After additional testing of Politeia, it was clear that the action board was interesting
but that the rest of the game needed some more challenges. The solution was a new map where
with connections and area majority as added spatial mechanics. A new design guideline was
that the rules would not only be easy to write but also easy to illustrate with icons.
This meant that Cartel had to wait again but I did have time to start writing the
draft rules and getting an important revelation: the game contains way too many components
and the Gamecrafter price would exceed $100! I had already questioned whether the
resource tracks would need resources just to fill the most expensive price spaces and now
I had a reason to remove them. Besides, with the new timing system, resources never actually
leave the market, since they are always acquired and sold in the same turn, so one resource
per market as a price indicator is enough. I also
dropped the managers, whose ability was to take more actions in a turn, since such actions
would probably be pointless if a company not also had several factories. Taking several
actions with one factory would lower selling prices too much so why not simply let several
factories enable more actions in a turn? The workers were more difficult to rationalize, since
they are physically moved to the company, but at least the Gamecrafter price was more acceptable now.
With that the year of 2020 is concluded but there are certainly no lack of
projects for 2021.
November, 2020
In the wake of the pandemic, a new chapter was written in Nova Suecia Games'
history as I started to test games online regularly. Politeia
saw several updates, including a board to replace the tiles, simplified war rules, and
"accelerated actions", whereby more resources enable stronger actions.
This also meant that a lot of time was spent upgrading components and publishing new
versions. Nevertheless, I did have time to come up with solutions for my newest game
Cartel. I had struggled to find a good timing mechanic that would be neither too static
(which would give players early in turn order better market conditions), nor too random
(to deny players the ability to plan ahead). Finally, the acquisition of
Olympos
and its time track mechanic provided the solution. (I also get another trading game,
Oltre Mare,
for free but its mechanics have not yet provided any inspiration.)
By letting the company tokens advance
on a time track depending on the action taken, the players would be able to use time as an
additional resource when deciding between short term production and long term investments.
Once the Politeia tests are completed, Cartel will get the chance to be tested!>
But who knows, I've also had players approaching me regarding my second newest game
Peoples - Civilizations, a game that has received
less attention than it deserves. Hopefully I'll find time for that as well eventually.
October, 2020
It took longer than expected but finally I got the latest prototype for
Tales from the Loop.
Three test sessions later we could conclude that the game mechanics had improved
but that the game still needed more development.
We also got time for a test session for our own games, during which I took the
opportunity to assess the innovative action board mechanic of an old classic of mine:
Politeia. It turned out not only to work well but also
to be so popular that a deeper test session was requested. To facilitate this, I put up
the game on Tabletopia.
The little time left for my newest game Cartel was spent finishing the simulation
spreadsheet and the card design. Hopefully next month will be more productive.
I also had time to reach a small milestone as I reached the top 3 in
Tigris & Euphrates top list at Triqqy.
Last month's many ideas for Cartel were finally turned into components as both the game board
and the company boards were completed. The many event cards remain to be completed but hopefully
I'll be able to start the beta testing and the rules writing next month.
I also decided to acquire
Wildcatters
after all, since I was able to get it for about as much as I got for the similar but lighter area control game
Maharaja.
Another game I bid farewell was
Amyitis, a game with
clever mechanics which unfortunately no longer stands out in the competition, and the fun but perhaps too
simple Tsuro.
Following last month's roll back of Peoples - Civilizations,
I followed up with a roll back of Iconoclasm. Although I still like the idea
of player-driven support, it was too complex for an abstract game, and I was also happy to see the
original theme of clashing faiths returned instead of the clashing elements. However, I did keep some of
the rule simplifications, among them the rule that colors never support against each other instead of
making a difference between internal and external clashes.
August became more of a play month than a design month as I studied and played several games in pursuit of
inspiration for Cartel. Most important among them were
Wildcatters and
The City of the Big Shoulders.
Unfortunately I wasn't very happy with any of them. Wildcatters has an interesting mechanic of using
shared infrastructure to transport goods. Unfortunately the goal of area control feels a bit
disconnected. The City of the Big Shoulders combines the company development of
Arkwright with an
18XX style share market. Unfortunately, both those mechanics feel a bit watered down in comparison and the
endless rounds of stock trashing put me off a bit.
Nevertheless, they did give me some ideas. In addition to the production decisions, the companies
could take investment decisions represented by simple tiles with accumulated benefits (such as +1
production) and/or finance decisions represented by either taking loans or issuing shares. I also
consider a brave share mechanic without a price chart where the players secretly bid for issued shares
to represent a "true" market value. Finally I found a simple solution for the market replenishment:
combined event cards where one part adds supply and demand (such as more purple cars demanded) and
one part results in immediate or long term effects (such as strikes for higher salaries). Unlike
my normal process, I have few components and no rules at all but perhaps the ideas needed this time
to mature.
Speaking of event cards, the inspiration to them came from a previous iteration of
Peoples - Civilizations. This may have contributed to my
decision to roll back the current iteration with a time wheel (for fewer turns but more actions)
and buildings (to provide number and quality of actions). Those ideas may still be interesting but
I'm not sure they are interesting enough for my civilization game where I want the players to progress
slowly to convey an epic feeling.
Another radical game decision was to remove all "sticks" of
Suecia and replace them with "carrots". Instead of the convoluted priority rules for
the supply and demand, the players may choose freely (but earn less if the supply to or demand from the Castle to
encourage them to accept trade with opponents). I also removed the complicated nobility and clergy rules of giving
peasants to exchange resources and supply more rows to simply collect goods (where the former also adds to the City
while the latter only removes from the City to make it as thematic as possible). The test is still in progress but so
far it looks promising.
My studies also brought new games like Colonialism
(cooperative/competitive area control), Irish Gauge (simple share mechanic),
Power Struggle (political majority),
Gentes (abstracted
civilization elements), and Babylonia
(Knizia's latest tile-laying game, by some compared to my favorite game
Tigris & Euphrates).
Fortunately I managed to remove some games from my collection to make room and said goodbye to
Patrician and
Paris Connection - all
good games which are left behind because of even better games.
Finally, my studies drove me to complete two reviews this month: the classic
Inca Empire and the coming Mercado de Lisboa.
The latter has a very simple and elegant mechanic for matching customers and shops which puts
Dyce in the corner but I still decided to submit it to
Fastaval together with
Cosmoclasm and Explorers & Exploiters.
For those submissions, I've tried a more graphical representation instead of my normal textual sell sheets.
Last but certainly not least, I had a meeting with a newly founded Swedish Game Designer Alliance called
SIGMA. The idea is to offer mentorship for upcoming designers and help each other to complete games. Hopefully
this will be another source of inspiration that also lets me give something back to the community.
July, 2020
July meant vacation but not necessarily more design time due to travelling
and work in the house and garden. My main focus was to prepare
Find the Treasure - The Card Game,
Cosmoclasm, and Politeia for the
Ravensburger pitch.
In particular, I took the opportunity to extend Find the Treasure to allow up to
5 players and more tactical options through more cards on the hand and crossways movements.
I also took advantage of my PowerPoint videos to present key mechanics through a shared screen
instead of playing them out in front of a web camera. As expected, the games were too heavy for them
but Cosmoclasm got some encouraging feedback.
In addition, my latest game project proceeded slowly but steadily with some preliminary sketches of
game components. Hopefully it'll be ready for a first test soon.
Finally, Apokalypsis and
Suecia got some more test time and the former is now approaching a
ready state, much thanks to rules like changing turn order to avoid left-right binding.
Less fun was the discovery that my webhost
Byet removed the support for email functions without
any notice. This does not only mean that mails to info@novasuecia.se no longer reaches me but the also
that the sender doesn't get any delivery failure. Thus, many hours had to be spent on removing the
novasuecia address from the webpage, including the many print & play files. From now on,
nicholas.hjelmberg@gmail.com is the safest way to reach
Nova Suecia Games.
Besides game design, I also spent a lot of my vacation playing games, which triggered a reassessment of my collection.
Games that I didn't expect to hit the table had to leave my collection, such as
Genoa,
Santiago,
Britannia,
and Spirits of the Forest.
In return, I welcomed Concordia Venus,
Food Chain Magnate, and the
previously kick-started Iwari.
The gaming also inspired me to resume my reviews and the first to game to review became
The Palaces of Carrara.
June, 2020
An unusually hot June was bad for my creativity and I didn't get much work done. Perhaps the heat
explains why it took so long to come up with a mechanical foundation for my next project Cartel.
Nevertheless, I managed to get a lot of calculations and simulations done with varying success -
sometimes I walked around in circles and sometimes I took giant leaps forward.
Among the many figures that had to be determined were the number of economic sites,
the transport distances, the labor costs, and the supply and demand curves, not to mention the many
profitability calculations for various locations and scenarios - all this to ensure that the
different continents will go through different economic phases. I also doubted whether public
companies would work like in train games, given the many small business decisions, and considered
traditional private companies instead. However, thanks to simplified mechanics like market prices for
resources like in Power Grid
(instead of the prices determined through player actions), labor paid when used (instead of
paid regularly until fired), and shares being exchangeable for market values (to enable players to
"cash in" from stagnating companies and invest them in upcoming companies instead). But perhaps
it's good that all this is set before I start working on the components.
I was also happy to finally receive the late second shipment of Cosmoclasm
aimed for SF-bokhandeln. Shortly afterwards,
a satisfied customer sent a picture of his latest purchases to the proud designer.
My own collection shrunk a bit this month as I decided to clear out seldom played games, even if I
find them good and inspiring. About twenty games were put up for sale, of which I was sorry to say goodbye to
Vanuatu and
Hansa. I also managed to
resist interesting games like Immortals
(possible inspiration for Iconoclasm, where defeated pieces resume
fighting on a secondary board) and Trinidad,
where a common city must be built while also watching out for external enemies. I wasn't happy with the former
game's too chaotic warfare, nor the latter game's fiddly point salad but in the case of Trinidad, I did get
inspiration to revisit the similar games Demokratia and Politeia.
One such opportunity may be another online designer pitch, this time hosted by
Ravensburger.
After all, my early designs were innovative and deserve some of the effort I've put into promoting my later ones.
May, 2020
May became unexpectedly busy. Inspired by the Kickstarter game
Mini Express,
I found the last piece to my heavy economic game puzzle and started working on it immediately. The idea
is to let the players take shares and actions in nine interdependent companies; 3 mines, 3 transports,
and 3 factories, similar to my very first board game design attempt "Cartel" as a kid.
The actions are selected from three groups and the round ends when the actions of two of the three
groups are exhausted, similar to
Chicago Express).
All companies set their own prices but must take into account the salary levels
and the prices on the end customer market (which are partly determined by the employment rate, similar to
Arkwright).
Shipped goods are placed on a spinning wheel and arrive when a lap is completed, similar to
Barrage.
Finally, the players do not own money but get shares for taking actions, encouraging them to increase the
value but also diluting the value if too many players join, similar to
Mini Express and its
predecessor Mini Rails.
As costs go up too much in one area, the players will have to seek cheaper options offshore to satisfy the
increasing demand, eventually bringing prosperity to those areas as well. Thus, the game simulates a
globalized economy and builds on several economic theories. The work so far has involved a lot of
calculations and simulations to ensure that each business strategy has its good time and bad time but
so far it seems promising.
To free time for this new project, I worked hard to complete the rule books for
Apokalypsis and Suecia. The games are now
in a mature state but could need more test and polishing. For the former, I set up a new game of Apokalypsis at
Tabletopia to be
prepared for online testing.
Another online novelty was Pegasus Designer Days,
an opportunity to pitch games online. I took the opportunity to pitch
Apokalypsis, Cosmoclasm
and Dyce. It was a useful exercise in preparing a game (I set up a position
in advance on a tray to quickly switch games) and present its key characteristics in a short time frame.
Finally I was happy to see another childhood game at Kickstarter:
Drakborgen.
It was an easy decision to sell my old copy and get this updated version for half the price. Its dated
mechanics is nothing I'll get inspiration from but with casual gamers it may still get to the table.
April, 2020
The game testing continued with several restarts but smaller and fewer changes between them.
Apokalypsis got two neutral colors (one blessed that protects the
tile and one cursed that flips the tile) to give more tactics in the movement action and mandatory apocalypses
if enough wrath cards are played to give more tactics in the card action.
Suecia got more free expansion actions to give more "big moves".
In addition, the previous semi-finalist Warring States,
the advanced successor to Cosmoclasm, recorded its first sale.
March, 2020
Most of the plans set out for this year were cancelled or modified due to the ongoing Corona pandemic.
Tabletop Game Expo
was cancelled, only one of my two shipments of Cosmoclasm for
SF-bokhandeln arrived, and
meeting restrictions made it harder to attend designer test sessions.
The only positive thing was that I had to force myself to complete my own tests of
games like Suecia, Nova Suecia,
and Apokalypsis. The two latter games approach a maturity
while Suecia have taken major steps forward, mainly thanks to expansion rules that promote
the constructing of infrastructure and provides more opportunities for "big moves". Hopefully
all those tests will be completed by the end of the month.
If so, I hope to resume the test of Peoples - Civilizations
and I even added the simple and elegant civilization game
Tempus to
my collection for further inspiration. It pushed out one of my oldest games,
RISK, but in
spite of many fond memories, it's not a game I'll miss or get inspiration from.
February, 2020
Sometimes plans get crossed in a positive sense. The plan for February was to complete
the testing of Nova Suecia and Suecia for
the 2nd World Original Design Contest of Board Game.
Instead, I passed the local store SF-bokhandeln
to buy sleeves for my latest game acquisitions
On Mars and
Age of Steam
and happened to meet the man purchasing Apokalypsis earlier.
He was interested in another purchase and decided that Cosmoclasm would
be a good fit. Funny enough, I only went there because the closest store didn't have the sleeves
I was looking for.
This meant that I had to put everything else aside and prepare an order. This time I took
help from a designer forum and got plenty of good advice for rule revisions (which of course
took even more time). When the order was finally placed, there wasn't enough time for
Nova Suecia and Suecia so what to do about the WODC? For one replacement, Cosmoclasm was an
obvious candidate, but could I find a second one as well?
My thoughts went to the other bestseller,
Apokalypsis, and all of a sudden I came up with a solution for an issue I had struggled with a
long time: the perceived randomness of the hidden omen cards. The simple idea was to let the
omen cards be open but move the event phase to the beginning of the turn. In that way, the players
would have to play their cards to put the next player in turn in fait accompli. To give the players
even more sense of control, I added new actions like rescuing meeples as well as old actions like
pushing but with rules regarding support to enable offensive and defensive maneuvering.
(Why didn't I think of those before?) I even found a way of using only one sheet of tiles by
adding mountain tokens and thus I had no need for all tiles. The hidden omen rules survived
(pun intended) in the new advanced rules but overall Apokalypsis turned into a much more
elegant game. Hopefully the WODC jury thinks the same.
January, 2020
The new year started with a return to my own game projects.
Nova Suecia got some further internal testing
leading to further (minor) balance adjustments
while Suecia kick-started its testing with
an external (and successful) testing. The game economy turned out to work
fine and only the way the action cards are played had to be adjusted.
Unfortunately, lack of time stopped me from completing the testing and
I expect to continue next month. In particular, my return to chess took
more time, both in terms of training (self training as well as student training)
and playing. I was also happy to record my greatest victory so far against a
player with a rating of 2118. Perhaps it will inspire a return to my
abstract attempts.
Finally a small change in my collection:
One Night Ultimate Werewolf left it and
Bus entered it,
a clear sign that my gaming preferences move from lighter party games to heavier
games from publishers like Splotter Spellen.