Crowdfunding Projects

Kickstarter seems to be the on deck circle for most new tabletop games, and we have not had a thread in a while to discuss projects there. What are you watching? Comments are open.

I am watching several but have yet to commit:

  • Dead Man’s Doubloons is the latest from ThunderGryph Games. It is a game of pirates and treasure, where you keep playing as a ghost ship even if your ship is sunk. The rules are online if you want to read through. Pretty, but does its complexities resolve to elegance?
  • A Touch of Class is a small book of D&D classes from EN5ider. It looks fun, but I don’t have a 5th Edition game going or on the horizon.
  • Gloomhaven is going to a second printing. This is a premium gamer product, a $100 box with a living campaign. This video is a good explanation of why that is awesome and maybe not for you. I don’t have a group together to make a thing like this work, even if I think it looks pretty cool.
  • The City of Kings is a smaller take on a cooperative PvE campaign. Another cool, 5 kilogram box of stuff I cannot imagine getting on the table very often in the near future.

Thoughts on these or other games that yet lie in our future?

: Zubon

Proximate Goals

My wife and I played Agricola and Lords of Waterdeep in quick succession, and I must pass along her observation: Lords of Waterdeep benefits strongly from having short term goals. Both are worker placement games, but scoring is radically different.

Agricola scores everything at the end, and everything is in play. You get a penalty for everything you did not do, a penalty for every space you did not use, and a variable number of points for each of nearly a dozen things. It is a complex balancing game, and it does not pay off until the game is over. Your long term plans could come together perfectly or be scuttled in the last round, sending you scurrying for Plan B or C. In many ways, it is the epitome of eurogames, where it is not over until it is over.

Lords of Waterdeep instead gives most of its points out as you go through the game. You get a few victory points for a few actions. You complete quests, each of which has a set cost and reward. You are not plotting out a goal ten turns from now and working backwards through reverse induction. There is still the big kicker of points at the end when you reveal your lord and get the quest bonus, but there is a feeling of progress along the way and of achieving small goals all the time.

Agricola is a strategic game. Lords of Waterdeep is a tactical game. The basic strategy of Lords of Waterdeep is to complete quests where you get bonuses, where the major sub-strategy question is to go for fewer, bigger quests or more, smaller quests (tip: “more” is usually better, especially at lower player counts). That’s about it. In a five-player game, you have only two actions for half the game, and you work on a much shorter time horizon.

Agricola definitely has appeal to the hardcore strategy player. Lords of Waterdeep tends towards a broader appeal with its playstyle and simpler rules. (And I have a friend promising to show me Caverna soon.) This seems backwards for their themes. Farming games have broader thematic appeal than Dungeons and Dragons, and farming has a seasonal reward cycle while I expect the lords of Waterdeep to be working grand schemes that only pay off after decades.

: Zubon

Countless Generations Unfulfilled

This weekend, I was in the mood to play a worker placement game. The question dawned on me with rising horror: how many generations now lie buried and insensate, gone to their biers with a nameless ache because worker placement games had yet to be invented?

Have you ever gone to the kitchen, in the mood for something, but nothing looks quite right? You are hungering for a dish that does not yet exist. The plant that would placate your eager taste buds has yet to evolve. And there you stand, wondering if a little more mayo would do the trick.

When you are bored on a Sunday afternoon in the long, dark teatime of the soul, those hours are stolen by your need to do something that does not yet exist, for a career in a field requiring another century of technological advance.

And there lies your bier, wondering whether you took the time to play a worker placement game.

: Zubon

[TT] Upgrade Kits

Under the heading of “cool but impractical”: Meeple Source sells game upgrade kits. Replace the standard meeples that come with your tabletop games with pretty, custom ones. Now, you know that I love pretty, custom meeples, but generally under the idea that you buy one really nice set and use it for everything.

Meeple Source takes that in the opposite direction, in the way only a fanatic can really indulge in. If you are a hardcore player of a particular game, I can see buying a set. If you play Agricola every week, it could be nice to get pretty resources or farmer families. They won’t take up much more space than the circle tokens, and let’s be honest, the Agricola tokens for wood and clay are annoyingly similar. But replacing everything would cost $77, and the game itself costs $49 on Amazon (as I type this). The Lords of Waterdeep upgrades cost 3.8 times the game itself (and lock you into the theme of the game). My favorite example is Tiny Epic Kingdoms, where you can get a custom set of 112 meeples for 5.5 times the cost of the game itself. Also, that would be way bigger than the box itself.

I am not saying the prices are unreasonable. About a dollar for a custom meeple, or a quarter for a resource, does not seem like much given costs of production and running the shop. I have some of their meeples, because I think they are cute and neat (and some work nicely for multiple purposes). It’s cool stuff if you want to pimp out a game for the premium nerd experience. And by the way, Tesh’s latest Kickstarter for metal steampunk meeples is in its last week, if you want to be more cool but less custom.

: Zubon

[TT] Deceptively Simple

I recently learned to play Inis and Lords of Waterdeep. These are both strategy games, gamer games in that they come with rulebooks instead of a page of instructions. Despite the number of pieces and pages of rules, these are both surprisingly simple games to learn and teach.

Lords of Waterdeep is the clearer example. This is one I hesitated to learn because (1) themed tie-in games are usually crap; (2) anything with that many moving pieces must be over-complicated instead of elegant, right? I mean, it comes with a 24-page rulebook! But no, the actual rules of play are about 2 pages of the rulebook. You could get by with the reference page on the back of the book. Those 24 pages are mostly explaining setup in detail, reprinting text that is on the cards, and fluff. Maybe they thought D&D gamers insisted on a rulebook. If you have ever played a worker placement game before, this is ridiculously simple, with only two agents to place in each round (with max players).

And the fluff is pure fluff! We had one player explicitly refuse to learn which cubes were fighters or rogues or whatnot. “They’re orange cubes and black cubes.” And he is right! Give me some backing and an artist, and we can re-skin this game to any theme. I walked someone through how you would re-skin this as My Little Pony: Crusade for Canterlot.

Inis is a bit more complicated, but again the rules of what to do each round fit on a page. The rules there are more complicated, in that the rulebook has a dedicated column for reminders, clarifications, and explanations of edge cases. That was a little bumpy for first time players, wondering if we were missing something or if the rulebook effectively had errata.

Here, the fluff fits the game well. It is not Blood Rage levels of perfectly merging fluff and crunch, but the game mechanics tie in to the theme of Celtic competition for rulership. There are battles and bards and blood feuds of the clans.

A primary means of simplifying the rules is putting them in-game on the cards. All the action in Inis is in the cards that you draft each round, and Lords of Waterdeep does the same with having your worker placement info on the board. Inis adds a lot of text in its epic cards, as Lords of Waterdeep does with its intrigue cards. There is a downside to this, in that players are stopping to read mid-game, which can drag out turns and kill momentum. The upside is that you can teach everyone the game in a few minutes and get them rolling. Players tend to tolerate having lots of cards to read much better than getting a 10-minute block of instructions. This does give some advantage to return players, because they know what is in the deck, but it also gives new players the joy of, “Whoa, you can do that?” when cards come up. It feels like the early days of Magic the Gathering, when we thought anything could be in the cards.

Fun games. I enjoyed both, albeit with one play of each. Inis seems like a stronger and deeper game for dedicated strategy gamers, whereas Lords of Waterdeep is simple enough to loop in non-gamers. It’s D&D theme, however, probably reduces that general appeal, but it makes it good for your more casual gamers who like the theme but may not have the attention span for long rules.

: Zubon

Pitch Deck

Pitch Deck is a fun concept for a party game, on Kickstarter now, but I don’t think it will age well. The idea is to match a company with a new product and explain why “Soylent for Juggalos” is going to be the New New Thing that everyone should invest in. It is vaguely like Apples to Apples, but everyone gives a pitch for their answer.

I think that sounds kind of fun, maybe you don’t. I do not see it aging well because lots of those companies are going to stop existing over the next five to ten years. A fair number of them you’ve never heard of, because everyone’s “everyone knows” differs. This was written by some folks in San Francisco, which goes a ways towards explaining the variety of recent tech start-ups but the conspicuous absence of major corporations or middle American consumer products (and the notion of having a game about elevator pitches for startups). I would be amused to see how the implications of some of these change over time; in recent memory, MySpace was THE social media hub and eBay was an auction site.

Have you seen that effect in other games? If you have an older copy of Trivial Pursuit, some of the answers have changed over time, and some major celebrities have changed to “who?” Playing Apples to Apples with the next generation gives lots of those moments like, “Who’s Michael Jackson?” I don’t know how well Cards Against Humanity has aged with aggressively edgy references to people who were politically relevant in the five minutes the game was published.

If you are interested in giving the game a look or test run, there is a Creative Commons print and play download available.

: Zubon

Tao Long

While I am talking about Kickstarters, I should point to Tao Long. ThunderGryph Games started up last year and Kickstarted their first game, Overseers. It looked interesting and I backed it at the “Founders Club” level, which is a lifetime subscription to their games. So I’ll be paying attention to everything they do. Gonzalo Aguirre Bisi of ThunderGryph has a nice post about his first Kickstarter experience. The game arrived as expected, upgraded, and before Christmas.

I have only had one evening with Overseers on the table, so I do not have a heck of a lot to say about it yet. The mechanics work well. We found the swings of small decisions to be very large, but part of that was due to translation issues with the rules. When you play, make sure you have the FAQ because some of the rules are mis-described and there is a recommended text change that happened between printing the cards and the manual. I think the game runs much better after seeing the FAQ, although Greed becomes much weaker.

Let’s be honest, you expect some language issues when a Spanish company translates a Japanese game into English. Hyperborea, which I love like chocolate, had worse issues trying to avoid language and instead using increasingly arcane symbols to show complicated rules on cards. We have put up with worse to play our MMOs. This looks to be their model, translating games and taking them to new markets. I look forward to more non-European Eurogames.

Storytime over, Tao Long burst out of the gate, more than triple its funding goal in less than a day and currently over 1000%. It’s not a $10 million game, but it is already a relative success, twice the funding that Overseers received. If anyone has explored the game in greater depth and would like to discuss mechanics, rather than just game development meta, comments are open.

: Zubon

Kingdom Death Kickstarter

This is not a project I am backing, but I feel that I should point out the gaming Kickstarter spectacle of the year. I would surprised if anything tops the $10 million (and counting!) that Kingdom Death: Monster 1.5 has. You have one day left if you want to join in, but I mostly want to wave towards the spectacle. The campaign is past 10,000% funding. On my monitor, the description is more than 100 screens long as they just keep adding things. The average pledge is over $500, and more than 250 people took the $2,000 pledge level (plus any add-ons). Pathfinder is doing a crossover, and that’s just the one where I got a press release.

I was really impressed with Monte Cook’s Invisible Sun, but this is more than 10 times as big.

: Zubon

Deception: Murder in Hong Kong

My love of deep strategy games may never fade, but I am finding social deduction games to be the most fun. They can fail spectacularly based on who you’re playing with, but they seem to have both a high average and high highs.

Deception is the latest one I learned, and it is a lot of fun. Players are detectives, and one of them is the murderer. Find the murderer and the evidence to win (or else the murderer wins). That is more or less the setup of most social deduction games, what makes this one special?

The game starts with information. One of the investigators is the forensic scientist. The game setup is that each player has four murder weapons and four clues in front of them. After everyone closes their eyes, the murderer points to one of his weapons and clues. Now the forensic scientist knows, and they can communicate only by selecting one from a set of clue boards like “scene of the crime” or “relationship to the victim.” Players then discuss these clues and try to deduce the murderer. (The forensic scientist is likely the least fun role, as it misses all the discussion of the game and needs a poker face to avoid giving away information. The forensic scientist can be the MVP or the cad based on quality of information provided.)

The fun of the game is trying to deduce what was supposed to be communicated, given limited communications options. Which murder weapons seem most like the cause of death, and would you have chosen that cause of death as a description of this weapon? For example, “severe injury” covers a lot more range than “poisoned,” and the murder weapon probably was not plague if anything other than “disease” was chosen (if “disease” was a choice). Committing murder during surgery is obvious if the location option “hospital” comes up, but what do you pick as the forensic scientist if that wasn’t one of the options this game? It matters what the scientist “said” and what was not said, along with how they expected those answer to be interpreted, mixed with the open question of whether that clue was supposed to refer to the blue or the brown card in this murderer’s combination.

The other great fun is trying to put together a story for the murder based on fairly random evidence. “Okay, the victim was killed with … a locked room, where the clue left behind was … timber. So, what, he was left to starve to death at a construction site?” Okay, that one was dull, but weapons include mad dogs and chainsaws, and evidence left behind can be quite random. That story also mutates with the clues, because the forensic scientist is trying to fill in the blanks, and some of the clue cards will have nothing useful at all, so then folks are wondering how “winter” fits into this story.

Balance seems to be pretty good, in that online commentary says the murderer almost always wins and that the murderer almost never wins. Granted, I won five games in a row, murderer and investigator, so I might be biased and would start thinking otherwise if my group was a bunch of foolish investigators who kept throwing it to the murderer. But our small set of games showed that both sides could win, under a variety of game sizes and circumstances (for example, optionally adding the accomplice and witness roles).

Hardest problem: avoiding meta-gaming. It does not seem to be a big problem, but we openly acknowledged around the table that some of the things we were doing were not exactly 100% fair to both sides, like discussing the forensic scientist’s clues while they were picking. Acknowledge that you could spoil that and take steps to avoid meta-gaming, such as making noise to mask movement while the murderer reveals hidden info.

: Zubon

Player Count

Are there any games that work well outside the recommended number of players? I am thinking of board games, but really any; did LOL Twisted Treeline ever become a thing? The particular thing that comes to mind is games with “variant rules” for more or fewer players, where the game is usually made for 3-4 players with a 2-player (or solitaire) variant and a 5-6 player expansion. That seems really common in board games, but I cannot think of many (any?) where I have seen it done well.

  • Dominion breaks down with 5+ players, particularly if there are attacks. There is not much fun to be had in a game with at least one Torturer per round. Without attacks, you can have a very short game with that many people emptying stacks unimpeded.
  • Starfarers of Catan gets extremely crowded in the early game, leading to a snowball effect where a bad first turn puts you several turns behind everyone else as you need to navigate/colonize around them. I have never tried Settlers of Catan with the 5-6 player expansion, out of a holy respect for the mathematical purity of the base game.
  • 7 Wonders does a great job scaling up or down for 3-7 players, and that is built into the cards to begin with. Well done. The two-player variant is messy and clunky. I am told that 7 Wonders Duel is excellent, intentionally re-designed for two players.
  • I am not sure if Smash Up is bad as a two-player game so much as very different, and the balance shifts massively. Any card that costs you something to hurt an opponent becomes vastly stronger if you have only one opponent, such as most Kittens cards, while factions like Ninjas and Pirates that jump into others’ fights are much weaker in a heads-up game.
  • I should just stop the two-player games, because they play differently and usually pretty badly. Recent examples I have tried include Coup and Havok and Hijinks.

Some games work for two players without rules variations, and they can mostly work. This works better for Eurogames with minimal interaction, such as Dominion. I have played Kingdom Builder mostly with two players, and it becomes a much more strategic game as you limit the number of players.

In my day-to-day life, scaling down is the usual issue, playing with my wife at home. When I go to a game day, scaling up becomes the issue as we try to get more people at the table rather than boxing 3 or 4 people away for a couple of hours. But that often leads to a suboptimal time for several hours.

Thoughts from KTR readers, games that do this well or badly and why?

: Zubon