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Saturday, January 2, 2021

H||G Automa: Solo Playtest 4


What's this?

See my previous post for background information on Solo Hunt or Gather with a Ghost Player Automa.

 

What I tried


General Rules for Solo Play

  • All tiles remain face-up
  • Use the 2-3 player village
  • The ghost characters stay in the village, with the inactive character pulled to the front (closer to the player)
  • Tiles collected by the ghost player are placed face up in the village, and then put in a face-down stack when they are scored.
  • The ghost player has no carrying limitations.
  • Both player and ghost player start with 2 points on each track.
  • The ghost player goes first, beginning the turn by pulling the gatherer to the front


Ghost Player turn

The automa’s turn has been routinized, always beginning and ending in the same way, with the only decision tree being in the middle.


Experimenting with a more realistic (difficult for the player) placement of tiles on the board.


  1. Switch characters
    • pull the character not used on the previous turn to the front
  2. Score or Draw a Tile as that character
    • If the active character (hunter or gatherer) has an un-scored tile that is within the top 2 positions, score it, and continue scoring until that character has no more to score.
    • Or, If there is a face-up tile on the board of the correct type, collect it.
    • Otherwise, draw a tile. If it is the correct type for the active character, collect it. If it is not, put it face-up on the board, as far from the village as possible while touching one of the ghost player’s claimed spaces. If no spaces claimed then adjacent to the village.
  3. Claim a space
    • the space should be as close to a space claimed by the human player as possible, and secondarily as close to the village as possible


Gameplay Notes

I had some bad luck, but through the use of events to manipulate the market was able to keep the ghost players scoring down a bit. Also because the ghost doesn’t choose which character to use each turn, I was able to time it so that they were unable to score a large collection of animals before the game ended. As it was, the raw score was 39 to 38, and I only got 2 points from goals. If they had scored those animals it would have been a tie at 41 points each.


The new placement rules work well. The claimed space going down every single turn makes movement tight. And putting those face-up tiles as far away as possible meant there was at least one turn I was unable to move far enough to poach a deer.



Card notes

Tall tree: remove from solo game

Wednesday, December 30, 2020

H||G Automa: Solo Playtest 3



What's this?

See my previous post for background information on Solo Hunt or Gather with a Ghost Player Automa.

 

What I tried


General Rules for Solo Play

  • All tiles remain face-up
  • Use the 2-3 player village
  • The ghost characters stay in the village, with the inactive character pulled to the front (closer to the player)
  • Tiles collected by the ghost player are placed face up in the village, and then put in a face-down stack when they are scored.
  • The ghost player has no carrying limits.
  • Both player and ghost player start with 2 points on each track.
  • The ghost player goes first, beginning the turn by pulling the gatherer to the front


Ghost Player Turn

The automa’s turn has been simplified, taking a further step away from being like a player, so that it is simpler to manage.


  1. Switch characters
    • pull the character not used on the previous turn to the front
  2. Claim a space
    • the space should be as close to a space claimed by the human player as possible, and secondarily as close to the village as possible
  3. Score or Draw a Tile as that character
    • If the active character (hunter or gatherer) has an un-scored tile that is within the top 2 positions, score it, and continue until that character has no more to score.
    • Or, If there is a face-up tile of the correct type, collect it.
    • Otherwise, draw a tile. If it is the correct type for the active character, collect it. If it is not, put it face-up on the board, replacing the just placed claim tile. If it’s an event draw again.


To Try Next

It’s still too fiddly with the claiming of spaces. You should never have to swap out a claimed space, the markers are too small. I’ll try having the ghost player claim a spot at the end of their turn regardless of what else they did. There’s still a decision tree in the middle there the ghost player needs to either score or explore, but if the start and end of the turn can be completely routine that is good.


I think in earlier plays I had more aggressive rules about discarding face-up tiles from the board. I liked this better, more room for planning ahead and manipulating the ghost player that felt similar to the manipulation that happens against live opponents.


Card notes

Temperate: remove the line where it says you may buy equipment. That makes it sound like you can do it at the end of the game. And it’s in the rules, so of course you can do it, during the regular course of play.


Cornucopia: not the plant of their choice, score one of the highest value plant.

Sunday, June 10, 2018

H||G Automa: Solo Playtest 2

End of the game, broke the score track with 52 points

 

What's this?

See my previous post for background information on Solo Hunt or Gather with a Ghost Player Automa.

 

What I tried

Ghost Player turn


  1. Score points and end turn, or…
  2. Claim a space, one as close to a player claimed space and as close to the village as possible.
  3. Switch active character
  4. If there is a face up tile of the correct type, take it, otherwise…
    1. Draw a tile
    2. If it is the correct type, collect it
    3. Wrong type, place it face up on the board
    4. Event, discard it
  • The ghost characters stay in the village, with the inactive character on its side.
  • Collected tiles are placed face up in the village.
  • The ghost player has no carrying limits.
  • The ghost player starts with 2 points on each track.
  • The ghost player goes first.

Ghost Player Scoring

If any of the ghost player's tiles in the village are valued higher than the bottom two, the ghost scores. After scoring one tile, if another tile also meets the minimum scoring value, it is also scored.

Notes

The new ghost player rules for claiming spaces make it feel more like a 3 or more player game than even a two player game, which is great.

The ghost is still too dumb about scoring. A human player with some events the alter the market is able to keep the ghosts scores low while making those big paydays that are critical for winning the game.

I forgot to take my free goal in the Fall. That is as much a problem with that new feature of the Fall as it is Solo Play. Also haven't done the typography update for that season yet.
  • It feels more natural for the ghost to switch characters before claiming their space.
  • Player may keep their or collected tiles face up.
  • When the ghost player scores a tile place it in a face down stack next to their claim markers.

Clarification: since the ghost player claims a space automatically, they should not also claim a space when they collect a tile.


Fun Rabid Beast play!
Rabid Beast: got to pull off a fun move, intentionally not going home for help so that the next turn I could hand off my pouch to the hunter, manipulate the market to score, and then die carrying only a torch to pick up another goal in the summer.
Master Scout: with only the human player leaving tiles face down this might be too easy.

To try next


To make it harder: Ghost player only scores when the resources are in the top 2 slots. Easier: ghost player scores anything that is not in the very bottom slot.

I need to streamline the ghost player's turn. Make it flow the same every time, even if it's less logical, like claiming a space when it doesn't explore.
I'll try:
  1. switch characters, 
  2. claim a space,
  3. score or draw a tile as that character.

Ghost drawing an event should do something, even if it's just draw the next tile.

Goals to Remove for Solo Play
  • Explorers
  • Copycats
  • Pathfinders
  • Homebodies
  • Territorial

Events to Remove for Solo Play
  • Village Gossip
  • Wise Woman
  • Celestial Phenomenon
  • Potlatch Ceremony
  • Fog

Sunday, May 27, 2018

Solo Hunt or Gather with a Ghost Player Automa


Background: What is an Automa?

The Automa (Italian for automaton) approach to solo variant development is one that preserves the feel of the multiplayer game. The player runs a simple script for the robot (which I'll be calling "ghost") opponent's turn which will simulate the interaction points between players. No decisions are required, and minimal book keeping. The ghost does not follow all the same rules as a human player, but at the end the player will win or lose, this isn't one of those "trying to beat your highest score" things.

Here is some more background reading:

The Rules: First Take

Ghost Player turn:
  1. Score points and end turn, or…
  2. Switch active character
  3. Draw a tile
  4. If it is the correct type, collect it and claim a space
  5. Wrong type, place it face up on the board
At the end of the solo player's turn, discard any non-event tiles that were face down at the start of your turn. Turn any face up tiles left by the ghost face down.

  • The ghost characters stay in the village, with the inactive character on its side.
  • Collected tiles are placed face up in the village.
  • When the ghost player places on the board, whether claiming a space or the wrong type, they pick a space as close to the village as possible, and as close to one of the player's claimed spaces.
  • The ghost player has no carrying limits.

Ghost Player Scoring

If any of the ghost player's tiles in the village are valued higher than the bottom two, the ghost scores. After scoring one tile, if another tile also meets the minimum scoring value, it is also scored.


Playtest Report


First Impressions


This is going to work. I played through a full game and with some on the fly corrections ended up feeling like the real multiplayer game. It needs some adjustments to increase the interference on the board and raise the ghost player's scoring ability. The biggest concern was a bit of book keeping: it was hard to remember to claim a space for the ghost player.

Questions that came up


How to choose which character the ghost starts with?
Who goes first? (Human player this time)
If the ghost player scores a Season Goal, which track does it go towards?
Ghost draws event? (Ended turn)
How many points does the ghost start with? (None this time)

Events

Celestial Phenomenon: count the ghost as a player when an event refers to player count.
Potlatch: remove this.

Goals

Pathfinders: too easy, and always forgetting to claim spaces for the ghost.
Wanderers: was able to score one more point than it would have by returning home with gatherer.


To try next

  1.  The ghost player automatically claims a space at the beginning of each turn it explores.
  2. The claimed space should be next to one of your space and as close to the village as possible (flipping those priorities and emphasizing interference.)
  3. The ghost may only want to score when a resource is in one of the top two spots in the market.
  4. I need to screen all the goals and events for solo play appropriateness. This could happen during playingtesting for more context.
  5. Another difficulty level I could adjust is what happens when the ghost draws an event.

Saturday, April 28, 2018

Notes from Playtest One Hundred and Twenty-three

Playtest with Kris, Ryan, Elsa, and Dan

What we tried 

 

Spring: +1 for scoring, 2 points for all of everyone score.
Note: in a 4-5 player game that's rarely if ever going to happen, it would be sufficient to require everyone to collect something.

Summer: 3 points for claiming a space not touching another. End summer: play order changes. 
Note:
Players adjusted fine to the order changing, but it had little to know impact on the game and is not worth the confusion. Also, unlike other games with some kind of marketplace, it isn't the player to your right that makes that big a difference, it's the other player at the table that has collected the same type of tile as you.
To do: Re-word goal "for having a claimed space" and all the goals should specify that they happen at the end of season, not that some seasons have mid-season bonuses.

Fall: 2 points if one of your character is dead.
Note: Maybe it should be 3 points? Arranging a death has an opportunity cost.

Winter: note that I need to clarify that everyone gets one more turn.

Rules Clarifications

Village on fire: early in the game players can score 2 without penalty. That's not necessarily a bad thing, just unexpected.

Wise woman: typo "a elderly" should be "an elderly". It was funny, we were trying to figure out what Kris had seen based on his questions, but both tiles turned out to be the same.

Torch: explore this space again.

Tall tree: face down non-event tile.

Question: what happens if two seasons empty in one turn? (Super edge case with 3 torches?)

Observations

Game ended unexpectedly fast!
Less events should explore again. Question whether Wise Woman and Strange Mushrooms should ever draw 2-3 tiles.

Teaching script note: teach it with player mat upside down so people learning can read it and see where things go. Have the gatherer start out with moccasins.

Graphic Design & Usability Notes

Seasons art: If I'm going to keep them arranged circularly, they need to have arrows and maybe each section with colors. Otherwise they should read left to right and be arranged in two lines.

There should be more visual queues that characters go back to the village, maybe an empty area or more silhouettes of meeples.

The marketplace symbols could stand out more on the events. Maybe use stones as a divider like around the village and background graphics from the board?

To try next

Lower equipment costs for 4/5 players? Let's try it! Each player gets fewer turns.

Events should not let you explore again, but they will be explicit about telling you to pick up a retry crystal, which effectively pays off the opportunity cost of picking one up. As it was they were over-powered. The "explore again" feedback was based on an earlier version, were they were more random, more of them were bad, and they didn't give you the ability to manipulate the marketplace.

Monday, April 16, 2018

Notes from Playtest One Hundred and Twenty-two


Two player game, really fun!

What we tried

Moccasins remain at two points cost.

Seasons

Spring - all players score points for claiming as many spaces next to the village as they can.
Summer - score points for claiming 3 spaces at the edge of the board.
Fall - score points for having your hunt and gather scores close to each other.

Season notes

The Spring public goal might be ignorable. It is probably better to focus on the Summer goal from the beginning.

Rules notes

A clarification that has come up a few times recently: do have to explore? The answer is: no.

Event notes

Rockslide: still need to fix the wording to clarify that other players must come help you if they can. Idea: if there is another player within 3 spaces give them this card and they must help you. That way their plans get messed up, but they get the event.

Tornado: player to left picks if two longest paths tie, otherwise you just move the longest.


To try next

Moccasins costing 3 points. Opening with gatherer might be too clearly the right choice now.

I like the way the Summer goal encourages players to explore away from the village. Between that and the events in the corners, the board is now being fully utilized in ways that it wasn't before. I think I need new public Spring goals, shared if possible, that are not at odds with the Summer goals, because otherwise players have no incentive to make a sub-optimal play so that everyone can get some extra points.

Saturday, April 14, 2018

Notes from Playtest One Hundred and Twenty-one

Playtest at GuildHall in Burbank

What we tried

Moccasins still cost two, but now let you move 5 spaces.


Rules notes

Cybil observed that a common new player anxiety is about characters being on the same space, whether others players are your own.

Fall 3A: clarify that it counts all scores up to this point, not just this season. Everyone got a goal.

Idea: roll the dice where to place the village at the start of the game.


Goal notes


Homebodies - Need to explain what kind of tie it is referring to.

Territorial - complaint of not enough points. This might be valid

Paranoid (none of your spaces touching more than one of your other claimed spaces) - this easier with moccasins.

Haggler - clarify that you must have at least one tile that you collected but did not score.

Speaker for the Dead - pull out if Fall gives a goal.


Event notes


Tall tree - clarify don't flip events.

Tornado worked, didn't move far but swept someone up.

Wise woman: change it so player draws and looks at them, other player mixes them up and placed them within 2 spaces.

Event idea: there is a traitor in the village. Die.


Graphic design notes


Weapons should have a + to indicate that you want to roll that number or higher.

Flip event resources? Poll players where they want to put them, under goal?

Player aid should have the number of each animal and plant that there are.

If at all possible, I need to make the Season text larger, and increase the space between lines. That might mean moving the tile stacks to next to the cards. They're just really hard to read upside down now, and you need to leave them on the board.