Blog Archives
Bonus Trading Post Post
Over the past four weeks I’ve been writing about a new game redesign of mine by the name of Trading Post. Since there has been a decent level of interest in the game concept I thought I’d write one more article about the game. So far I’ve covered the following:
- 5-16-13: Origins of Trading Post
- 5-23-13: Early Prototying
- 5-30-13: Hiatus and Re-design
- 6-6-13: Path to GenCon
- BONUS Today 6-13-13: More on Trading Post
Today I’m giving you some bonus material on where the game is at, how to make it better, and some other tasty morsels. But let’s start with how good I am at focusing on things other than actually designing this game!
I’m Good at Wasting Time (and Effort!)
One of my downfalls in life is my desire for perfection. Perhaps perfection is the wrong word. That paints me as someone with OCD, not that there’s anything wrong with that. Perhaps a better word would be aesthetics. I desire for things to look good.
At the end of May an article was posted on Example of Play called, “The Benefits of Crappy prototypes.” I will provide a rebuttal for that article next week, but I wanted to mention it today because I am not a believer in crappy prototypes. And this may be my downfall.
I love a good looking prototype. I love good game art. If you’ve read my board game reviews you’ll see that artwork is consistently mentioned as either a like or a dislike. I approach game design as though I’m reading a story. I like to be enveloped in a different world and escape this one for an hour or so. Artwork is a key way to get that experience across to the players.
What this means is that I spend way, WAY too much time in Inkscape making prototype artwork. The upside is this:
The downside is that I have four logos (as seen above) for a game that no one has yet even played! I just can’t help myself.
So I had a think about what this all really means. I was a little disappointed in myself for the artwork side of things when the game design part of it seemed lagging. But then I remembered the whole purpose:
Games, and game design, are supposed to be fun! Why else design games or play them?
So I’ve realized that though the artwork doesn’t specifically help a game design move forward, I’m having a lot of fun working on the artwork. Thus, I shall continue.
Solo “Playtest” #1
Last week I showed the picture of the game setup. I’m repeating the image here for easy reference:
Since this is an insight into the inner workings of my mind I am sharing the thoughts I wrote down while attempting to play the game for the first time.
First, some rules. On your turn you can take up to 3 actions. These can all be the same, or they can all be different. That’s up to you. The actions you can take are determined by the number of action points you have for each action. For example, if you had three points in the EXPLORE action track, then you could use all three actions on your turn to EXPLORE. After you have taken your 1, 2, or 3 actions, you must then move other action’s track cubes up in value. This is what I am calling a “Zero-Sum Action Point Allowance System.” (I would go with the acronym ZSAPAS, but I’m not going to use the term again in today’s article). Basically, for every action you take there is an equal an opposite reaction.
Here is a little game design nugget that you might enjoy:
During testing, if it seems like the first turn for all players is dictated, SKIP that first turn and make the result the new starting condition in the game.
What that means is that if all players have no choice (or only one beneficial choice) for what their first turn should be, fix it! Ever wonder why players start with 4 train cards in Ticket to Ride???
During the first solo playtest I made it 6 turns before I realized I wasn’t happy with the design. Here is the list of my chosen actions on this six turns:
- Explore/Harvest/Explore – Increased Fulfill/Trade/Trade
- Harvest – Increased Explore/Explore/Trade (I suppose you can always move up three action cubes – so much for “equal and opposite”)
- Explore/Explore/Trade – Increased Harvest/Harvest/Harvest
- Harvest/Harvest/Build (Stable) – Increased Explore/Explore/Explore
- Explore/Explore – Increased Harvest/Harvest/Harvest
- Harvest/Explore Quit.
After 6 turns I had been unable to fulfill any orders and I was only able to purchase one building. In Scoville players only have a total of about 7-10 turns. So after these 6 turns I realized that I have basically done nothing. At least nothing very fun. I need to adjust it so players feel a sense of accomplishment on each turn, or at least feel like they are setting themselves up for accomplishment soon.
Here are the notes I took at this point:
- Should the “Orders” be stacked? (What I meant here is that should the low level orders come out first, then the better ones, then the best, a la Power Grid Power Plants?)
- Should the highest valued Order card be replaced each turn that an order is not fulfilled?
- Should players always get to move their pawn 1 spot per turn without taking an action to do so? (Using the Explore action seemed critical and it was thus used very often. Then it had to be refreshed, so there were turns where I couldn’t move anywhere.)
- It takes too long to build even the basic buildings, which means it takes too long to get the man-made resources. How can this be sped up?
- Should players be able to complete a trade even if their pawn is not on a spot with another player or in the Trading Post (a la Settlers of Catan)?
- How do I make TRADING the focus?
That last point is a big one. Let’s talk about that…
Put the “Trading” in Trading Post!
Thus far in the design the trading aspect of the game has, for some lame reason or another, been the lesser focus of the design. I have always been more interested in the land exploration and development side of things. Why?
I don’t know. So I am going to switch over the focus of the game to actually put TRADING at the forefront. Sometimes I wonder how I get this far without realizing something so critical to the design. Which leads me to another game design nugget:
Designers should step back from their design every once in a while and pick apart every aspect. Ask yourself specific questions about each design decision and try to think if there is a better way!
One big example is when a level 1 friend pointed out that the black and white peppers in Scoville should cross-breed to silver/platinum/other grey color rather than gold. Color-wise it made sense. But since my original design was that they made gold I had simply stayed with it because I had never gone back and questioned why I did it that way. And I never asked myself if there was something better.
So the new thrust of the design for Trading Post is to bring trading to the forefront. Now I think that on every turn you will complete a trade at the start of your turn. This could then aid you when you choose your three actions for your turn. I’m imagining a “Trade Route” of trading cards on the table, which would still represent things the Trading Post needs. They could be set up like the races in Small World or the foraging trail in Morels or the buildings track in The Manhattan Project. In each of those games players can choose the first option(s) for free or pay to take one further done the path. This mechanic would work very well for the “Trade Route.” Or I could use a rondel for increased Euro-y awesomeness!
Another way that trading would become more integral, and increase player interaction at the same time, is to allow trading with other players no matter where you are located. Sometimes it’s easy to let thematic correctness run the show. But this is game design and we can fudge things now and then. Settlers of Catan is a very popular game that allows player to trade resources with other players no matter what. Now, explain thematically how that makes sense. What if your settlements and their settlements aren’t anywhere near each other on Catan? Well, if it’s good enough for Catan, then it’s good enough for this game!
The bottom line is that trading needs to be what makes this game special. If you want a game where exploration is the focus, then find some 18XX game.
How to Reboot…
So I am going to jump back a little and try to re-figure out how to play this game. Admittedly it wasn’t ever really set to begin with. But to make trading the focus will take some effort. I really think this can be a fun theme/game and so I will continue to work on it.
So it’s time to take some of the blank cards I ordered and put them to use. I’m excited to work on the Trade Route/Rondel idea and see how it changes the focus on the game.
Another thing I’ll probably change is that players should draw all their land from their set of ten land tiles as part of their setup. What this would do is drastically lower the exploration aspect of the game. Players would also be able to plan their moves more deeply and more intentionally. I like the sound of that.
Once I nail down how I want the trade route to work then I can put the pieces back together for how the rest of your turn would work. This should be pretty interesting and I’m going to take an open-source approach to this design. That means I’ll be posting about it for all of you to read. I hope to provide you with a designer’s perspective on making appropriate choices within the design process, and how to keep things simple. Trading Post posts likely won’t be weekly from here on out, but they will definitely pop up now and then as I work through stuff.
Thanks for reading and joining me on this ride!
Interview with Bellwether Games
Today is Friday so I should be posting a board game review, but instead I will provide something even more awesome.
About a month ago Bellwether Games (@BellwetherGames) tweeted that they were looking for aspiring game designers who wanted to be interviewed. Since I am an aspiring game designer I figured I should see if I would be the right person for the interview. They took a look at my website (this website) and replied that I was in fact the right kind of person for the interview.
I might have done a little dance with my hands in the air at that point. Don’t worry, no other humans eyes were injured by watching me dance. I was alone.
So they sent me an email with a few starter questions and I got right to filling them out. After a few back and forths with follow up questions they told me that the interview would be posted at the end of the month. Well, today is the end of the month and right on time the interview has been posted!
Ed Marriott Designer Interview with Bellwether Games.
Let me know what you think!
Trading Post Part 3: Hiatus and Redesign
I have a new game design I’m working on and today I am posting the third of 4 articles about it. This is the third article about the game from it’s creation to the present state. Here are the four articles in this series:
- 5-16-13: Origins of Trading Post
- 5-23-13: Early Prototying
- Today 5-30-13: Hiatus and Re-design
- 6-6-13: Path to GenCon
Today we’re looking at the current state of the game, and how I got there. In my opinion today’s article covers the most important details of game design. Let’s call it “distilling” and “skimming.” But first let’s look at why I took a break from the game.
The Hiatus, or “This game stinks… let’s take a break!”
If you’ve read the past two articles on Trading Post then you’ve learned what I want the game to be like (week 1 – Origins), and you’ve learned how I don’t want to be (Week 2 – Early Prototyping). At its heart I want Trading Post to be a competitive game about exploration and development of a western Trading Post. I want the game to flow smoothly, create tense decisions, feel thematic, and be easy to teach/learn.
My previous version was none of those. I had spent a lot of time on this game. I thought I had something very thematic. But I realized that I had a big pile of garbage that didn’t work together. It had several things in it that felt like busywork rather than a game. And ultimately it was not any fun. That’s a huge problem. Remember that we are game designers and games are supposed to be fun!
So I decided to put Trading Post on the shelf. That must have been early in 2012. At the time it was a pretty easy decision because I really didn’t know how to move forward with the game. I could easily have abandoned the project overall.
During the hiatus I worked on a few other games. The most notable (at this point) was my card game Dam It! But I was working on another game with a level 1 friend. It used several of the same elements of Trading Post but in a more thematic and historical context. Ultimately I realized that Trading Post was a game I wanted to bring back. To resurrect.
So after having Scoville turn in to the PnP behemoth that it has I figured now would be a good time to try and bring back Trading Post from the dust in my basement.
A Fresh Start – Land Exploration
There were certain elements that I thought would be good to carry over from the first version of the game. And there were others that I knew I should ditch. I figured a good way to redesign the game would be to start with the elements I wanted and add from there. I could then completely ignore the bad things from version one.
My starting point was the land exploration portion of the game. I knew that this could be dramatically simplified. To get things more simple I decided that the game would have only four natural resources – Water, Lumber, Stone, and Gold. The previous version had more – Lumber, Grain, Animals, Fruit, Cotton, Steel/Iron, and Water. That was too many. And four would allow me to do what I want with the game.
So I set up a way to make things be as equal as possible, without forcing identical conditions on players. I devised a set of ten tiles that each player would have. Throughout the game, as they explore their territory, they would draw seven of the ten tiles. It was designed at that number so that no player would be without any of the resources. Here are the ten tiles from which each player draws when they explore:
Players will add these to their portion of land that the Trading Post has given them to explore. Each player starts with a Meadow (1 Water) and a Hill (One Water OR One Lumber).
With this design players will always have access to all of the resources. Sometimes players may end up with all four mountain tiles and thus a bunch of stone. Likewise players may end up with only one mountain tile and thus very little stone.
Here’s a look at the starting region for each player:
With the understanding that some players may have only one gold tile or stone tile while others may have four stone tiles or four gold tiles I knew that I’d have to design the game so that you can win under any of those conditions. That leads me to my next design element that has carried over from version 1… the buildings.
Building Buildings!?!
In the original version of the game the buildings only entered into the mix late in the game. They acted the same way as the Orders – that is, they came out four per year and you could fulfill them from the pool of face up cards. I didn’t like that.

Bank costs 1 lumber and 2 stone. Can trade 1 stone for 2 gold. Builder earns 5 points when Bank is built.
So I decided to make buildings a more integrated part of the game by allowing them to be entered for some benefit to a player. Also, I decided that buildings should be available from the start of the game. Thematically the idea of building buildings is that you are developing the Trading Post so that it offers more to any guests that may visit. So buildings are a part of the game play from the get go.
There are 14 different buildings in the game. Each building offers players some sort of trading opportunity. Players can purchase buildings and build them on their land. Once they build a building they will earn points for building it, but will also cover up the natural resources that they could produce on that territory tile.
When a player purchases a building they will take the associated hex for that building and place it onto a section of their territory that they have already prepared for a building. Note: preparing land is a separate action.
Whenever another player enters the bank tile, the owner is to be paid two coins as a sort of “trade fee.” These buildings will be critical to success in the game. You want to own them, but you also don’t want to give up the resources of the land that they are covering. It’s a sort of Catch-22. But that’s part of the fun of a game, right?
My objective with the design of the buildings was to utilize both stone and gold equally. This would aid the differing land resource conditions that I mentioned above. As an example, there is another building where you can trade one gold for two stone. Imagine owning both that building and the bank! You’d be able to create a huge supply of both stone and gold.
Now that I had redesigned the buildings in a much simpler manner that will be more integrated into the game play it was time to give players options for scoring points. And it made me ask the very important question that I seem to neglect until the late stages of game design: How do you win the game?
Let’s Get to the Point(s)!
I struggled a lot with how I wanted scoring to be handled in Trading Post. So far we’ve only discussed earning points via buildings. In the previous version of the game players could earn points from fulfilling orders. I wanted that element to remain in the game.
But I also wanted more opportunity for scoring. And I wanted that scoring to be hidden. This mechanic is the core of the famous game Ticket to Ride. In that game players play the game and attempt to complete routes from one city to another. They are the only person who knows the route. At the end of the game the routes are revealed and players score positive or negative points based on whether or not they connected the two cities.
You Can’t Order Me Around!
So I decided to distill my original set of Orders from the first version of the game. Maybe now is a good time for me to explain what I mean by distill. Here’s a definition of the word “distill:”
to extract the essential elements of; refine;
That is exactly what I’ve been doing with these game elements. I am extracting the parts of the elements that make sense and work as a game. You could also look at it like separating the wheat from the chaff. Version 1 had a lot of chaff and very little wheat. But the wheat that was there was very good wheat. I recommend to all game designers who have projects that they’ve shelved to try and distill them. This is a great way to get back to the core elements that you originally desired while removing the garbage that you added needlessly.
So I took the concept of orders and basically “Mathified” it. What I mean by that is I basically designed the orders to be different combinations of the resources used in the game.
Version 1 had a huge list like the spreadsheet that I showed last week. These were things like hats, pies, and musketballs. I decided that with the redesign I would ignore the naming of the items and just use the mathy combination of things.
So there are orders that cost 1 wood or 1 lumber or 1 stone or 1 gold. Then there are orders that cost any combination of two of those resources. Then there are orders that add in the secondary resources (hammer/nails/bricks/trowel). And it gets more complicated from there.
The design has a scale for how many points each order should be worth based on the costs. In the example shown the gold may be worth 2 and the bricks and trowel each worth 5 to get to a total of 12 points. So players are able to earn points during the game by fulfilling orders. (I know… that seems similar to Scoville. Oh well.)
You’ve Got a Hidden Agenda!
The other scoring I mentioned is hidden scoring. There are many games that have scoring conditions that are revealed at the end of the game. So I’m not doing anything groundbreaking here. But having hidden scoring conditions that only get revealed at the end of the game is a great way for players to never feel out of a game!
So I designed a set of scoring condition cards that have a two-fold purpose:
- Give players hope.
- Give players goals.
Hope is a big deal in board games. If a player doesn’t think they can win they may as well give up. I’ve seen players who know they can’t win start to help their favorite player win the game. I do not like that in a game. If a player has hope that they are doing a great job meeting their own scoring conditions then they have hope that they could pull it out in the end. Games like this include Stone Age, Archipelago, Ticket to Ride, and Suburbia to name a few.
Goals are also important. It helps guide a player’s strategy. It gives a player something to plan for. And it can help eliminate analysis paralysis. One of the newer games that has goals that definitely guide my strategy is 7 Wonders. In 7 Wonders each player has their own “Wonder” which is shown on a player mat in front of them. Each of these is different and provides some sort of bonus. The wonder that you receive can steer your strategy in the game.
I designed a deck of scoring condition cards to meet those requirements. These include having certain sets of buildings or certain combinations of fulfilled orders. So players can have hope throughout the game and never feel completely out of it. They may not be totally thematic, but I can give up a little theme for a better game. If players want to think of these scoring conditions more thematically then they can think of them as private commissions from the Trading Post.
Here are two examples of scoring conditions. The card on the left would award points to the player only if they managed to own two blue buildings and a green building. The card on the right would award different numbers of points based on how many orange orders they fulfilled.
But How Do You Play?
Ironically this is probably the one question to which I don’t know the answer. I am debating about having the game play several different ways. Options include:
- Role Selection a la Puerto Rico, Race for the Galaxy, Carson City.
- Turn based game play with players choosing one thing to do per turn.
- Turn based with an action point allowance system.
- Rounds where players each do action A, then action B, and so on.
I truly have not decided which is the best approach for this game. I may end up testing all four options and seeing which works best. Here are the things I am trying to design for in the game:
- Minimal downtime
- No runaway winner
- Tense decisions
- Ramping up of awesomeness
- Accessibility – Easy to learn, easy to teach, easy to play
So I’m going to choose the game play option that best fits those game design goals. I am initially leaning toward the role selection option but making it less about a role and more about providing a specific set of actions that a player can do. I’m not sure that makes sense.
The bottom line is that I have several game play concepts within the game but I don’t have an overall picture of the game play. That’s what I’ll be discussing more in depth in next week’s article about my path to GenCon with Trading Post.
So next week I’ll cover the game play options for the game. I’ll also cover how to get this game ready to potentially pitch it to publishers at GenCon. Stay tuned! As usual, your comments are welcome. I’d love to hear what people think about this game design.
Board Game Review: Myrmes
DISCLAIMER: I am reviewing Myrmes after one play (2-player). Why do I review games after one or two plays? Because It’s the first two plays that will determine whether or not I want to play it again! If I don’t like a game after those first two plays then I’m definitely moving on since there are so many other good games out there. Now on to today’s review…
Time for another Friday Board Game Review! Today’s game is one with an interesting theme: Building an Ant Colony!
In Myrmes you are in control of an ant colony. It is up to you to manage your workers, soldiers, and nurses to improve your colony as best as you can. Throughout the game you are faced with thematic decisions. Should you sacrifice a worker above ground to provide food for your colony? Should you leave a nurse behind and score points by completing an objective? Should you make more babies??? These are all serious questions, people! And when you play Myrmes you’ll have to make these sorts of thematic decisions! Over and over again!
Here’s a look at the board and components (image via BoardGameGeek.com):

It looks pretty intense! But is it any fun?
So after one play what did I think? Let’s find out…
The Upside:
- COMPONENTS: This game has a bunch of components and they are almost all of very nice quality. The best, of course, are the little plastic ants even though they sort of look like spiders.
- ARTWORK: I think some of the artwork on this game is outstanding! I really like the player mats with the ant colony. The artwork there looks really nice and it feels like you are underground in an ant colony.
- THEME: I thought things fit the theme very well. It felt like you had to decide how to run a real ant colony.
The Downside:
- COMPONENTS: While quantity doth not make great a game, quality can ruin one! The hexes that are placed onto the board look and feel nice, but they are not the same size as the hex grid on the board. Therefore they don’t fit properly.
- ARTWORK: While the player mat artwork is really nice, the overall continuity of artwork in this game is non-existent. The player mats are so different from the board, which has about four different art styles (the score track leaves, the distressed seasons, the background, etc.). It just doesn’t seem to be the same style throughout all the components.
- THEME: By fitting the theme of an ant colony I asked myself, “What’s fun about an ant colony?” Aren’t I supposed to be playing a game and having fun? Are ants fun? The most fun I ever had with ants was burning them with a magnifying glass.
So that was interesting. For the first time I listed the same categories as both upsides and downsides to the game. I suppose that goes very well with my mixed feelings about this game.
Designer Perspective – What I Would Change:
While I can understand the desire to make a game that so thematically fits with the idea of running an ant colony I just wonder why they actually designed this game. There was very little interaction and I often felt like I was just doing things to do them. As a designer I would have tried to inject more tension in the game. I think this would be best accomplished by having all players be part of the SAME ant colony. Either they could each have their own role (i.e., one player could be a worker, another a soldier, a third a nurse, and so on) or they could control one part of the colony. Then the idea of the game could be to contribute the most to the colony. You could compete over the use of the colony’s resources. Doing it that way sounds like a much more fun game!
Beer Pairing:

Back to work! So play Myrmes!
This is a difficult game to pair with a beer. But since the game felt more like work than fun I suppose I should pair it with a working man’s beer. So I’m pairing Myrmes with Working Man’s Lunch by Fullsteam Brewery. I’ve never had the beer so this pairing is based on name alone.
OVERALL RATING:
I didn’t really enjoy Myrmes. It was very ‘meh’ feeling to me. It felt more like work than like fun. The decisions weren’t very intense. There was nothing that stopped me from doing what I wanted. The interaction seemed minimal, though that could have been due to it being a two player game. And overall I can’t rate this higher than a 6 out of 10 according to the BoardGameGeek.com rating system.
Two Types of Game Nights
My friend Jeremy and I have been hosting board game nights for quite a while now and I’ve come to a realization lately that there are two different types of game night. There is the type of board game night where you get a bunch of people together and struggle to decide what to play based on number of players, difficulty to learn, setup time, etc. Let’s call this the “Big” game night. Then there is the type of board game night with only a few people where you choose to play the heavier, deeper, more intense games that typically can’t make a showing at the first type of board game night. Let’s call this the “Level 1” game night.
Today I’m going to examine the ups and downs of each type! Note: I’ll write about Board Game Days in a separate article.
Big Game Nights
I love big game night. But that’s partially because I love any game night! It’s great to get a bunch of guys (note: I’m not sexist… my group is just all guys) together for some board game awesomeness. But it’s not all rainbows and unicorns. There are some downsides to the Big game night, at least compared with the Level 1 game night. Let’s look at the good things first:
- You’re playing games, perhaps enjoying a nice brew, and escaping all the other junk of life.
- You might even be enjoying some nice refreshments.
- With more gamers you often have more games to choose from.
- Robo Rally. Chaos embodied in a board game can be quite entertaining!
There you go… the upside to the Big game night. What downside could there possibly be?
- You might wreck your budget trying to buy games for 8 or 10 players.
- Nuns on the Run, a hide-and-seek nun game, just doesn’t have the right theme!
- Players might get sick of finishing the night with a lap of Bisikle every time (gasp!).
- Indecision enters the gaming arena. Players struggle to agree on what to play.
- It’s often more difficult to break out new games. It always feels like you’re teaching new people old stuff.
- It’s often more difficult to break out heavy games. Big game night is more open to the casual player.
When our group was getting to 8 regular attenders I really did a search for 8+ player games. At one point I was ready to pull the trigger on Nuns on the Run. I ultimately went with Robo Rally, which ended up being a great choice. I also looked into Formula D, but never bought it. One of the issues with a larger board game night is that it is hard for everyone to play a game together. One 8-player game that I’ve found to be a lot of fun is VivaJava: The Coffee Game by designer TC Petty III and published by DiceHateMe Games.
The problem is that most games are not 8 player games. That means what was a big group of people is now split in two or three. That’s often less fun. You’ve got cross-table banter. People feel left out of the other table’s conversation, and a disconnect forms. Don’t get me wrong, it’s still a lot of fun… just not as fun as the “Level 1” game night!
Level 1 Game Nights
Several of us in our group use the phrase “Level 1” to refer to each other as awesome, tight, “I got your back” type of friends. On occasion we have an impromptu “Level 1” game night where it’s just a small group of us getting together. I wanted to refer to these game nights as “Intimate” but that just didn’t feel appropriate with all the finger-bending. These nights include the kind of friends you never hesitate to play any game with. These game nights also have an upside and a downside. This time let’s start with the downside:
- Less beer options to choose from.
- Fewer refreshments.
While those two can be tough to swallow, the Level 1 game night can make up for that in the quality of the games that hit the table. Here’s the upside:
- Heavier games make the table. Enter Uwe Rosenberg and Stefan Feld!
- New games can be played since there is usually a high willingness to learn together.
- Playtesting of prototypes happens more freely.
- You’ve learned what to expect from the other players.
- Inside jokes, Jerks!
- You never have to split into multiple games.
There’s a lot to enjoy with a Level 1 game night! But the bottom line here is that any game night can be fun. Go into them with the right expectations and you’ll have a good time. And remember, playing to win and playing to have fun are not necessarily the same. So get to your local game night and have a great time!













