crystals. Buying crystal-makers is a gamble on whether the good magic-users will come up early.
It's sad that any table talk about your strategy or plans is a strategic disadvantage. Conversation around the table should be good. This is a downside shared with many/most worker placement games and other strategic claim-key-things-before-your-opponents-do games, but still a downside.

Balance issues - Underlings:
V has 2x crystal makers and doesn't want the magic users.
Beguiler is very funky, but appears too late. Move her earlier.
Balance issues - Missions:
Rival Cities is hard.
Gaining cubes for scoring in r4, and even r5-7, is too much tailwind.
Some missions it's relatively easy to triple- or even quad-score. Most of the green ones. Some it's very hard to triple: the disconnected group ones, Ugly Stepsisters on some continents, Conurbation (which is also unfortunately v hard to score early as well, giving it a rather narrow window of effectiveness).
Kartik benefited significantly from having private missions Dry Spaces (2) and Wooden Sheep (6) when Keep It Tall (8) was public.

Big wacky suggestions:
Allow trading cards (underlings, missions?) for resources. ✔
City upgrades make the endgame an uninteractive anticlimax? Bin cities. Replace all architects with other variations on builders. One starting builder can't cross terrain types at all, one can, they need different resource cubes. □
Could give people one initial builder (or resource-maker) and cut round 1. □
Could cut rounds 9-10, or rounds 7 and 9-10, or similar. I think those inclinations are patching symptoms rather than cause though.

Minor requests:
Want a way to tear down bridges. [Bridges removed]
Differentiate the grey for makes-stone and the light blue for builder. ✔
Remove scoring rounds for r1-2. □
Rename Teleporter. Materializer? ✔
Levitator is similar to Scout but worse. I think this menas Levitator is bad, but Kartik says Scout is too good. Tone down Scout. ✔
Move the underling-rearrangement phase later in the turn. [Later introduced "Change" action instead.]
When explaining to new players, emphasise (1) Triple-scoring missions is necessary to win. (2) Get a good builder.
Want an Age III Architect. ✔
Get rid of Crystal Seer's scrying ability. ✔
Start with 3 settlements rather than 2. ✔
Shave another ring of hexes off the board. ✔
Want mechanics that encourage players to play next to each other. Like Terra Mystica's friendly power and trading houses. Either underlings that like adjacency (like Social Merchant), or mechanics (when building next to other players, the other players get 1 of the cubes you spent?) ✔
Have the public missions drawn from a different deck. Move some things like Rival Cities into the public-missions deck. ✔
Have missions in the public deck that focus only on the central citadel/shield. □


Wednesday 7th Oct 2015


Players: Clare, Paddy, Alex, Kartik

Buys:
Missions scored:

Notes - Underlings:
Clare had loads of fun using the combo of Abundant Builder to build on a shield, then either Abundant Architect to upgrade it, or Scout to move it off.
Scout is very good; people want more like that!
Beguiler is very confusing to read.
Stone Builder might be too good at 3S for a settlement.
Notes - Missions:
Starting with 5 missions, from which you get to choose about 3 to focus on, is nice.
Ambassadors is a lot easier than it used to be now that players have 3 starting settlements.
The disconnected missions are really hard.
12 shields on the board is probably too many.
Fishing Villages (CG5+ along a river) is nice.

Rulings made:
Can Vaulter only leap directly 180° over the new settlement, or curve 120°? Said 120° is okay too.

Changes to make:

Wednesday 14th Oct 2015


Players: Alex, Rachael, Clive
Rules: We were playing with the new "Change" action to swap underlings in/out; the new action "Trade" with other players (underling or up to 5 cubes), but only if you have a city touching them; and changes to most architects including the basic Architect to make (a) the city upgrade have a discount of N stone, where N is the number of different opponents the city in question will be adjacent to, but also (b) the city upgrade grants 1 gold to each neighbouring opponent.
Also players got 4 missions - one each from the categories Geographical-Connected, Geographical-Disconnected, Geometrical, and Political. The public missions were drawn from a separate deck: Fishing Villages (two disconnected groups on the same river) and Local Diversity (CG5+ on a shield and 3 different terrain types). The map was even smaller than last time, with just 6 shields total.

Things people particularly liked:

Things people didn't like:

Misc:

Rulings made:

Mission tweaks:

Map tweaks:

Rules changes - Immediate:

Rules changes to consider:

Tuesday 20th Oct 2015


Players: Alex, Rachael
Trying the game with two players. Minimal changes from last game - just treating the central citadel as a shield.
For a first two-player game, it went very well. I had been worried the map would be too big, but with the limited number of shields, the rivers constraining expansion, the start positions likely to have some adjacency, the discount for friendly cities, and the missions that ask you to be adjacent to opponents, we were still plenty in each other's faces. That said, when a given spot was actually contested it was obvious who would be able to reach it first.

Duration was about 1 hour 20 minutes.

We didn't buy so many underlings. Rachael skipped buying in rounds 7 and 8, and just bought for VPs in r9-10; I bought a cube r2, and nothing in rounds 5, 6, 8, 9 and 10. That might not be a problem. The only underling I bought after round 4 was the Master Architect in round 7. Passing with three underlings to gain £4 felt like a huge opportunity cost, but I did think it was worth it (and I think I was right).

Rachael was doing her building with Nomad Builder, Shanty Builder (including establishing clusters around three different citadels), and later Materialiser. I was using Stone Builder and basic Builder, plus Scout to build on same terrain then move 1 step off it.

The underling-frobbling at end of turn felt like the most time-consuming part. Several rounds we'd both spend at least a minute staring at the board, our available underlings, and our resources, making plans for the next round. Which is quite fun as far as it goes, although not very interactive.

It was a fairly low-scoring game. In Age II we each scored private missions 1x, 1x, 2x, and then only a total of 1x between both r7 public missions. In Age III Rachael scored private missions 1x, 2x, 4x, then nothing in the public r10, while I scored 1x, 3x, 3x, then 2x in the public r10. My 2 extra mission scorings were very closely matched by R's VP gains from underlings, though - she gained 7VP from underlings, meaning the final scores were 66 to 67! (With one tie-breaker cube left each as well.)

Buys:
Missions scored:

Things that people didn't like:

Rules tweaks:

Mission tweaks:

Underling tweaks:

Wednesday 28th October 2015


Players: Alex, Clare, Vitenka, Paddy

The first 4-player game for a little while. We had a slightly unusual shuffle of the Age I cards which meant that, although 7 of the 16 are builders, no builders came up in round 1 and only one in round 2! I think this variability is quite interesting though.
There were actually two that came up in round 2, but one of them was Shanty Builder, which is much worse in 4-player (Clive made good use of it in our 3p game) and much worse again now the central citadel is a shield. I wonder if I can adjust that somehow.
Vitenka picked up a Nomad Builder r3 and a Geomancer r5, leading to the hilarious event of Alex trading to get Vitenka's basic Builder. I think in retrospect it probably wasn't worth it, but it did allow me to score an extra mission in round 6, and I did win.

Buys:
Missions scored:

Things that were good:

Things that were imperfect:

Proposed changes I'm not immediately planning:

Underling tweaks:

Mission tweaks:

Wednesday 25th November 2015


Players: Rachael, Alex, Vitenka, Kartik

Players had 5 missions to choose from. The Geometrical-Connected and Geometrical-Disconnected ones gave 1 bonus VP and 1 bonus resource per matching set. This felt about right. Kartik scored Meridian in round 3. The new disconnected missions Triangulation and Hostile Hamlets (4dg5+) were good; Triangulation was pretty hard to multiple-score, but I didn't try doing it with all three of my starting settlements. Canal and Starburst were both tough - deserving of the extra resource - but reasonable.

In the past couple of games people have deemed Shanty Builder to be of rather limited use. But this game V got excellent use of the Shanty Builder (plus the Scout, which I do love) to set up a huge Hostile Hamlets score.

Scored:
Buys:

Things that were imperfect:

Planned rules changes:
Underling changes:


Saturday 16th January 2016


Players: Rachael, Alex, Jenny, Stephen

Purchases:

Missions:

Scores: Quite astonishingly close. After adding 1/4VP per cube, the scores were Alex 97, Rachael 97 3/4, Jenny 97 3/4, Stephen 109 1/2.

Ruleset:

Observations:

Later notes:

Changes to make:

Monday 1st February 2016


Players: Rowan, Stuart, Paddy, Kartik

Round 0: S, S, Sailor, S; Low Builder, 6W, S, S; 2W2S2G, Friendly Builder, 4W2G, Nomad Builder; S, S, S, S; S, S, S, 4W2S.

Purchases:

Missions:

Ruleset:

Observations:

Monday 29th February


Players: Kartik, Vitenka, Alex, Paddy

Round 0 (K,V,A,P): S, Nomad, S, S; Stone Builder, 6W, S, Abundant Builder; WWSSGG, S, 4W2G, S; S, S, S, S; S, S, Friendly Builder, 4W2S.

Purchases:

Missions:

Scores: Recorded as K 68, V 99, A 72, P 79... but I think those might be wrong. Recalculating them the next day I get K 62, V 82, A 57, P 79.

Ruleset:

Observations:

Planned changes:

Notes added later:
Vitenka: [09:40] I agree with the aim of making people cluster - I think it'd be nice if you had a bit more idea what other peoples private missions are likely to be, to try and intefere some. You do find out once they flip it - but it's usually too late then.
Vitenka: [09:32] Cities for trading is dumb and stupid - but so is the "Who is my neighbour?" thing for the gold reward; it's un-earned since you cannot predict where people will want their cities - it depends on their private missions. (Well, apart from on shields, which is common, I guess). And the "Grab me some better missions" minions need to be early, if they ar to be used much. So I suggest maybe they should also give small resource gain?


Tuesday 1st March


Players: Alex, Rachael
Ruleset: Trying the simplified no-resources game. Players have 3 underling slots. Public mission Scorings go -, -, A, AB, -, B.

Purchases:

Missions:

Scores: A 87, R 72

Observations:

Wednesday 2nd March


Players: Clive, Vitenka, Rachael, Paddy
Ruleset: No-resources. Underling costs down a bit from yesterday; removed Hostile Hamlets.

Purchases:

Missions:

Scores: C 71, V 81 or 85, R 70, P 72.

Observations:

Monday 7th March


Players: Stuart, Vitenka, Alex
Ruleset: No-resources. Unchanged from last week except public mission scorings go -, -, A, B, A, B (and added Triple Diversity mission).

Purchases:

Missions:

Scores: S 77, V 69, A 84.

Comments:

To try in the next week:

Monday 14th March


Players: Rowan, Kartik, Alex
Ruleset: No-resources. No scoring round in round 1.

Purchases:

Missions:

Scores: R 72, Kartik 60, A 76.

Wednesday 15th June


Players: David, Iraklis, Alex
Ruleset: With resources. No scoring round 1.

Round 0: Nomad B, S, S; S, S, Low B; S, 4W2S, 6W; S, S, S; 2W2S2G, Sailor, S

Purchases:

Scored:

Scores: D 80, I 58 (inc 2VP from 8 cubes), A 88.5 (inc 0.5 from 2 cubes)

Notes:
Game took 1 hour 40 minutes.
They liked it, a lot.
Fix the wording on Nomand Builder, Sailor, Herald
Bring in Philanthropist from the no-resources game
More Heralds, but at 2VP per card, not 1.
An underling to dislodge a settlement from a shield.
Rulebook note to say choose random builders in your first game.

Things to remove: Trading. Buying cubes & missions (or allow multi-buy, 1 card N cubes).

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