Action point allowance: Actions are selected "mancala style", not only limiting the available actions but also constantly changing the cost of each action.
Area majority: Control of city-states and colonies are determined by area majority.
Set collection: The players may give up short-term gains to collect resource sets for long-term profit.
Engine building: The players may invest in buildings that give benefits for certain actions.
Game design 2nd edition
My successful ambition of reenginering my first boardgame
Nova Suecia inspired me to revisit other old games. The decision to turn to Politeia
was coincidental, since it was one that was picked by fellow designers among several
presented to them during a designer meeting, but it turned out to have something special
that made it worth spending more time on.
What really intrigued the players was the "mancala action selection mechanic",
whereby action tokens are dropped on a variable board of actions, the cost of which
depends on the number of action tokens previously on the action. In this way, the
players have to make efficient decisions based on both the number and the cost of actions.
It was this idea that inspired me to design Politeia and clearly something to keep and
strengthen in a second edition.
Perhaps this mancala action selection mechanic appealed to the organizers of
Fastaval as well, because Politeia became the
first of my games to be accepted at this game convention.
However, the actual actions selected through this mechanic had a mixed reception by the testers.
The concept of leader spaces and citizen spaces in some cities and merchant spaces in other cities confused some,
the fact that some actions were linked to geographical areas and others not confused others,
the alliance mechanic with strength and support levels was considered as one mechanic too much, and the abstract city tiles
were considered too abstract compared to a real map.
With this feedback, I had to reengineer the rest of the game and remove everything that
distracted from the interesting action selection decision and keep the fight for hegemony in
Greece in its simplest possible form. The solution was an area majority mechanic partly
inspired by Cosmoclasm and Warring States.
The city tiles were replaced by a map with one space per city.
The city control was determined by citizen majority only, with top positions breaking ties.
The free moves between city tiles was replaced by connecting lines to determine adjacency.
The actions Colonize, Mobilize (changed to Levy), and Intrigue (changed to Support) were changed to placing citizens at the bottom of stacks.
The actions Revolt and Attack (changed to Battle) were changed to moving within or between cities respectively to obtain majority.
The action Influence was removed to simplify majority calculations.
Thus, the "income actions" (Import, Produce, Tax, Export, Trade, and Build), whereby talents are moved from the
supply to the hand, could remain unchanged while the "majority actions" could be executed in a much more elegant
way. Some things still needed a change but this new majority mechanic provided solutions to all of them.
One was the trigger for the Greco-Persian wars. Instead of the two old instability tracks based on killed
Greeks and Persians, I simply added a "Hades" space where removed citizen could end up until the war threshold level is reached.
Another thing was the
now redundant Influence action and this was a tricky one. I tried an Ostracize action, whereby players could choose to
remove leaders, and a Vassal action, whereby players could choose to add Persians and yield to them. The former was difficult to
balance (the action would be too strong if free and too weak if not free) while the latter was considered too complex by
the testers. The solution was a simple combination of the two: Intrigue (an old action name with a new action). It would
work as Ostracize but the ostracized leader would be replaced by a Persian, thus thematically explaining why the former
leader is removed but denying the Intriguer the full benefit of that removal.
However, the changes didn't just remove and/or simplify mechanics but also required some new to deal with
side effects. One such side effect was that the adjacencies made threats against cities more predictable (which was good,
because I had missed this in the first edition) but also that it got harder for players to regain majorities if kicked out (because with less
cities, you have less adjacencies and less options for majorities). A simple solution was to offer a reduced income for the second majority, something that speeded up the
game and was in line with the vassal's reduced income in the advanced rules (see below).
This in turn added a third side effect as the quicker game made the long term actions of Trade and Export (trade cheap resources
for expensive ones and export them to make a profit in arbitrage) and Build (buy action buildings for cheaper actions).
Trade was simply combined with Export to one buy/sell action, giving room for the alternative victory point action Sacrifice,
whereby resources could be used to immediately get victory points instead of earning them from fighting the Persians.
Build was more difficult to solved. Attempts to offer immediate bonuses or free upgrades only revealed how weak the
actual buildings were. Instead, I started to look closer at the action board for other possible benefits. One idea to
allow free moves to the buildings' action was rejected because it would make positioning tactics redundant for the player
with buildings and less predictable for their opponents. To find the solution, I had to step back to the key issue:
there is not enough time to use the same action several times, let alone take another Build action to upgrade the building.
Thus, the answer was to offer a new or upgrade building immediately after its action. In this way, players may plan their
way across the action board and choose their buildings based on that. An elegant solution that made the action board even
more interesting!
A fourth side effect was the challenge of scaling. It was no longer possible to simply remove city tiles with less
players and attempts to block such cities just made the map confusing. But again, new mechanics provided solutions.
Non-player citizens could simply be placed on the map as well and return to it after Greco-Persian wars. In this case,
their presence (or absence) would always have an impact on the game not unlike that a real player would have had.
How about the alliance system then, whereby players could "invest" in powerful opponents and take advantage of their
strength. Actually, even that could survive through the new majority mechanic. In an advanced option, players may
pay opponents to count their citizens as own citizens when assessing adjacencies and majorities
(but not against the opponent herself of course) or get paid by the Persians to become vassals and add Persians to their own cities
(for greater strength but less income and VP). Simplicity but with many interesting decisions - just what all games
should offer!
Game design 1st edition
With Demokratia and Apokalypsis, I started a series of games set in the Ancient Greece. However, I felt that I missed a game depicting the struggle between the city states and thought of which mechanisms that would give justice to this dynamic epoch. A light civilization game? An area control game? A war game? The answer came from another old wish to design a game with a quick and smooth action system instead of the rather downtime-prone system of rounds and phases.
How about a system where the players choose only one action at the time? Perhaps a rondel mechanism
like in Murano or a
mancala mechanism like in Trajan?
Those two fine games inspired me to a more dynamic system. Imagine only one mancala board, like
in Five Tribes,
where the players may open and close opportunities for each other, to determine both number and cost
of actions. After some thinking a simple but brilliant system emerged.
Similar to my previous games, I started trying out rule fragments (which actions, what would they
cost, what would they return etc.) and then proceeded to put them all together in draft rules, partly
to get them organized and partly to facilitate the process of making them intuitive and consistent.
The key question was which actions to have. The actions needed to be fairly balanced (although
powerful actions will be picked more often and hence be more expensive) and they needed to create a
balanced economy (with surplus enough to keep the game flowing and shortage enough keep the game tense).
First, I needed actions to increase the players' assets. Production, Taxation and Import are natural
actions for this. They could also be linked to specific city-states (Hellas, Ionia and Megale Hellas),
partly to increase the players available actions for acquiring assets and partly to decrease the outcome
of each action. One alternative would be to let all city-states and players benefit, similar
to Alexandros, but I
preferred to keep the actions individual and quick.
The distinction between liquid assets (talents) for immediate use and non-liquid assets (resources)
for set collection and delayed use was inspired
by Civilization.
This added a balance between tactical short-term gains and strategic long-term gains.
I did consider player trade as well but again decided to prirotize quick game turns. Instead, I
added the action Trade to give the players another alternative to acquire resource they miss in their
sets. Finally, I needed an action for liquidizing the resources by exporting them for talents.
What then would the talents be used for? Assets on the board of course. Again, the actions were
linked to city-states but with a slightly different perspective. Colonization is linked to Megale
Hellas (and improves the value of the Import action) while the Mobilize and Intrigue actions are
linked to both Hellas and Ionia. This added another dimension to the conflicts between the players:
the external threats of mobilized armies and the internal threats of intriguing citizens.
The other uses of talents were inspired by the theme. The diplomatic game between the Greek
city-states, where alliances kept changing, required a diplomatic track. The still visible archeological
traces of the Greek civilizations required buildings. The former could offer military advantages
(more strength in conflicts) while the latter could offer economic advantages (less cost for actions).
The final actions needed the direct conflicts. While a normal euro could have settled with the
talents-citizens-more talents-flow, Politeia would also be about direct conflicts. The Attack action was a
natural one: let the players use a surplus of citizens to attack players with less citizens.
Again, Civilization
served as the inspiration for the simple and predictable battle mechanism where the players take turns to
remove citizens. This would also naturally make the attacker weaker, as his victorious citizens are spread
out on more city-states.
The twelfth and last action was a simple "adjustment" action: Maneuver to allow player to reallocate
placed citizens.
How about the Persian threat then? I couldn't deny the game this epic struggle between the two
civilizations. But an event that hurts all players equally wouldn't be interesting so how could I make a
Greco-Persian war individual? I already had the answer from my decision to have both Hellas and Persian
political levels. Players with many citizens and/or high Hellas political levels would benefit from Greek
victories while players with few citizens and/or high Persian political levels would benefit (or suffer less)
from Persian victories.
Game testing revealed another use of this event. In one test, the
players hoarded citizens, which made internal wars too costly. By letting it trigger when the
balance between Greece and Persia shifts to much, this external war not only restored the balance but also
removed some of the hoarded citizens. This event became the most complex but since it's not likely to happen
that many times in a game, I accepted it.
With that I had a game with a unique action mechanism that would allow players both the standard euro
gameplay of spending assets to build an economic engine and the more warlike gameplay of spending assets in
direct conflicts.
The artwork was another challenge. Most civilization games have lavish art, with
7 Wonders being only one of many fine
examples. But although buildings do play an important part in the game, the main part is played using actions and geography,
where art may clutter other important information.
Instead, I went with simple map representation of the city states, with the additions of pottery style
images for marker placeholders. Italy, Greece and Asia Minor were perfect backgrounds for the Megale Hellas,
Hellas and Ionian city-states. The actions also uses geographical backgrounds (although faded out) to indicate
where the actions take place but the main information conveyed by the art are the colors (to group similar
actions) and the symbols (to tell how talents, resources, citizens and city-states are used in the action).
Finally, the player markers were distinguished both with colors and with symbols representing the ancient
city-states of Greece (as described in Theme. This also kept the art in line with
the two previous games in the "Ancient Greece series", Demokratia
and Apokalypsis.
Game components
1 game board with 3 regions; Megale Hellas, Hellas, Ionia