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  <id>https://ledergames.com/blogs/news.atom</id>
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  <title>Leder Games - Blog</title>
  <updated>2026-01-13T15:00:02-06:00</updated>
  <author>
    <name>Leder Games</name>
  </author>
  <entry>
    <id>https://ledergames.com/blogs/news/a-letter-from-cole-wehrle</id>
    <published>2026-01-13T15:00:02-06:00</published>
    <updated>2026-02-13T14:30:29-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/a-letter-from-cole-wehrle"/>
    <title>A Letter from Cole Wehrle</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p>Eight years ago I walked through the doors of a converted warehouse on the edge of Saint Paul and made my way through a back staircase to the still unfinished second floor. I wandered around a bit before I got to a set of doors with a single sheet of paper taped to the door with the words “Leder Games” printed on it. Inside the bare office, there were four desks facing each other. I hauled in my home computer and a few books and set up camp on Patrick’s right side. Though the office didn’t inspire much confidence, I couldn’t believe my luck. I had somehow found my way into a position at one of the most exciting studios in tabletop.</p><p><a class="read-more" href="https://ledergames.com/blogs/news/a-letter-from-cole-wehrle">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p>Eight years ago I walked through the doors of a converted warehouse on the edge of Saint Paul and made my way through a back staircase to the still unfinished second floor. I wandered around a bit before I got to a set of doors with a single sheet of paper taped to the door with the words “Leder Games” printed on it. Inside the bare office, there were four desks facing each other. I hauled in my home computer and a few books and set up camp on Patrick’s right side. Though the office didn’t inspire much confidence, I couldn’t believe my luck. I had somehow found my way into a position at one of the most exciting studios in tabletop. Within a few days, I would be at work on my first game for a general audience. That game would transform Leder Games and the lives of the folks who helped create it.</p>
<p>In the years since, Root’s success helped us move offices twice and allowed Leder Games to triple its staff, creating one of the most remarkable teams in the tabletop industry. Facing a similar success, any other company would have mandated a steady supply of tchotchkes and derivative expansions. However, Patrick had the confidence to let us set our sights on farther horizons. He offered every team member room to explore their ideas and supported each and every one of my own projects. The success of those games was a testament to the strength of the studio as a whole. </p>
<p>At the same time, these games offered a challenge for the creative direction of the company and for Patrick’s original vision for Leder Games. Over the past few months we’ve pursued several possible paths forward and have arrived at something deeply fair-minded and almost singular in the history of the tabletop industry. I suppose it shouldn’t surprise anyone that Patrick and his team would find a way to innovate even at a moment like this.</p>
<p>In the coming weeks Kyle and I will be forming an entirely new company called Buried Giant Studios with my brother Drew, Ted Caya, and some of our longstanding collaborators. Leder Games has agreed to sell us ownership of both Oath and Arcs, and we look forward to supporting both titles while also developing new games. In the short term, we will be handling the fulfillment of Oath: New Foundations and will be working on a new expansion to Arcs. We will have much more to say about those plans soon.</p>
<p>Root will remain at Leder Games. In addition, if additional illustration is needed, Kyle will be able to support the game. I’m happy to take a look at whatever new factions the team might cook up, though the world of Root has no shortage of talented designers and interesting ideas. </p>
<p>It has been a great pleasure to serve as the Creative Director at Leder Games and to help this team make some remarkable games. Over the years, I have been consistently amazed by their attention to detail, their professionalism, and their abiding kindness. It has been an honor to work with everyone here and to play my part in helping these games come to life. </p>
<p>Both Kyle and I wish the remaining team at Leder Games the best of luck. It has been an incredible privilege to be part of its story over the past eight years and we cannot wait to see what they do next.<br></p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/there-goes-the-getaway-car</id>
    <published>2025-12-09T12:36:03-06:00</published>
    <updated>2025-12-09T12:36:11-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/there-goes-the-getaway-car"/>
    <title>There Goes the Getaway Car!</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p><em>Take</em>'s designer, Ted, has decided to move on from the studio and onto his next grand adventure. He will be bringing <em>Take</em> with him. Due to this, we are canceling this crowdfunding campaign. We wish him the very best!</p><p><a class="read-more" href="https://ledergames.com/blogs/news/there-goes-the-getaway-car">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p>An update about <em>Take</em>:</p>
<p><em>Take</em>'s designer, Ted, has decided to move on from the studio and onto his next grand adventure. He will be bringing <em>Take</em> with him. Due to this, we are canceling this crowdfunding campaign. We wish him the very best!</p>
<p>As for the future of <em>Take</em>, that is squarely in the designer’s hands. We enjoyed our play tests in the studio, and will certainly celebrate if/when Ted takes that next step toward production.</p>
<p>We are grateful for the enthusiasm you’ve all shown for <em>Take</em>. Nearly 8700 followers is nothing to sneeze at! We look forward to returning to Kickstarter in the future with another amazing project. Stay tuned!</p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/root-the-homeland-expansion-designer-diary-8-fourth-and-final-print-and-play</id>
    <published>2025-04-09T10:36:01-05:00</published>
    <updated>2026-02-13T14:46:09-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-designer-diary-8-fourth-and-final-print-and-play"/>
    <title>Root: The Homeland Expansion | Designer Diary #8: Fourth (and Final!) Print and Play</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p>Hey everyone! Josh here, designer of the Homeland Expansion. We’re getting close to the end of development, so I wanted to release another Print and Play. This will be the last one before release. This one is content-complete—it includes everything in the Homeland Expansion, the Squires &amp; Disciples Deck, and the Homeland Hirelings Pack.<br><br>Compared to the previous Print and Play, it now includes The Gorge Map, Marsh Map, new Landmarks, and new Vagabonds. That said, it’s still missing some art, and there’s a touch of development left to do, which I’ll talk about later in this diary. Notably, even though the art on the Gorge Map looks done, it’s not—it’s still the original placeholder art from when Sam was developing it. Kyle is working on it right now.<br><br>So with that, let’s dig into the state of the factions!</p><p><a class="read-more" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-designer-diary-8-fourth-and-final-print-and-play">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p>Hey everyone! Josh here, designer of the Homeland Expansion. We’re getting close to the end of development, so I wanted to release another<span> </span>Print and Play. This will be the last one before release. This one is content-complete—it includes everything in the Homeland Expansion, the Squires &amp; Disciples Deck, and the Homeland Hirelings Pack.<br><br>Compared to the previous Print and Play, it now includes The Gorge Map, Marsh Map, new Landmarks, and new Vagabonds. That said, it’s still missing some art, and there’s a touch of development left to do, which I’ll talk about later in this diary. Notably, even though the art on the Gorge Map looks done, it’s not—it’s still the original placeholder art from when Sam was developing it. Kyle is working on it right now.<br><br>So with that, let’s dig into the state of the factions!<br><br></p>
<h3 class="markup-heading">Lilypad Diaspora</h3>
<p>The Diaspora is done. The only changes in the past months is that Provoke is slightly simpler and a few frog cards have been refined. No news is good news here!<br><br></p>
<h3 class="markup-heading">Knaves of the Deepwood</h3>
<p>At this point, the Knaves are 99%+ done—tweaks only at this point. Let’s talk about their big changes.<br><br>After the previous PNP release, fans roared, “Don’t take away our three Captains!” And I heard you loud and clear.<span> </span><strong>I’ve brought back the three Captains,</strong><span> </span>but you only use one of those Captains per turn. Here’s the twist: you choose which Captain you’ll use at the end of your turn, and you keep it secret until the start of your next turn. This way, opponents will want to predict where you’ll be acting, and you can play mind games with them. The original impetus for removing the extra Captains was that the Knaves had too much ability to police any part of the map at any given time based on their immediate needs.<br><br>However, when one hand giveth, the other taketh away. Specifically:<span> </span><strong>The item bag is gone.</strong><span> </span>I don’t think you’ll miss it much. Bag building is fundamentally a means to an end—a game like Quacks of Quedlinburg is a fun social activity not so much because of the bag building, but because of the push-your-luck bag pulling. Everyone else gets to cheer when you bust. There was never really a comparable mechanism to complement the Knaves’ bag building, and attempts to make one felt overwrought.<br><br>Removing the bag has made way for a much more interesting item mechanism. In setup, each Captain adds two items to your Stash—six items in total. When you use items, you exhaust them, and the only time you refresh items is when you reveal a Captain. You don’t get to refresh just any items, though—only the ones shown on the Captain card. So if you reveal the Thief, you’re only refreshing your boots and teas.<br><br>This has two major consequences. First, it lets us drop the number of basic actions your Captain can take per turn. You only get one now, rather than three. The rest are actions from your three items. This makes your Captain choices matter much more to how the faction feels. Second, it adds texture to your choice of Captain from turn to turn—if you really, really need to get more warriors on the board, either you need to have tea refreshed already or you need to choose the Captain that lets you refresh tea. This gives some helpful cues in your decision space and makes it readable enough that enemies can try to predict your actions.<br><br>There are plenty more small tweaks to the faction, but I’ll let you explore those yourselves. Enjoy!<br><br></p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/2_d2bf887e-fe9c-4098-8bd6-953b0ff19a78.jpg?v=1744212885"></p>
<h3 class="markup-heading">Twilight Council</h3>
<p>The Bats have always been the problem child of this expansion, but I’m happy to say that they’re feeling stable and very fun now. Between now and the end of development, I only expect a few more tweaks. Let’s talk a little bit about how I got here and what’s different.<br><br>As of the last Print and Play, the essential problem with the Bats was this: it was two factions into one, and one of the factions wasn’t any good. I remember a playtest a while back with Cole, where I was explaining this rule and that rule, justifying each one’s presence, and I just started to feel embarrassed. After the explanation, Cole just said, “Jesus Christ, Josh,” and that’s all he had to say. So I began to aggressively cut, ripping out the half of the faction that was adding little and costing so much in rules. I’m pleased to say that the Twilight Council is now the least wordy faction in Homeland.<br><br>Immediately, you’ll notice that the warrior auction system on their player board is gone. This was a huge edifice of rules that ultimately didn’t add much. Why? Root already has a warrior auction system. Except it’s on the map, and it’s called “rule.” If we’re using rule, then “disrupting” assemblies just means battling, and so on. Worse, the assemblies didn’t do much to support the Bat’s core concept. They would convene, have meetings and debates and such, all to just push some warriors around the map and sometimes remove them. It felt like a tool in service of another tool, rather than in service of a goal. It was a gimmick.<br><br>With the auction system stripped away, this laid bare that the Bats still lacked an extremely solid goal that aligned with their conceit. But now they have just that: they want to govern clearings. Basically, you govern clearings when you place an assembly in it and, by ruling it, empower your assembly, flipping it to its Empowered side.<br><br>Governance is how they score—they want to<span> </span><strong>govern</strong><span> </span>clearings with enemy buildings and tokens. Likewise, they don’t have crafting pieces of their own: they craft using enemy crafting pieces. This means their scoring is intimately entangled with their enemies’ map presence. Finally, if they manage to fully empty their assemblies of enemy warriors, they can Rejoice, spending matching cards to score points.<br><br>On the flip side, enemies are severely limited in governed clearings: they can’t battle, can’t use crafting pieces, and place or otherwise manipulate pieces—so they cannot recruit warriors, flip plots, or revolt, for example—unless they’re moving or defending in battle. They can get around this if they rule the clearing, showing that they have the military might to defy the Council’s governance, or if they spend a matching card, showing that the Woodland supports them.<br><br>The Bats still have access to the key tool from the old warrior auction system: their ability to<span> </span><strong>Banish</strong>, forcing enemies to move their warriors. This still happens at assemblies, is triggered with cards, and gets more effective based on your warriors—in other words, it retains many of the core dynamics. But now it’s so much simpler: it’s just a battle, but you don’t take rolled hits, and the hits you deal force moves rather than removing pieces. Easy.<br><br>You’ll find that the hoped-for dynamics of the Bats are all there. They make everyone at the table look at the game differently, emphasizing ceasefires, faction synergy and coexistence, but also parasitism and piggy-backing. They pull the Woodland into an uneasy peace, using (mostly) non-violent methods, but still antagonize their opponents and provide interesting choices for all. I’m excited to see what you think of them! There are still some changes to come, but at this point they’re coming in for the landing.<br><br>Thanks for reading, everyone, and enjoy!</p>
<p> </p>
<p>To read more Design Diaries from Josh, and learn more about Root: The Homeland Expansion, <a href="https://boardgamegeek.com/boardgame/428335/root-the-homeland-expansion/forums/68" rel="noopener" target="_blank">check out Board Game Geek</a>!</p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/regarding-recently-announced-tariffs-on-goods-manufactured-in-china</id>
    <published>2025-04-04T12:18:29-05:00</published>
    <updated>2025-04-04T12:20:24-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/regarding-recently-announced-tariffs-on-goods-manufactured-in-china"/>
    <title>Regarding Recently Announced Tariffs on Goods Manufactured in China</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p><span>Like many of our peers, we produce the vast majority of our games and accessory products in China and then ship them throughout the world. For us, the United States represents well over half of all of our business. The current tariff levels, if they hold steady or increase, will represent a significant barrier to our ability to operate our business as we have done in the past, just as it will for everyone in any industry that engages in international manufacturing, shipping, and sales.</span></p><p><a class="read-more" href="https://ledergames.com/blogs/news/regarding-recently-announced-tariffs-on-goods-manufactured-in-china">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p dir="ltr"><span>Like many of our peers, we produce the vast majority of our games and accessory products in China and then ship them throughout the world. For us, the United States represents well over half of all of our business. The current tariff levels, if they hold steady or increase, will represent a significant barrier to our ability to operate our business as we have done in the past, just as it will for everyone in any industry that engages in international manufacturing, shipping, and sales.</span><b></b></p>
<p dir="ltr"><span>Because of the unpredictability of the current environment, Leder Games will not be making any decisions regarding a course of action at this time. What we can promise, however, is that we are not going to charge any additional funds to backers of our currently outstanding crowdfunding campaigns: Oath: New Foundations or Root: The Homeland Expansion. Again and again you have trusted us in the early stages of projects, and we do not take our end of the bargain lightly. Because of the support of all of you, Leder fans, we have the incredible fortune to be in a position with varied options for the coming times, whatever they hold.</span><b></b></p>
<p dir="ltr"><span>At the same time, we want to be sure to extend understanding to our industry peers, especially small creators for whom this situation may be completely devastating to their operations. </span><b></b></p>
<p dir="ltr"><span>The impact on the publishers you know and love will vary widely depending on many aspects of production including: print quantities, production decisions, and where they are in their manufacturing timeline. Whatever Leder Games decides to do in the future may not work for another publisher. There is not going to be a perfect or even ideal solution for everyone.</span><b></b></p>
<p dir="ltr"><span>We are, as always, grateful to our fans, customers, retail and distribution partners, and all those that are part of the wide network of people who make our games a reality. We hope to continue <meta charset="utf-8">our work for many years to come<b id="docs-internal-guid-db708772-7fff-edb9-4e9c-848f8021a1c6">.</b></span></p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/oath-new-foundations-developer-diary-4-reaping-what-you-sow-part-2</id>
    <published>2025-04-03T12:22:02-05:00</published>
    <updated>2025-04-03T12:22:02-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/oath-new-foundations-developer-diary-4-reaping-what-you-sow-part-2"/>
    <title>Oath: New Foundations | Developer Diary 4 - Reaping What You Sow (Part 2)</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p>In the previous development diary, I talked a bit about how my desire for system expressiveness led me astray during the game’s design and development. Figuring this out took months of work. As I mentioned in that piece, I spent a lot of time reading playtest reports, teaching the game, and trying to figure out why on earth the many little systems that seemed so robust and interactive in isolation were proving to be less than the sum of their parts.<br><br>I think part of my trouble is that I didn’t really have the vocabulary I needed to describe the problem. If you think “expressivity” is an excellent design goal, then it’s hard to make the argument to cut it. That’s really the core of what made the first month or so of cuts so vexing. I was cutting out stuff I liked without any deeper understanding of where those cuts might get me in the end.</p><p><a class="read-more" href="https://ledergames.com/blogs/news/oath-new-foundations-developer-diary-4-reaping-what-you-sow-part-2">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p>In the previous development diary, I talked a bit about how my desire for system expressiveness led me astray during the game’s design and development. Figuring this out took months of work. As I mentioned in that piece, I spent a lot of time reading playtest reports, teaching the game, and trying to figure out why on earth the many little systems that seemed so robust and interactive in isolation were proving to be less than the sum of their parts.<br><br>I think part of my trouble is that I didn’t really have the vocabulary I needed to describe the problem. If you think “expressivity” is an excellent design goal, then it’s hard to make the argument to cut it. That’s really the core of what made the first month or so of cuts so vexing. I was cutting out stuff I liked without any deeper understanding of where those cuts might get me in the end.<br><br>This changed only a few weeks ago. In March, I had the opportunity to speak at the Game Developer Conference. GDC is a funny event. The vast majority of the conference is directed to professionals working on video games, and the event mirrors all of its best and worst parts of that industry. You’ll find yourself routinely bumping anxiety ridden graduates hunting for their first job, the worst type of tech-finance bro, and your design heroes. There you all are, in beautiful San Francisco, standing in line to get an overpriced banana at a convention center.<br><br>I went to GDC this year to give a talk along with Josh Yearsley about Arcs. We were talking about the experience of working on big projects in an “early access” style, with long development timelines and a lot of user-feedback. Usually I try not to give a big stressful talk while working on an active project, but it so happened that this year I was coming to GDC with my mind full of Oath. I spent the evenings and early mornings fretting and cutting, and I tried to find my way through what was proving to be one of the most complex development problems of my career so far. Even though I was a month into pretty major cuts, I didn’t feel any sense of progress or have an idea of where the design was headed.<br><br>Then, one morning, late in the show, I attended a talk by Jon Perry where he talked about incorporating some of the principles of good tabletop design in video game design. Jon is best known to folks in tabletop for games like Spots and Air, Land, and Sea. In the world of video games, he’s probably best known for his recent work on UFO50. In his talk, he described applying some of his tabletop design practices in the design of the turn-based games in UFO50. As I listened to his talk, I realized that my work on Oath’s expansion had actually provided a counter-example. I had been abandoning some of the best aspects of tabletop design in the interest of seeing how expressive I could make the system.<br><br></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/1-Avianos.jpg?v=1743614389" alt="" style="float: none;"></div>
<p><br><br>The next day I headed back to Saint Paul. As I typed away on my laptop during my flight home, I found that his talk had given me the terms I needed to formalize my approach to Oath’s development. Over the past month, I had recognized something was wrong in the design. Intuitively, I had started pushing the design towards a simpler design, but I hadn’t quite articulated why I was doing it beyond the usual development buzzwords of “cleanup” and “streamlining.” I had also pushed against this design in an effort to protect the design expressive range. Jon’s talk had helped me realized that I wasn’t protecting the game’s expressive range, I was protecting its granularity and that granularity was not something that should be protected for its own sake.<br><br>One of the most granular elements of the game was the curse and trait system. In its most complex articulation, the system could support all sorts of character positions. Initially the traits were just one-off powers. Then, earlier this year, we moved to a unified trait system where a player’s traits were also yoked to the game’s foundations. For instance, if you could achieve 3 nomad influence, you would become Well-Connected. Then, additionally, if you achieved some other goal, such as getting the Darkest Secret by the end of the game, you could alter a linked rule in the game.<br><br></p>
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<p><br><br>This meant that you could maintain traits without adjusting the matching foundations. Perhaps you were a brutal warlord who wanted to change the rules of the game. Well, if you can’t change those rules, you can still be a frustrated brutal warlord. This level of detail seemed really neat, but in practice players often just asked why they should bother changing the foundation if they already had the special power. I tried to argue that many of the powers were designed to harmonize better with the changed rule than the default rule, but the players shrugged at this. A power is a power. They didn’t have the strategic bandwidth to evaluate how a rules change might improve their chances in the next game, especially since the changes were often so marginal. Often, they viewed the big foundation alterations in the game as semi-unintended consequences to their actions. And, I think they were right to do this! Though there are some exceptions (like abolishing the Chancellor), it was okay for them to stay focused on the near-term. The system needed to explain why the world was the way it was—it didn’t need to make the players into masterminds. Causation was more important than agency.<br><br>With this in mind, I combined the maintenance conditions and foundation shifting conditions into one condition: a manifest condition. If you met the condition at the end of the game, the trait would be active. If you didn’t meet it, it would stay inactive. Inactive traits wouldn’t be lost, but you could only have so many at the start of each game. This preserved the feeling of lineage collapse without any extra rules and let me keep the possibility of a frustrated warlord. It’s amazing how often in Oath players feel their position expressed in a facedown card. If that was true for a denizen (I’m looking at you Bandit Chief!), it would certainly be true for a trait as well.<br><br></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/3-newistbrutaltrait.jpg?v=1743614426" alt="" style="float: none;"></div>
<p><br><br>In retrospect, it was clear that this had been a place where the design had moved towards chunky design and away from granularity. Now, armed with those terms, I looked through other parts of the design. I’ve written a lot about how New Foundation's essential design strategy is to increase the game’s ability to remember. But, just because it could remember more didn’t mean the players were bothering to use that information to tell more fully realized stories.<br><br>The shadows and curses were a good example of this. Initially the shadows were a place where players could corrupt the sites with special effects that would be linked to a site in a semi-permanent way. However it always felt a little unhooked from the rest of the game’s design, so players had few opportunities to organically interact with them. I build all sorts of rewards (and penalties) into different articulations of the shadows, but players mostly just avoided them. Then, later on I generalized the site-memory rules to include locked cards and the new edifice system. This gave those locked site-only denizens many of the same properties as shadows, but with the benefit of also being denizens .Shadows started to feel obsolete. When I cut them from the design, their absence was hardly noticed.<br><br>This also happened when I moved to the curse system. One of the last reasons Shadows were in the game was to offer curses. Curses were a central element of the New Foundations project and I hoped they would offer players a way to “borrow” from future game positions. It took a long time to get the right balance of benefit to penalty, but, even when they were well calibrated, they lacked the kind of thematic and narrative heft they needed. After cutting shadows, I decided to drop curses as well. Once again, their absence was hardly felt. In retrospect this was obvious. The game already had curses, after a fashion. No player-debt system I could conceive would be as compelling as cards like A Small Favor or Vow of Silence.<br><br></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/4-vowfrombase.jpg?v=1743614438" alt="" style="float: none;"></div>
<p><br><br>I now turned my attention to what is probably the most central aspect of New Foundations: the revised Chronicle Phase. This element of the expansion had been quite stable for months. Generally, players seemed to enjoy it and it was certainly interesting. But, as my development goals clarified, the Chronicle Tasks began to feel like a loose fitting shirt. They were clever, but they were no longer fully in sync with the rest of the design.<br><br>For a long time, the player with the People’s Favor handled the introduction of new cards from the archive and the dispossession of other cards through a “Judgment” system. Based on the strength of the People’s Favor at the end of the game, that player would perform a number of trials. In each, two cards would get pulled from the game’s discards. One would be revealed. The player could then either protect that card—making it a potential starting adviser for next game—or dispossess it. Their decision would influence their choice of starting adviser next game and impact the cards that were introduced to the game. If you protected, the unrevealed card would become dispossessed and a new card, matching the one you protected, would be added to the archive. If they chose to dispossess the face up card, both would go to the dispossessed pile and two cards of the “opposite” suit would be added. The opposite suits were determined thematically (Order and Discord, etc).<br><br>This was a really neat system! It made the amount of turnover in the deck variable, from 1 to potentially 10 cards being introduced each game. It also gave players a lot of control over what could be added and showcased it all in a very visible phase where players could react in real-time to decisions about the composition of the deck. Players liked it. I was happy with it. And, for the past 4 months or so, it remained stable.<br><br>However, as the design matured in other areas, this system started to stick out. While experienced players enjoyed it, it was a little hard to teach. And, even once players got the hang of it, it still took awhile to resolve. There were bigger problems as well. The Chronicle Phase happens at the end of a game of Oath. That means players are already going to be tired and looking for a break. The phase needs to be propulsive. It could never match the excitement of an end-game situation, but it could try to at least look forward to the next game. At its best, the trial system had players swapping stories about the game they had just played. This is usually a good thing, but, if it starts happening while the game is still going on, it can slow the game’s forward momentum to a crawl.<br><br></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/5-oldpftask.jpg?v=1743614450" alt="" style="float: none;"></div>
<p><br><br>With this in mind, I looked to apply some of the lessons I had learned elsewhere in the design. The only game-state requirement for this phase was that it needed to remove about 6 cards from the game. Okay, easy. The neatest part of the trial system was that the player who had the People’s Favor could defend cards they liked or banish cards they hated. I boiled all of this down to a simple system. They would draw 7 cards from the shared discard. They would choose one card to protect—this card would count as their starting adviser for the next game. The rest would be dispossessed. This also gave the player special knowledge of which cards were exiting the game and the minor thrill of knowing that they had been responsible for dooming those cards.<br><br>Critically, these choices were made after the player with the Darkest Secret had determined the next game's Oath. This meant that they could go into their choice to protect a card knowing in advance what the Oath would be next game. In essence, their chronicle task gave them a benefit for the next game. (I should mention too that there are foundations that adjust this, and give players additional controls over what gets discarded and what they might protect.)<br><br>With all of those responsibilities, I moved the task of introducing new cards to the game from the Archive to the player with the Darkest Secret. Now free from the constraints of building an ultra-granular design, I followed the same basic framework as base Oath, but with fewer restrictions. This player would pick any three different suits and introduce 3 cards of the first, 2 of the second, and 1 of the third. They could pick one card to keep and the rest would be added to the world deck. It was easy, and it had impact.<br><br></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/6-nwchrontasks.jpg?v=1743614466" alt="" style="float: none;"></div>
<p><br><br>Finally, I revised the relic pack-up system to respond more cleanly to the game that was just played. I had put in rules that allowed site’s to remember relics shortly after the crowdfunding campaign. However, in practice it wasn’t working. Generally what happened was the only relics that got stuck to sites were those that players didn’t want and didn’t use. You can’t remember something that you never experienced, so it didn’t really matter that the sites could remember them. To address this, I reworked the relic restocking system to draw on cards held by players. If a dramatic game revolved around the bandit crown, that relic could now face two fates. If held by the winner it might end up in the reliquary. If held by anyone else it would get shuffled together and then reseeded at the sites in the game. In short, the relics would get linked to their corner of the map.<br><br>The map also now benefited from a more fixed geography. Once you’ve set up your chronicle for the first time, players would never need to shuffle their sites. During packup, the sites would be returned to the atlas box in a fixed order, allowing each copy of Oath to have an almost unique geography. Think of the sites as forming a line, a little like a side-scroller. The part of the empire would get remembered and then the governing player could choose to scroll their world forward or back at the start of the game. Looking for that lost Bandit Crown—you need to head east, to the ancient ruins of past empires!<br><br>Collectively, these changes have created a much deeper chronicle experience that I think lives up to and, in some respects, exceeds the promise of the project. We still have at least a few months of work ahead of us in the office. There are a lot of cards that need tuning and editorial work that will require the usual care to get through. But, I think this is what the game is going to look like.<br></p>
<p> </p>
<p><em>Find all of Cole's Design and Development Diaries for Oath: New Foundations, and more, on <a rel="noopener" href="https://boardgamegeek.com/boardgame/420719/oath-new-foundations/forums/68" target="_blank">Board Game Geek</a>.</em></p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/oath-new-foundations-developer-diary-3-reaping-what-you-sow</id>
    <published>2025-03-29T12:14:00-05:00</published>
    <updated>2025-04-02T12:15:22-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/oath-new-foundations-developer-diary-3-reaping-what-you-sow"/>
    <title>Oath: New Foundations | Developer Diary 3 - Reaping What You Sow</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p>Here is the first part of two-part development diary that is long overdue. Be warned, I’m going to really get into the weeds of New Foundation’s development and try to describe what we’ve been tangling with. This post is going to get pretty detailed and most of it is going to be about a system I ended throwing away. So, be warned: a darling is going to be killed at the end of this book.</p><p><a class="read-more" href="https://ledergames.com/blogs/news/oath-new-foundations-developer-diary-3-reaping-what-you-sow">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p>Here is the first part of two-part development diary that is long overdue. Be warned, I’m going to really get into the weeds of New Foundation’s development and try to describe what we’ve been tangling with. This post is going to get pretty detailed and most of it is going to be about a system I ended throwing away. So, be warned: a darling is going to be killed at the end of this book.<br><br>I often boil down my design practice to two distinct phases. In the first, I work on developing a core syntax and vocabulary. In the second phase, I try to imagine what what sorts of stories players can generate. Often, I grade my success in terms of how expressive that game-language is. Does the game have the necessary nouns and verbs to tell the kinds of stories I want it to tell? Usually expressiveness is a good thing, especially for the sorts of interactive designs I like to work with.<br><br>Optimizing a design for this kind of expressiveness is a central part of my creative practice. Its been the guiding light across many years of design and development. And yet, with New Foundations, I found that some of my assumptions about expression actually undermined the things that made Oath work in the first place.<br><br></p>
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<a href="https://boardgamegeek.com/image/8797989" target="_self"></a><br>
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<div style="text-align: start;"><img style="float: none;" alt="An illustration from Oath, drawn by Kyle Ferrin. A person writes with a feathered quill while two others look on with concern." src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/1.jpg?v=1743613758"></div>
<p><br><br>Over the past two months, I’ve been guiding New Foundations through a very difficult phase of development. While many parts of the game are finishing basically on schedule, certain specific elements were not working. And, the harder I worked on them the further from completion they seemed to get. I believe my essential problem was that I had failed to adjust my own design and development sensibility to match the demands of the project. Techniques that had proved extremely useful in Arcs and Molly House simply weren’t well suited to Oath.<br><br>At the same time, these many long weeks in the wilderness were critical to the design. By letting the design balloon, I learned critical things that showed me what should be cut. I can’t imagine I could have gotten the design to where it is without this period of expansion and ambition. So many otherwise promising designs suffer from premature development. If you’re a designer just starting out, know that often it’s best to shoot very high and then start fresh than to preemptively clip your wings for fear of a development liability. The key thing, at least for me, is to never get too precious with one articulation of your ideas. The core promise and ambition of a game is always more valuable than whatever you happen to have on your table. Never be afraid to start over.<br><br>I’ve wanted to write that last paragraph for weeks now, but it didn’t feel earned. I was caught deep in the tumble of iteration and I wanted to make sure I had something to show for all of that rough-and-tumble work. The same things that I wanted to write about were proving most elusive. I didn’t want to write anything before I understood why I was having so much trouble with the design. I think I have those answers now.<br><br>---<br><br>One of my major goals with New Foundations was to make each and every empire feel unique. With only six edifices in the base game, strong empires were usually defined by the same sort of powers. It’s true of course that the selection of denizens in the game could go a long way in providing texture, I still felt like something was missing. If players didn’t put in the work to interact with the denizen powers, one big group of denizens could feel like any other.<br><br>To address this problem, I went down a long, long design journey. At the center of this journey were the govern tiles. The idea is that a stable empire would slowly generate a pool of tiles that they would carry over from game to game. If the denizens couldn’t give the empire a distinct character, maybe these tiles could? Additionally, by keeping the same pool of tiles from one game to the next, I hoped to give empires a greater sense of continuity.<br><br>But, Oath is already a complex game. At this level of complexity, the expressiveness of a design becomes a zero-sum game. If you add neat features to one part of the game, it’s going to pull attention from other (maybe neater!) parts of the design. So, as I went through various iterations, I did my best to make these tiles as simple as possible. By the time we got to the Kickstarter, I had a system that was working and was fairly simple. I suspected it would get simpler as we continued through development, and, indeed, that’s exactly what happened.<br><br></p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/2_5b257d25-b097-4d3c-9bb6-d6b0802a2a81.jpg?v=1743613841"></p>
<p><br><br>Eventually we had just six unique govern actions, one for each of the six suits. The empire still had character, but there were still too many rules in play. I had cut about everything I could, but it wasn’t enough. So, I looked for ways to deepen the implications of the govern tiles. In other words, I was trying to hide the complexity.<br><br>At one point during development, govern tiles gained an important property—when used at the start of the game, setup the Chancellor would assign them to cards to use their linked govern actions. This would also alter a that card’s suit. There were all kinds of neat implications here, and players could give the same old cards new resonances. But, if these implications were neat, they didn’t really guide the players or help them tell better stories. So, I put in an additional implication. At the start of the game, players needed to stock the initial favor banks, so it wasn’t too much extra work to have those favor banks reflect the cards in play. That way the placement of govern tiles would also inform the character of the game.<br><br></p>
<div style="text-align: center;"><img style="float: none;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/3_d572f9c8-6f2e-4338-88cb-20e99709910d.jpg?v=1743613874"></div>
<p><br><br>Without realizing it at the time, my design goals had started to shift. Now, rather than preserving and highlighting imperial differences, I found myself interested in the question of building an expressive core system that could organically create many different types of setup situations. With this in mind, I looked back at the 6 govern actions and thought about grafting them on top of the other setup phases. Maybe the six different favor banks could be linked to the essential elements of a game’s setup. Base Oath features a slightly asymmetric setup—that is, the Chancellor has their reliquary and gets an extra favor—maybe I could use this new system to explain why that was and give players the power to alter it.<br><br>The result was a revised setup system called Imperial Character. After govern tiles were placed, favor would be “sowed” on the various cards of the game. Then that favor would go to the banks along with whatever other starting favor started there.<br><br>Then, during the rest of setup, players would resolve each favor bank in order and the size of each bank would determine the setup features. If, for instance, the order bank was high, then the empire would have additional warbands. A high hearth bank might mean extra favor for the Chancellor? High discord might translate to extra exile warbands. It was neat!<br><br>The game was essentially treating the initial favor distribution like a set of attributes in a role-playing game. I could also add favor to the game or pull favor out, which meant that folks could find themselves steering a “low stat” empire through troubled times. Some of these attributes would benefit all of the players and others would just benefit the empire. This balance was critical. I wanted certain setups to favor the empire and others to favor the exiles. After a few weeks of testing, I had boiled these attributes down to a chart and cleaned up the setup procedure.<br><br></p>
<div style="text-align: center;"><img style="float: none;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/4.jpg?v=1743613893"></div>
<p><br><br>Though I had boiled things down as much as I could, it was still a place where the design had gained weight rather than lost it. At the time, I justified it by pointing to what we had purchased: the static elements of Oath’s setup had now been made dynamic. What’s more, they would respond to the world the players were creating. It gave consequence to the Chancellor’s governing. The system was responsive and expressive. I was pleased with myself and thought that just a little more experience and playtesting would allow folks to recognize all of the good work that the system was doing for the game.<br><br>So we started testing. At this point, about a year into the project (I started working on this project towards the end of January last year), a lot of the content was shaping up really nicely. We had a pile of new card powers, relics, edifices, and the like. We also had some new system-level adjustments that were, to all appearances, doing their job. And yet, despite the relative maturity of the project, I kept finding myself not engaging with the game’s world as much as I had engaged with the original Oath project. This was mirrored in my players as well. There was plenty to do, but players routinely reported not knowing what to care about or aim for in the game.<br><br>This was a very damning observation. The expansion was built on increasing player engagement, and yet, it was failing on its very first test. This was so upsetting that I initially disregarded these feelings. How could playtesters not care about the consequences of their actions?! There were so many new systems and the game had become so much more responsive than base Oath. And yet, I had players consistently suggesting new systems and ideas that would help them feel like they had an impact on the world. It seemed a variant of the classic developer’s nightmare: players find the game too complex, but would like you to add just one more thing to fix it.”<br><br>At this point, I decided to step back for a bit and think about how players engage with Oath. The goal of this whole project was to get players to more deeply engage with the game—to give players tools that would allow them to care about and care for the world they were creating together. I went to the white board and started sketching out the “layers” of engagement of players in an Oath chronicle.<br><br>The bottom layer was the game itself. How do you win? This layer was fine in base Oath and was fine in the expansion. Nothing I had done with New Foundations had compromised it. Though players now had other things to do rather than just win, there was still enough tension in the design. (I’ll write a bit about this more in the next diary).<br><br>The second layer was the immediate future. What did you do that would shape your next game? This was a place where base Oath was weakest. The new govern, edifice, shadow, curse, and setup system were designed to address this layer.<br><br>The third layer was the longer future of Oath. This was a place where things like the deck construction of the base game had supported a lot of weight. In New Foundations, there were lots of systems that engaged with this layer and they seemed to be working really well.<br><br>The final layer was the meta layer. How could players talk about the game when they weren’t playing it. This layer always more-or-less takes care of itself and is bounded only by the creativity of the players. Still, I had introduced a few new elements to the expansion to help players have more to talk about.<br><br>Writing this all out, it was very clear that the second layer was the most troublesome. The game didn’t need more rules or more multi-game incentive structures. It needed direct player feedback on that short-term horizon. And each of the systems at this layer was causing issues. In fact, during this same period, I had actually started to remove some of these systems from the design since they simply were not doing anything worthwhile.<br><br>The essential issue was that all of the work I did to improve system expressiveness had actually backfired. I had built a very responsive system, but it was simply too granular to provide the kinds of immediate feedback that board games excel and communicating. I needed a design that was as chunky as it was expressive.<br><br>So, over the course of about three weeks, I started going through the design and looked for places where the design was trying to protect the subtly of its systems. The first thing to go were the shadows and the curses. The more interesting shadow effects could be handled by the new edifice system and the curses were never as interesting as the base game’s vows. I was able to make some trait card adjustments to capture those dynamics.<br><br>But these cuts weren’t enough. Here I was spurred on by a new set of playtesters, both in office and on our discord, who were recent arrivals to New Foundations and almost immediately recognized the nature of the problem. As is typically the case, it took quite a bit of debates in our discord chat to clarify the problems, but it was well worth it. They helped me realize how much I was focusing my efforts protecting some clever and expressive systems rather than designing for impact.<br><br>Now, with a better sense of the problem, I turned my eye to the two parts of the game that had become almost sacrosanct: setup and the chronicle.<br><br>The setup system went first. What started as this:<br><br></p>
<div style="text-align: center;"><img style="float: none;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/5.jpg?v=1743613908"></div>
<p><br><br>Became this:<br><br></p>
<div style="text-align: center;"><img style="float: none;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/6.jpg?v=1743613920"></div>
<p><br><br>Here are the highlights. Favor banks still get to mirror the world, but they no longer inform the rest of setup and players don’t have to waste time counting and re-counting them. The govern tiles are now dead simple: the chancellor can discard them or assign them on cards they rule. If assigned to a card, they alter the suit. This has all of those usual expressive consequences (changing the bank, mixing up powers, etc), but the Chancellor doesn’t have to worry about them in the short term, because their other choice has immediate impact.<br><br>After all of the govern tiles are placed, the Chancellor draws 1 edifice for each tile that matches its card’s printed suit. There are 36 edifice cards, 6 of each suit. These can be kept in the box during the game, but, at setup, the chancellor will draw from them. Then, they will be assigned to imperial players. Each imperial player can have up to two (the remaining edifices are discarded). Edifices are always site-based cards with a lock. Let’s take a look at a couple:<br><br></p>
<div style="text-align: center;"><img style="float: none;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/7.jpg?v=1743613934"></div>
<p><br><br>As you can see, these cards let me fold in some of the expressiveness of the previous setup system but in a way that was fundamentally more chunky. This also provided me a place to put a lot more character into the game that could be linked to specific sites.<br><br>The previous adjustments to the site system had enabled things like locked cards to remain stuck to their site. So, I could use edifices to “link” persistent effects to a site that could stay there for the whole duration of the chronicle.<br><br></p>
<p style="text-align: center;"><img alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/8.jpg?v=1743613951"></p>
<p><br><br>These adjustments dove-tailed perfectly with some of the continued development of the world’s geography and some of my feelings about the role of shadows in the game. The core theory of agency in Oath is that the players are the drivers of change. Where does evil come from in Oath? It comes from the players. No event or corruption system I could imagine would be as responsive to the game state as the decisions players made when they played it.<br><br>The new setup system had nearly all of the advantages of the most complex previous system but without mucking up the works with newly introduced granularity. Oath expressiveness itself in its denizens. If I wanted players to care about the game, I needed them to be able to speak to each other using the language they already had.<br><br>Next time, I’ll talk about what happened when I took that same realization to the chronicle phase, the traits, and the foundation system. Alongside that, we'll be releasing the next major playtesting kit.</p>
<p><span>Find all of Cole's Design and Development Diaries for Oath: New Foundations, and more, on </span><a rel="noopener" href="https://boardgamegeek.com/boardgame/420719/oath-new-foundations/forums/68" target="_blank">Board Game Geek</a><span>.</span></p>]]>
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  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/oath-new-foundations-development-diary-1-you-say-you-want-a-revolution</id>
    <published>2025-02-13T08:53:00-06:00</published>
    <updated>2025-02-14T08:53:07-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/oath-new-foundations-development-diary-1-you-say-you-want-a-revolution"/>
    <title>Oath: New Foundations | Development Diary 2 - You Say You Want a Revolution?</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p>For all of the new features that we are building into New Foundations, the expansion boils down to a pretty simple realignment of the game. Previously, most players would direct their entire attention towards winning. Each game culminates with a gigantic scrum, or, what folks sometimes call a “crab bucket.” I have no idea if this term is used affectionately, but I’ve often liked the image. Certainly the end of a game of Oath can feel like you are trapped with a bucket of pointy little creatures trying climb over each other in a mad scramble to get to the top.</p><p><a class="read-more" href="https://ledergames.com/blogs/news/oath-new-foundations-development-diary-1-you-say-you-want-a-revolution">More</a></p>]]>
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      <![CDATA[<p>For all of the new features that we are building into New Foundations, the expansion boils down to a pretty simple realignment of the game. Previously, most players would direct their entire attention towards winning. Each game culminates with a gigantic scrum, or, what folks sometimes call a “crab bucket.” I have no idea if this term is used affectionately, but I’ve often liked the image. Certainly the end of a game of Oath can feel like you are trapped with a bucket of pointy little creatures trying climb over each other in a mad scramble to get to the top.<br><br>The core argument of Oath (and the thing that separated it from other games in this crab bucket mode) is that it mattered who won. Not all crabs were the same. If you won the game by tearing apart the world, the next game would bear those scars. The winning crab, to a degree, got to pick the next game’s bucket.<br><br>New Foundations takes this further. The crab bucket is still very much present, but not all crabs will be as interested in making it the top. They might hang up their dreams of crab-ascendance and settle down and start a family. Perhaps a little strength training is in order so they can climb better next game. Maybe they decide they are interested in redesigning one aspect of the bucket. Previously, the winner made most of the choices about the game’s evolution. New Foundations breaks that monopoly on change.<br><br>There were a couple things that led me to this approach, including a concern over Oath’s narrative range. While the individual turn in Oath could produce grounded storytelling beats, often the end of the game failed to capture those moments. Or, perhaps what I mean is that, while the game was filled with specific storytelling, the end could often feel muddy. One crab bucket tends to look like another. In addition, I found that Oath’s memory—that is, the fact that the game’s world persisted from game to game—wasn’t proving expressive enough to generate the amount of player investment that was needed to guide players during those last few turns. That’s not quite true, of course. Some players did find themselves invested. I’ve heard fan-written songs, poetry, and even little videos that offered tributes to the worlds the players were helping craft. But these were the exceptions, not the rule.<br><br>During the development of New Foundations, many of these design intuitions bore fruit almost instantly. Even though the expansion was quite rough, little improvements such as the trait system and the revised chronicle steps provided players with a more meaningful role in shaping the world they were playing in. At the same time, we started encountering new problems. It turned out to be pretty easy to get the game to remember more—it was quite another challenge to make players care about what it remembered.<br><br>This problem was most apparent in the foundation system. This is the system that let players alter the core rules of the game. In the version we worked on in the fall, I imagined the foundation as a little deck of cards. Each card represented a “switch” that could toggle one of the key elements of the game system. At the end of the game, the player with the Darkest Secret would get to draw a few cards from this deck and select one to enact. Then, depending on the value of the Darkest Secret, they would have the option to reorder the next set of switches, essentially determine what sorts of options the next generation would have.<br><br>This was all neat, but it took work. For one, those little foundation decks required maintenance. As cards were chosen, other cards would need introduced or removed from the deck. The logic of any individual card was pretty simple, but even a simple logic can be a real chore. Oh, you changed how mustering works in the game? Well, make sure to add the cards to reverse that and check for any possible interactions that choice might have on adjacent foundations. The system could be incredibly robust, but players had to pay a price for that.<br><br>The more immediate problem was the investment of the player making the choice. The system expected players to think like designers—it wanted them to have opinions about the shape of the design and be curious about what else the game might do. In practice, the only time we saw investment here is when the players were mad about the game. If they had a bad roll, maybe they’d feel the desire to kick out that mechanism from the game. It was fully deconstructive.<br><br>To counter this, in November we introduced the scion system. The scion system basically awarded the player who made a fundamental rules change with a trait which would benefit their player position for the next game. Break the scepter? Okay, you’re the Scion of the Scepter Breaker next game and have some special ability allows you to profit from that mechanical change. This was really neat and helped players deepen their investment in the world.<br><br></p>
<div><a href="https://boardgamegeek.com/image/8706995" target="_self"><img loading="lazy" class="img-fluid" src="https://cf.geekdo-images.com/PbyZuMIbCeVvlYykAoedzA__large/img/TDfLWtu-F655ME5ZbA-DK2wvF_A=/fit-in/1024x1024/filters:no_upscale():strip_icc()/pic8706995.jpg" srcset="" alt="Christmas Kit foundation cards" sizes="" height="576" width="1024"></a></div>
<p><br><br>But, it didn’t fix the whole problem. Consider what happened next. After picking your rules change and gaining your scion power, the player with the Darkest Secret would get to determine the next set of foundations that might be altered in a future game. I was thinking, in particular, of the way one generation seems to establish the sense of possibility that will be felt by the next generation. But, for a player at that moment, after a long game of Oath and looking at a dizzying range of system alterations, the choice tended to be random.<br><br>Around this time we were sorting through some other elements of the game on the testing discord a playtester noticed a conceptual overlap. The scion powers were basically traits and vice-versa. Why were these things different? Could the systems be unified? It was a great insight and a great instance of how when, in design, you notice two things doing the same thing either mechanically or thematically, that some kind of unification is usually called for.<br><br>I loved how evocative this was. If my exile came from a wealthy family, then their ability to shape the foundation of the game should be linked to their lineage in some way. We are, in so many ways, the products of our upbringing and education. It determines how we see the world and informs our politics more than anything else. It would make sense that the traits could be seen as ideological anchors.<br><br>So, spurred by this line of thinking, I looked at the traits alongside the foundations. I drew up a little table of all of the possible rule changes in the game (there’s around 26). Then, I gathered all all of my trait powers and scion powers. With those lists at hand, I played matchmaker over a long weekend and soon found myself with a newly imagined set of trait cards.<br><img></p>
<div style="text-align: center;"><a href="https://boardgamegeek.com/image/8706997" target="_self"></a></div>
<div style="text-align: center;"><img style="float: none;" alt="New lineage cards from the February 2025 kit" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8706997.webp?v=1739544593"></div>
<p><br><br>Consider the breaking of the scepter, as show in the previous image. With the unification of traits and foundation cards, we were able to link that element of play to a pair of trait cards.<br><br>This also has a nice effect of organically regulating the flow of change in the game. Previously, one foundation changed each game, like clockwork. With the new system, players were free to enact any foundation in their area. That means that if the same player won the Darkest Secret (and therefore the Chronicle Task of enacting a foundation), they likely would not be able to change the game dramatically, as they had already “flipped” the switches on their families traits and families generally gain traits slowly. However, if a rival family with a long and developed lineage took the reigns, the game might be in for a tumultuous period. Lineages can also be quite hard to maintain, so a tug-of-war between these two players would likely result in some shedding of trait cards which meant the game would naturally settle into a new status quo. But, rather than this kind of conflict becoming muddy, it would produce a unique game-state where the very rules of the game reflected generations of contention.<br><br>This was really the heart of New Foundations. There player actions had to have consequences that could not only be felt on the scale of the game, but also on the chronicle itself. Next week, I’ll talk a bit about the Govern phase, and how a few simple adjustments helped us create a lot more imperial identity both before, during, and after a game was played.</p>
<p> </p>
<p>Find all of Cole's Design and Development Diaries for Oath: New Foundations, and more, on <a href="https://boardgamegeek.com/boardgame/420719/oath-new-foundations/forums/68" rel="noopener" target="_blank">Board Game Geek</a>.</p>]]>
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  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/root-the-homeland-expansion-designer-diary-7-third-print-and-play</id>
    <published>2025-02-10T09:10:00-06:00</published>
    <updated>2025-02-14T09:11:21-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-designer-diary-7-third-print-and-play"/>
    <title>Root: The Homeland Expansion | Designer Diary #7: Captains Reveal and More!</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p>Hello everyone! Josh here, designer of the Homeland Expansion. Today we’re releasing the third print-and-play, including some stuff that you haven’t seen yet: the<span> </span><strong>three new Hirelings</strong><span> </span>and<span> </span><strong>all of the Captains</strong><span> </span>for the Knaves of the Deepwood. You’ll find all of that<span> </span><a rel="nofollow noreferrer noopener" class="postlink" href="https://www.dropbox.com/scl/fo/mre9vbqhtwf6mvlmfu4gk/AMWsM17SFEVkPesmEVwSQmo?rlkey=6kdhjbkun1ltp9dwemtzyfb2d&amp;dl=0" target="_blank">here</a>.<br><br>All in all, the project is right on schedule. On the design side, I expect a couple more months of serious development. I’ll release one more Print-and-Play when we’re all done, which will include the maps, landmarks, and three new Vagabonds. On the production side, we’ve received and approved samples for almost all of our hard components. Here’s a (literal) handful of them, including the three new Captains.</p><p><a class="read-more" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-designer-diary-7-third-print-and-play">More</a></p>]]>
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    <content type="html">
      <![CDATA[<p>Hello everyone! Josh here, designer of the Homeland Expansion. Today we’re releasing the third print-and-play, including some stuff that you haven’t seen yet: the<span> </span><strong>three new Hirelings</strong><span> </span>and<span> </span><strong>all of the Captains</strong><span> </span>for the Knaves of the Deepwood. You’ll find all of that<span> </span><a rel="nofollow noreferrer noopener" class="postlink" href="https://www.dropbox.com/scl/fo/mre9vbqhtwf6mvlmfu4gk/AMWsM17SFEVkPesmEVwSQmo?rlkey=6kdhjbkun1ltp9dwemtzyfb2d&amp;dl=0" target="_blank">here</a>.<br><br>All in all, the project is right on schedule. On the design side, I expect a couple more months of serious development. I’ll release one more Print-and-Play when we’re all done, which will include the maps, landmarks, and three new Vagabonds. On the production side, we’ve received and approved samples for almost all of our hard components. Here’s a (literal) handful of them, including the three new Captains. If you’d like to see more of ’em, check out our<span> </span><a rel="nofollow noreferrer noopener" class="postlink" href="https://www.twitch.tv/ledergamesmedia" target="_blank">studio stream</a><span> </span>tomorrow at 2 PM CST.<br></p>
<p><img></p>
<div style="text-align: center;"><img style="float: none;" alt="Meeples from the expansion including the new Knave Captain meeples" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/meeps.jpg?v=1739545601"></div>
<p><br>This design diary will be pretty short and sweet, but if you would like a lot more discussion about how the project has progressed, as well as a full walkthrough of the factions as they stand, please check out<span> </span><a rel="nofollow noreferrer noopener" class="postlink" href="https://youtu.be/0OUSEz0u-CM?feature=shared" target="_blank">this video</a><span> </span>on Design in Progress, a Youtube channel by Jacob Knipper (better known as Endgamer), who is a Root fan, playtester, and co-creator of the<span> </span><a href="https://boardgamegeek.com/thread/3078937/dawn-and-dusk-deck" tabindex="0" target="_self"><span>Dawn and Dusk fan deck</span></a>.<br><br>In a couple days, Jacob will also post an interview with me about my history in the games industry, how I got involved with Leder Games, rules writing, how Leder Games has grown and morphed over time, and much more, so keep an eye out for that too.<br><br></p>
<h3 class="markup-heading">Lilypad Diaspora<br>
</h3>
<div style="text-align: center;"><img style="float: none;" alt="An illustration of a frog blacksmith by Kyle Ferrin" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/frog.jpg?v=1739545663"></div>
<p><br>The Diaspora has continued apace and is basically done. Since winter break, only a few frog cards and a number here or there have changed. I expect to make a couple more design tweaks on the same scale, and of course they need a bunch of art, especially for the frog cards. I’m very proud of them. That’s really all there is to say! Please enjoy.<br><br></p>
<h3 class="markup-heading">Knaves of the Deepwood<br>
</h3>
<div style="text-align: center;"><img style="float: none;" alt="Illustration by Kyle Ferrin of the Boar Vagabond" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/wart.jpg?v=1739545721"></div>
<p><img><br>With the Knaves, you will notice a pretty big difference immediately—they only have<span> </span><strong>one Captain now</strong>. By and large, I made this change because one piece of feedback kept coming in again and again: the Knaves were fun to play as, but not fun to play against. A big reason behind this was their three-Captain structure—they had the ability to project force across too much of the map, they were too flexible in their action structure, and they didn’t care much when their Captains got hit. Going down to one Captain solves this problem and opens up the faction to more interesting dynamics with their building, the den. You’ll see that their dens can take actions, representing their network of lackeys doing their bidding.<br><br>This also plays into the second major change: the faction is<span> </span><strong>more streamlined</strong>. From the beginning, I set out to make this faction straightforward to play. However, every faction tends to go through a period of increasing complexity as I experiment with various systems, seeing what works and doesn’t, then I transition to making big cuts, reconceptualizing what works in ways that fit together much more smoothly. In the second print-and-play, the Knaves hit peak complexity and have been getting simpler ever since. More streamlining is to come!<br><br>Finally, you’ll find that the print-and-play has a<span> </span><strong>ton of Captains with new abilities</strong>! As the Knaves continued to develop, it became clear that most of the Vagabonds’ original abilities, even if reworked, wouldn’t highlight the interesting parts of the Knaves, so I’ve rewritten them to be unique. A couple Captain abilities are still similar to their Vagabond versions, but I expect them to develop into new, unique ones over the next couple months.<br><br></p>
<h3 class="markup-heading">Twilight Council<br>
</h3>
<div style="text-align: center;"><img alt="Illustration of a bat messenger swooping down by Kyle Ferrin" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/bat.jpg?v=1739545771" style="margin-bottom: 16px; float: none;"></div>
<p><br>As I alluded to in my previous design diary, the Council needed to go back to the drawing board. And I’m happy to say, they’ve become much better for it.<br><br>Their conceit remains the same: they are a group of Woodland elders and notables who run assemblies in order to resist the war and create some semblance of popular governance in the midst of civil war. However, the faction now drives toward this goal in a totally new way. Instead of the assembly happening through a card game, which many testers have lovingly referred to as “bat poker,” the assembly now uses an<span> </span><strong>auction system</strong>. Broadly, based on your map position, you can send your warriors out from your supply as Influence on the assemblies, and you can spend cards to resolve their Orders against your enemies, turning the tide of the war.<br><br>This transition does make me a bit sad—after all, the old system promised to enrich some dusty corners of the design, like the crafting costs on cards. However, balancing this system across the goals and abilities of every Root faction proved to be extremely difficult without creating a huge edifice of rules. Even worse, most of the strategizing leading up to an assembly happened secretly as the players curated their hands for bat poker. It didn’t provide the hooks for a shared story, which is the worst thing you can say about a Root faction.<br><br>The fundamentals of this auction system have stayed stable for about three weeks now, and I’m confident this is the way to reach the finish line. That said, many specifics are evolving day over day, and much work remains to be done. But no longer is this faction floundering; it’s flying. If you want to hear more—and I mean a lot more—about this process, please check out the<span> </span><a rel="nofollow noreferrer noopener" class="postlink" href="https://youtu.be/0OUSEz0u-CM?feature=shared" target="_blank">Design in Progress video</a><span> </span>I mentioned earlier.<br><br></p>
<h3 class="markup-heading">Finishing Up<br>
</h3>
<p>That’s it for the factions. Otherwise, development is basically done for the Squires and Disciples deck, Hirelings, and Landmarks. Now that the factions have solidified, we’ve begun serious playtesting on the new maps. Look out for the maps and Landmarks in the final print-and-play!<br><br>If you want even more Root stuff, Cole Wehrle and I recently participated in a<span> </span><a rel="nofollow noreferrer noopener" class="postlink" href="https://www.youtube.com/watch?v=ljlabPyIq2Y" target="_blank">video discussion</a><span> </span>on Homo Ludens about the historical inspirations behind Root’s factions. Though I’m biased, I thought it was a fascinating conversation. Please check it out!</p>
<p> </p>
<p>To read more Design Diaries from Josh, and learn more about Root: The Homeland Expansion, <a href="https://boardgamegeek.com/boardgame/428335/root-the-homeland-expansion/forums/68" rel="noopener" target="_blank">check out Board Game Geek</a>!</p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/oath-new-foundations-development-diary-1-stability-and-change</id>
    <published>2025-02-04T08:40:00-06:00</published>
    <updated>2025-02-14T08:53:49-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/oath-new-foundations-development-diary-1-stability-and-change"/>
    <title>Oath: New Foundations | Development Diary 1 - Stability and Change</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p>Today we’re releasing a massive print-and-play kit for Oath: New Foundations. Just about every element seen in the previous kit has received some polish, and, if you haven’t paid attention to the expansion since the Kickstarter, this is a pretty good time to take a look at how the design is shaping up.</p><p><a class="read-more" href="https://ledergames.com/blogs/news/oath-new-foundations-development-diary-1-stability-and-change">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p><img>Today we’re releasing a massive print-and-play kit for Oath: New Foundations. Just about every element seen in the previous kit has received some polish, and, if you haven’t paid attention to the expansion since the Kickstarter, this is a pretty good time to take a look at how the design is shaping up.<br><br><a rel="nofollow noreferrer noopener" class="postlink" href="https://www.dropbox.com/scl/fi/6jrs1z4kvmtgpwg1xo4e3/1.0-Early-Valentines-Learn-to-Play.pdf?rlkey=v82qtazvtbokht9jemspbiijv&amp;dl=0" title="Oath New Foundations Rules - February 2025" target="_blank">If you want to read the rules, you can find them here.</a><br><br><a rel="nofollow noreferrer noopener" class="postlink" href="https://www.dropbox.com/scl/fo/c8ti10xvdtomgagg5ur9j/ADEVIvz_ddsv16sJVI7y728?rlkey=6x7fs7digvxmzd2isvfur8hl6&amp;dl=0" title="Oath: New Foundations Print and PLay - February 2025" target="_blank">The kit is here</a><span> </span>(as pdfs)<span> </span><a rel="nofollow noreferrer noopener" class="postlink" href="https://steamcommunity.com/sharedfiles/filedetails/?id=3352571392" title="Oath New Foundations Tabletop Simulator Mod - February 2025" target="_blank">or here</a><span> </span>(for digital play).<br><br>This expansion has been an interesting project for many reasons. In a lot of ways, it’s reminded me most of working on Root. Unlike Arcs, the Oath: New Foundations team is small and, outside of myself, it will be the first game for many of its staff. This was very much by design. I wanted to use a project like this to bring a new part of the creative team into the studio process, and I wanted to make sure that the studio’s other projects (including the new Root expansion) had a lot of our senior talent. I also knew that Oath would be a strange project. I had a lot of lofty goals for what I hoped to accomplish, but I also wanted time for the project to find its own footing. If Arcs had taught me anything, it was that there’s no substitute for taking one’s time. The patience and flexibility afforded to me and, eventually, to the wider Arcs team were a big part in the successful of that project. I wanted to bring that same spirit to Oath.<br><br>My strategy here was a little less obvious than it might appear at first. Usually, when we set out to work on an expansion, the various restrictions on the design are what animate the schedule, both in terms of the creative challenge of making the expansion good and in terms of the urgency to get the new design to market as quickly and well as we can—that is, there’s an audience already waiting for it! Put another way, we work on a Root expansion, there’s an incredible amount of restrictions that have slowly accrued over the game’s seven year life. And, we know that there’s a very eager corps of Root players who would prefer to have the new factions delivered to them yesterday. When we were working on Arcs, I spent a lot of extra time making sure that we had guides in place that would let us build out new plotlines, leaders, and other types of material very quickly. Those guides and restrictions can be very useful. You really do feel like you’re building on solid ground, but they can also feel a little claustrophobic.<br><br></p>
<div style="text-align: center;"><a href="https://boardgamegeek.com/image/8688965" target="_self"><img alt="Card art from mounted Library featuring a small donkey with a library on its back" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Oath1.jpg?v=1739544140" style="margin-right: 62px; margin-bottom: 16px; margin-left: 62px; float: none;"></a></div>
<p><br>New Foundations has no such problem. When I started seriously working on this project, about a year ago, my main aim was to figure out what it would mean to expand Oath and, to my mind, what it would take to get Oath to better live up to its original promises. Over the past year, it’s been a real pleasure to just push on that aim without worrying too much about how one adjustment might make a specific card or component in the original game not work. Anything that needs updated or reprinted can be. I don’t have to fret about the implications a design choice might have for a line of a half dozen expansions. There’s just Oath and New Foundations.<br><br>This is just to say, as I mentioned in in the December Kickstarter update, that this this is a deeply experimental project. We tried to emphasize this on the Kickstarter page itself, and it’s worth restating here: we simply have never made an expansion like this before. Most of our expansions are purely additive and therefore conservative in terms of their design sensibility. If you’re building a second floor on a building, you don’t want to mess up the first floor too badly in the process. That sensibility describes very little of my design philosophy for this game.<br><br>Though this expansion offers a huge amount of new material, it is not merely an expansion of core design. Instead, it is a dramatic reimagining of the game. I began the development process by looking closely at incomplete drafts for Oath and essentially rewound the design to where it was about six months before its completion, and then, armed with the lessons of Arcs and a few more years of experience generally, we essentially finished the game a second time. In this effort, I’ve tried my best to realize the game’s highest ambitions. Does that count as a second edition? A 1.5? Super Oath? Call it whatever you want. For me, it is what it says on the tin: a New Foundation for Oath.<br><br>Over the past year, we’ve been very busy on this game. Kickstarter backers will likely have read some of our updates over the past several months, and I’ve tried to bring folks into the design’s ups and downs. But, I realized the other day that I hadn’t written much on BGG about our progress. This didn’t sit right with me. A Kickstarter update can only do so much and a lot of what I might say about the design is better suited to BGG. Heck, my personal design journal for the Oath expansion is, so far, about half as long as that of Arcs and we’re only a year in!<br><br>I aim to set this right. Over the next few weeks, I’m going to be spotlighting some of the work we’ve done since the crowdfunding campaign and try to tell the story of what New Foundations has become. I don’t know how many of these essays it’s going to take, but I imagine I’ve got at least four or five ahead of me to do any justice to the work we’ve done on the design.</p>
<p> </p>
<div style="text-align: center;"><img style="float: none;" alt="Card art from League treaty. Three figures gather, one is writing on parchment with a quill" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8688966.png?v=1739544213"></div>
<p><br>Before that, however, I want to talk a bit about the game’s schedule. Since the crowdfunding campaign, we’ve completed three “passes” over the game. The first, extending to the early fall, allowed us to survey the broadest reaches of the game’s possible design space. We had time for all sorts of weird design experiments. Some worked (like reimagining the sites, relics, and edifices of the base game) and others fell flat on their face (like an altered action system). Then, in the fall, I picked the elements that felt most in keeping with the spirit of the game and pursued those more seriously. We spent a lot of time building and rebuilding our physical kits. We brought the game to our public playtesting nights here in Saint Paul, and we started mapping out the work it would take the finish the game. This second wave resulted in the version we showed at Pax Unplugged and the Christmas Kit which we published in December. This second wave produced a version of the game that was broadly realizing my hopes for the expansion, but still left considerable room for improvement.<br><br>This brings us to the third wave. Though the design was complete, there were some elements of the game that were a little frustrating. One of the biggest of these were the foundation cards. The idea of the foundation “switchboard” where rules could be turned on-and-off had proven itself. However, maintaining a deck of switches in their proper state was a hassle. I also wasn’t happy with where the People’s Favor and Darkest Secret had settled and there were a couple odds and ends in other parts of the design which were proving stubborn. Should the card Sacred Ground be classed as an edifice? What exactly separated an edifice from a locked site-only denizen anyway? Was the new relic recovery system capturing the spirit of adventure or just rewarding players for cautious play and late-game spending sprees.<br><br>At another studio, these questions would be classed as “Development Questions” in the sense that they could probably be answered through the play-testing process and content-level adjustments. However, I had the sneaking suspicion that they would be better addressed with a few little alterations at the level of the game’s design. So, I spent December and January on a third design pass. During this pass, we looked closely at the structure of the game and trying to see what we could knock loose before we put up the drywall. Boy I’m glad we did. Over the past two months we have cleaned up quite a bit of the design.<br><br>With the competition of this pass, we’ve entered the final segment of studio production. Over the next few months, we’ll be taking the game through the paces, balancing the new content, making the various foundations as dramatic and interesting as they can be, and honing the game’s physical elements and rulebooks. Don’t get me wrong; this will be a lot of work! But, I love the nitty-gritty of game development, rules-writing, and general usability. I am confident that we’ll have this project wrapped up before summer and broadly keep to our original Kickstarter schedule.<br><br>The clockwork expansion, headed by Liz and Ricky, is proceeding at about a six week delay from the rest of the design. This delay is by design. It allows the expansion content to stabilize before the solo team begins to adapt the new material. I suspect the all of the clockwork expansions interactions with New Foundations will be ready for testing within a month.<br><br>That’s where things stand now. There’s a lot of work to be done, but the team is energized and, frankly, pretty delighted to play the 100 or so games of Oath that will be required to properly finish this thing. And, while we’re deep long and quiet work of game-finishing, I figured it would be a good time to start a new series of development diaries that talk a bit about the progress of the design over the past few months.<br><br>I'll start posting those diaries next week, where we'll cover how New Foundations alters relics, their recovery, and how the game's world generates them.<br><br></p>
<p> </p>
<p>Find all of Cole's Design and Development Diaries for Oath: New Foundations, and more, on <a href="https://boardgamegeek.com/boardgame/420719/oath-new-foundations/forums/68" rel="noopener" target="_blank">Board Game Geek</a>.</p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-6-development-update-and-new-print-and-plays</id>
    <published>2024-12-17T09:03:00-06:00</published>
    <updated>2025-02-14T09:03:34-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-6-development-update-and-new-print-and-plays"/>
    <title>Root: The Homeland Expansion | Design Diary #6 - Development Update and New Print-and-Plays!</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p>Today, I’d like to talk about how the factions’ development has come along, highlighting what we learned from the first print-and-play release and further playtesting, and giving a sense of how I feel about their current state and where we need to go next.</p><p><a class="read-more" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-6-development-update-and-new-print-and-plays">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p>We’ve been very busy working on the expansion and showing it off at Pax Unplugged. It was wonderful seeing people’s eyes light up as I described the new factions to fans at our booth.<br><br>We just updated the print-and-play kits and Tabletop Simulator files for the Homeland Expansion, which you can find<span> </span><a rel="nofollow noreferrer noopener" class="postlink" href="https://bit.ly/RootHL-PnP" title="Print and Play and Tabletop Simulator Files for the December 2024 Root Homeland Kit Update" target="_blank">here</a>. In addition to refreshing the factions, we’ve included something new: the<span> </span><strong>Squires and Disciples Deck</strong>! We’re excited to see what you think of this new stuff.<br><br>Today, I’d like to talk about how the factions’ development has come along, highlighting what we learned from the first print-and-play release and further playtesting, and giving a sense of how I feel about their current state and where we need to go next.<br><br></p>
<h3 class="markup-heading">Twilight Council<br>
</h3>
<div style="text-align: center;"><img alt="December 2024 version of the Twilight Council player board" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/bats.jpg?v=1739545109" style="margin-bottom: 16px; float: none;"></div>
<p><br>Let’s get the hard one out of the way: The Twilight Council has always been the problem child of this expansion, and it remains so. The version I’m releasing today is a snapshot of my thinking, but to be clear: they still have quite far to go. They are in a messy place, but I am curious to see the public response!<br><br>Over time, we’ve experimented with many iterations on the idea of “Assemblies let factions use cards in order to remove warriors.” This has turned out to be very, very hard to pull off. Let’s talk a bit about the challenges involved in doing this!<br><br>The first roadblock is that<span> </span><strong>convening must feel distinct from battling</strong><span> </span>while introducing enough noise to be exciting for the players involved. For battles, this was the dice. For convening, we’ve moved away from the dice, instead letting the source of surprise come from the players’ actions themselves. Cards are now played facedown—you don’t know what people have played until you’re done convening. By and large, this works as a source of surprise. Good so far!<br><br>The second roadblock is tougher:<span> </span><strong>Root factions care about cards very differently from each other</strong>. The Eyrie, for example, is always card-starved, so naturally they will have less to work with. These asymmetries are not always a disadvantage—embracing asymmetry is a huge point of Root, after all! But in this case it is: you simply cannot disturb players’ hands too much, or else faction dynamics collapse and people feel cheated or unable to counterplay the Bats.<br><br>To address this, I’ve implemented the ability for players to<span> </span><strong>disrupt assemblies</strong>, drawing arms to battle in response to perceived unfairness. There’s a lot of precedent for violence at medieval assemblies, so thematically I’m happy. However, this has ballooned the size of the convening procedure. In our internal testing, convening has proven to be fun and interesting for those involved, but it tends to happen too often, ballooning the Bats’ turn length and making each assembly feel less impactful than it should. Also, for the players not involved, it tends to drag.<br><br>The final roadblock is<span> </span><strong>differentiation from other factions</strong>. As the Knaves of the Deepwood have continued to develop, I have found that many potential mechanisms for the Bats have fit much better into the Knaves than they ever fit into the Bats. Naturally, this leaves fewer tools to work with—the factions should feel different, after all! Because the Knaves pull warriors directly off the map as Hostages, the Bats will likely need to move away from this as a conceit and transition to a design where they interfere with factions’ abilities to recruit warriors in the first place or their ability to use warriors in battle.<br><br>Because of these issues, it’s about time for me to go back to the drawing board once we get back from break in the new year. Rest assured, we don’t release anything that we don’t believe in. I’ve learned a lot about what works and doesn’t work in Root’s design space over these months of development, and I will continue to share with you how this faction is progressing!<br><br>Now, on to brighter news.<br><br></p>
<h3 class="markup-heading">Lilypad Diaspora<br>
</h3>
<div style="text-align: center;"><img style="float: none;" alt="The December 2024 version of the Lilypad Diaspora player board" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/frogs.jpg?v=1739545180"></div>
<p><br>The Diaspora is in a fantastic place! They are likely close to done at this point, perhaps between one and three iterations. I say “likely” because game development is funny; you can think you’re almost done and then you get hit with a huge problem that demands a rework.<br><br>When we released the first print-and-play, a big problem immediately presented itself:<span> </span><strong>scoring scaling</strong>. Especially on maps that started with fewer pieces, they would routinely explode out of control, placing enclaves all around the map. Unless the table ground them down in the mid game, they could ride this expansion to a win, but if the table responded well, their scoring potential cratered out in the mid-to-late game. Generally, this kind of scoring curve isn’t ideal for a Root faction—it drastically warps the table’s attention toward the quickly scaling faction. This on its own is not necessarily an issue, but if it’s happening every time, then it makes the game feel stale quickly.<br><br>The other big problem was<span> </span><strong>fiddliness</strong>, the worst offender being the Frog tokens, now called enclaves. It’s fiddly enough for a piece to have two states—face up and face down—let alone having three states like they did at the time: Peaceful, Militant but not covering its suit, and Militant and covering. This made it extremely difficult for players to track the tokens’ states; we often saw players knocking tokens around and then not remembering whether they were covering the suit or not. Now, when they’re Militant they always immediately cover the clearing suit. As a bonus, you no longer have to track whether they’re Peaceful or Militant on your board.<br><br>To enable the instant replacement of clearing suit, we needed to ensure that factions who care a lot about clearing suit had an out: enemies on their own turn can now engage in<span> </span><strong>Peace Talks</strong><span> </span>with the Diaspora to turn a Militant enclave back to Peaceful, at the cost of a card. This doesn’t require consent like the old Reconcile, and neither does the new Reconcile—basically, if it’s your turn, you have some limited or costed ability to flip Militants to Peacefuls.<br><br>On the topic of the frog suit—let’s talk about<span> </span><strong>frog cards</strong>! I’m happy to say that frog cards now show up in the deck itself rather than being in a deck of their own, and they can now be used by the Diaspora as well as by enemy factions. This is important to me from a thematic angle, since these cards represent the different cliques, movements, and groups within the faction. It would be silly if the internal politics were accessible only by enemies, making the Diaspora’s people feel like the pawns of their enemies rather than a double-edged sword.<br><br>It became clear that forcing frog cards to show up in players’ hands through natural draw was the right way to go, but I still needed a way to give players access to the specific frog cards that they cared about. The main way I addressed this was with<span> </span><strong>the Pond</strong>. Whenever a frog card is discarded, it goes to the Pond, and whenever a player flips a Militant enclave back to Peaceful, the enclave’s ruler gets to draw a card, either from the deck or the top card of the Pond! This greatly reduces the time it takes to engage with them—no more searching through the deck or, as it worked in a version between the first PNP version and now, having to thumb through the main deck until you found a frog card.<br><br>Recently, I’ve been working on ensuring that the Diaspora has the ability to<span> </span><strong>play more peacefully</strong><span> </span>in the early game. While the Diaspora is designed in order to play more peacefully or more militantly depending on the matchup, we found that playing extremely Militant early on, then gradually transitioning to Peaceful became a dominant strategy. I disliked this, both for thematic reasons and just because it’s boring. I think I’ve addressed this problem in the most recent version, but only time will tell!<br><br></p>
<h3 class="markup-heading">Knaves of the Deepwood<br>
</h3>
<div style="text-align: center;"><img style="float: none;" alt="December 2024 version of the Knaves of the Deepwood player board" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/knaves.jpg?v=1739545238"></div>
<p><br>The Knaves are coming along well! They are not as close to being done as the Frogs, but I am very happy with their progress.<br><br>The Knaves had three big issues starting with their first PNP release, beyond being overpowered: First, they were fun to play but not much fun to play against, largely because it was<span> </span><strong>hard to police them</strong><span> </span>in a satisfying way. (Sound familiar?) Second, their turn structure led to significant<span> </span><strong>analysis paralysis</strong><span> </span>and was hard for other players to track. Finally, they had a lot of<span> </span><strong>easy-to-forget rules</strong>.<br><br>Their<span> </span><strong>policing issues</strong><span> </span>mostly came down to this: they accumulated warriors more like a Militant faction than an Insurgent faction. And while they couldn’t put their Captains in the same clearings, they could still build scary stacks of warriors on their Hostage-holding Captains that were a pain to get through. This happened because they didn’t really need to defend both their Captains and their hideouts: they just didn’t care that much about losing their hideouts, since they were easy to get back on the map and losing them didn’t have much of a penalty. So they felt simultaneously too “easy come, easy go” and too hard to attack in the places they cared about. We’ve addressed this mostly by balancing out how much the Knaves care about their Captains versus their hideouts, making their warrior generation more costly, but also making Captains themselves a little more slippery, letting them retreat automatically to hideouts when they would be removed. This means they can operate with smaller forces and still feel impactful.<br><br>To address<span> </span><strong>analysis paralysis</strong>, I’ve cut down the limit of items that each Captain can hold but also loosened when they can use them. Originally, my impulse on items was to restrict their use to only before or after the Captain acted, thinking that this would reduce the number of possible action combinations and sequences. However, what we found in testing was players would try to plan around this restriction, thinking about how their Captain’s location on the map would influence their item use order on the following turn, adding more analysis than the restriction removed. I also removed their ability to draw more items from their bag during their main action step, leaving this as a passive draw later in their turn. This means you never have to track which items you can and cannot use on the current turn, and it removes the need to change your plan for your current turn based on items you just drew.<br><br>The<span> </span><strong>easy-to-forget rules</strong><span> </span>were mostly details that were cute but needed to be cut altogether. For example, we tried various methods to allow enemies to negotiate for Hostages on their own turn, but even when it was rationally a good deal for them to do so, it always just felt…bad. You’d pay a card to get some warriors back. Fine so far. But giving points to the Knaves as well? That’s a bridge too far. Likewise, the rules for Hostages dying during battles were thematic, but far too unpredictable and difficult to factor into the attacker’s math. There wasn’t really a way to hedge your outcomes or mitigate your luck in an effective way.</p>
<p> </p>
<p>To read more Design Diaries from Josh, and learn more about Root: The Homeland Expansion, <a href="https://boardgamegeek.com/boardgame/428335/root-the-homeland-expansion/forums/68" rel="noopener" target="_blank">check out Board Game Geek</a>!</p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/arcs-the-official-development-kit</id>
    <published>2024-11-26T14:30:00-06:00</published>
    <updated>2024-11-27T14:19:24-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/arcs-the-official-development-kit"/>
    <title>Arcs | The Official Development Kit</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">It's </span><span data-mce-fragment="1">our</span><span data-mce-fragment="1"> pleasure to share with you all the official development kit for Arcs. Pretty much every icon and card template in the game (and the campaign game) can be constructed with the assets in this kit. If you've ever wanted to make some custom art for your favorite guild card or try your hand at crafting a plotline, you'll find everything you need here. In addition, we've included an InDesign file features most of the game's paragraph styles and a PDF that explains how to put the files together.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/arcs-the-official-development-kit">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p><span data-mce-fragment="1">It's our pleasure to share with you all the official development kit for Arcs. Pretty much every icon and card template in the game (and the campaign game) can be constructed with the assets in this kit. If you've ever wanted to make some custom art for your favorite guild card or try your hand at crafting a plotline, you'll find everything you need here. In addition, we've included an InDesign file features most of the game's paragraph styles and a PDF that explains how to put the files together.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">The files you need can be found here:</span><br data-mce-fragment="1"><a href="https://www.dropbox.com/scl/fo/s4fgnkq4ehsrvrqza7n75/AOenVbS1fADoDZBoVPRIcKY?rlkey=7hdtgq7fyg4e96gx64ovugufg&amp;dl=0" target="_blank" title="https://www.dropbox.com/scl/fo/s4fgnkq4ehsrvrqza7n75/AOenVbS1fADoDZBoVPRIcKY?rlkey=7hdtgq7fyg4e96gx64ovugufg&amp;dl=0" rel="noopener noreferrer">https://www.dropbox.com/scl/fo/s4fgnkq4ehsrvrqza7n75/AOenVbS...</a><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">If there are particular (non-art) assets that you would like to see added, feel free to let us know, and we'll see what we can do.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">Have fun!</span></p>
<p style="text-align: center;"><span data-mce-fragment="1"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Arcs-Dev_480x480.png?v=1732738513" alt=""></span></p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-5-knavish-behavior</id>
    <published>2024-10-24T10:30:00-05:00</published>
    <updated>2024-11-06T10:22:59-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-5-knavish-behavior"/>
    <title>Root: The Homeland Expansion | Design Diary #5 - Knavish Behavior</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">Throughout concepting the Homeland Expansion, the question loomed: "What's the other thing in the box?" In each big expansion, we try not to just add more of the same, but something fundamentally new. Riverfolk included our earliest attempt at a bot. Underworld had new maps along with a new piece type that would become the landmarks. Marauder introduced hirelings and advanced setup.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-5-knavish-behavior">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p>Yes, I pulled the wool over your eyes.<span data-mce-fragment="1"> </span><strong data-mce-fragment="1"><em data-mce-fragment="1">Surprise!</em></strong><span data-mce-fragment="1"> </span>Many people have noticed that when talking about what the Homeland Expansion added, I’ve said it will add two new maps and new factions, leaving out the number. Seiryia, Woodland Warriors regular and developer of our lovely<span data-mce-fragment="1"> </span><a rel="nofollow" class="postlink" href="https://cards.ledergames.com/" data-mce-fragment="1" data-mce-href="https://cards.ledergames.com/" target="_blank">Leder Card Library</a><span data-mce-fragment="1"> </span>among many other excellent web apps, even mentioned, “Knowing the writer and his penchant for specificity, to call out one thing but leave the other ambiguous is either out of character or intentional.” So, good job everyone who noticed—you were right!<br data-mce-fragment="1"><br data-mce-fragment="1"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8491834_480x480.png?v=1730910004" alt="" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8491834_480x480.png?v=1730910004"><br data-mce-fragment="1">Throughout concepting the Homeland Expansion, the question loomed: "What's the other thing in the box?" In each big expansion, we try not to just add more of the same, but something fundamentally new. Riverfolk included our earliest attempt at a bot. Underworld had new maps along with a new piece type that would become the landmarks. Marauder introduced hirelings and advanced setup.<br data-mce-fragment="1"><br data-mce-fragment="1">Even though our fans clearly desired new maps, and there were plenty of good map ideas, Homeworld still needed that New Thing. Although I’ve mentioned that I’ve been working on a third faction, I didn’t want to promise anything until I knew I could make it work. I know they can work now, so here they are—<strong data-mce-fragment="1">the Knaves of the Deepwood</strong>.<br data-mce-fragment="1"><br data-mce-fragment="1">The Knaves<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">reconceptualize and expand on the Vagabond</strong><span data-mce-fragment="1"> </span>by using its pieces in a totally new way. If there’s anything we know about the Vagabond, it’s this: People love ’em, and people hate ’em. Root would not be Root without the Vagabond, so I want to offer Vagabond-lovers an extra way to play with their favorite little friends, and give Vagabond-haters a chance to dust off their Vagabond stuff for once.<br data-mce-fragment="1"><br data-mce-fragment="1">To dig in a little more, the Knaves use<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">three character cards and meeples from the Vagabond</strong><span data-mce-fragment="1"> </span>at once, supported by a small crew of skunk warriors. All Vagabonds—whether from the base game, Riverfolk, Vagabond Pack, or future content—will be usable with the Knaves. Because they’re using many of the same pieces, you cannot play in a game with both the Vagabond and the Knaves. But! The Homeland Expansion includes three new character cards and meeples that you can use<span data-mce-fragment="1"> </span><strong data-mce-fragment="1"><em data-mce-fragment="1">either</em></strong><span data-mce-fragment="1"> </span>as Vagabonds or with the Knaves. Here’s how I pitch them thematically:<br data-mce-fragment="1"><br data-mce-fragment="1"><em data-mce-fragment="1">Nobody really knows how the Knaves of the Deepwood got together, but the myths are many. From the treeline these miscreants and ne’er-do-wells sally forth, raiding barracks and baggage trains and making off with warriors in tow as hostages. Why? For ransom, that’s why. Some say they give the proceeds to the needy. Some say they spend it lavishly. Either way, their celebrations ring out through the night, the music swelling from the forest depths where few dare to go.</em><br data-mce-fragment="1"><br data-mce-fragment="1">So, brigands. Raiders. Bandits. Robin Hood and the Merry Men cosplayers. Let’s dig into their mechanics a little more, but just know that, unlike the other two factions,<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">the Knaves’ mechanics could still change quite a bit between now and their print-and-play release on November 8th.</strong><br data-mce-fragment="1"><br data-mce-fragment="1"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8491843_480x480.png?v=1730910068" alt="" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8491843_480x480.png?v=1730910068"><br data-mce-fragment="1"><br data-mce-fragment="1"></p>
<h3 class="markup-heading" data-mce-fragment="1" _ngcontent-ng-c2385735053="">The Three Captains</h3>
The driving force of the Knaves is their three<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">Captains</strong>—your Birdsong Captain, Daylight Captain, and Evening Captain. They’re warriors with some important changes:<br data-mce-fragment="1"><strong data-mce-fragment="1">Captains cannot share the same clearing.</strong><span data-mce-fragment="1"> </span>They’ve got their own turf, and they’re a tad protective. They work together, but at arm’s length. This supports the core movement puzzle of the Knaves—you can’t group them up!<br data-mce-fragment="1"><br data-mce-fragment="1"><strong data-mce-fragment="1">Captains take Hostages.</strong><span data-mce-fragment="1"> </span>Attacking with them lets you shunt enemy pieces you remove into an adjacent forest. Over time, you will score points from these Hostages, but you will have to gradually return them to their factions.<br data-mce-fragment="1"><br data-mce-fragment="1"><strong data-mce-fragment="1">Captains get removed last.</strong><span data-mce-fragment="1"> </span>In battle, a Captain takes hits like a building—only after their other defending warriors are removed. But if they do get removed, the removing player scores a point and will likely get to free some Hostages.<br data-mce-fragment="1"><br data-mce-fragment="1"><strong data-mce-fragment="1">Captains can move in and out of forests.</strong><span data-mce-fragment="1"> </span>(Dragging along their skunk apprentices, of course.) Importantly, they ignore rule while moving into and out of forests, but not when moving between clearings! This is the second part of their movement puzzle—they’ll need to route through forests more often than the Vagabond.<br data-mce-fragment="1"><br data-mce-fragment="1">
<h3 class="markup-heading" data-mce-fragment="1" _ngcontent-ng-c2385735053="">Their Actions</h3>
<p>In terms of action structure, the Knaves of the Deepwood ask you one question for each of your three Captains:<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">“Do I prepare, or do I strike?”</strong><span data-mce-fragment="1"> </span>Preparing lets your Captain place warriors and get items. Striking lets you move, battle, and use the Captain’s items. A typical turn will have you preparing with one or two Captains and striking with one or two of them.<br data-mce-fragment="1"><br data-mce-fragment="1">This choice gives the faction a neat rhythm, a looming tension that builds as the Captains prepare, and then released when they strike. And the action structure makes the Knaves much<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">less complex than the Vagabond</strong>. Really, they’re one of the easiest factions to learn—if not the easiest, period. In fact, you’ve already learned most of their rules; here’s their current player board:</p>
<p> </p>
<div><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8491852_480x480.png?v=1730910093" alt="" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8491852_480x480.png?v=1730910093"></div>
<strong data-mce-fragment="1"><em data-mce-fragment="1">As a reminder this is very much work-in-progress and will likely change significantly over the next couple weeks!<br data-mce-fragment="1"></em></strong><br data-mce-fragment="1">
<h3 class="markup-heading" data-mce-fragment="1" _ngcontent-ng-c2385735053="">Items and Hostages</h3>
Let’s wrap up by talking about items and Hostages a little more.<br data-mce-fragment="1"><br data-mce-fragment="1">You’ll start with a bag full of items defined by your character cards. Over the game, you’ll draw from this bag by using prepare and you’ll place items back in the bag as you use items and your Captain gets hit. If you’ve played the Vagabond, most of the items’ effects should make sense, except probably for bags, which let you place a warrior. The thematics on this may seem fuzzy to you, but I assure you that it all makes sense in the world of Root. Let’s just say that every sack might be dangerous…<br data-mce-fragment="1"><br data-mce-fragment="1">Moving on—each Evening, you’ll get to ransom your Hostages of a single faction. This is a simple roll of the dice, and the logic works much like a battle: you’ll score points equal to the higher roll, maxed out by the number of Hostages you’re ransoming from that faction, and you’ll have to return Hostages equal to the lower roll. If they choose to give you a card, they can place the Hostages back in a matching clearing they rule. If they don’t, they get released and run home, get lost in the woods, or otherwise go missing from the faction’s view.<br data-mce-fragment="1"><br data-mce-fragment="1">
<h3 class="markup-heading" data-mce-fragment="1" _ngcontent-ng-c2385735053="">The Road Ahead</h3>
<p>The Knaves are a younger faction than the Lilypad Diaspora and Twilight Council and there are still a bunch of questions to be answered—such as the timing of item use and setup, the specifics of ransoming hostages, and torch functionality (Scoundrel, anyone?). They will probably also get some kind of token or building. But they’re already shaping up beautifully, and I’m excited to see how you like them!</p>
<p><strong data-mce-fragment="1">Root: The Homeland Expansion</strong><span data-mce-fragment="1"> </span>adds new factions and two new maps to Root! Its Kickstarter launches on<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">October 22nd, 2024</strong>. To find out more, click<span data-mce-fragment="1"> </span><a href="https://www.kickstarter.com/projects/2074786394/the-next-root-expansion?ref=bggforums" class="postlink" rel="nofollow" data-mce-fragment="1" target="_blank" data-mce-href="https://www.kickstarter.com/projects/2074786394/the-next-root-expansion?ref=bggforums">here</a>.</p>
<p>Find all of Josh's Root: The Homeland Expansion Design Diaries on<span> </span><a title="News Forum for the game on Board Game Geek" href="https://boardgamegeek.com/boardgameexpansion/428335/root-the-homeland-expansion/forums/68">BoardGameGeek</a>!</p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-4-fresh-terrain</id>
    <published>2024-10-17T10:30:00-05:00</published>
    <updated>2024-11-06T10:18:20-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-4-fresh-terrain"/>
    <title>Root: The Homeland Expansion | Design Diary #4 - Fresh Terrain</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">Hey everyone, I want to give you a quick peek at the maps and how we’re thinking through them as we spin up their development. I’m so glad to see all the excitement for the Homeland Expansion, and I’m looking forward to seeing your reaction on launch day.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">The Homeland Expansion will be the second time we’re adding new maps to the game. It includes two new maps: the Marsh map and the Gorge map.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-4-fresh-terrain">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[Hey everyone, I want to give you a quick peek at the maps and how we’re thinking through them as we spin up their development. I’m so glad to see all the excitement for the Homeland Expansion, and I’m looking forward to seeing your reaction on launch day.<br data-mce-fragment="1"><br data-mce-fragment="1">The Homeland Expansion will be the second time we’re adding new maps to the game. It includes two new maps: the Marsh map and the Gorge map.<br data-mce-fragment="1"><br data-mce-fragment="1">
<h3 class="markup-heading" data-mce-fragment="1" _ngcontent-ng-c2385735053="">Marsh Map</h3>
<p>While I was at Gen Con, I was a bit surprised that many people approached me and mentioned that they would love to have a map that fit games of 5+ players more comfortably. Certainly convention audiences skew toward more-invested players, but it was intriguing! The more that we thought through what map concepts would bear fruit, the more we recognized how nice having a larger map would be. Turns out that our very own Patrick Leder was tinkering with this idea already in his<span data-mce-fragment="1"> </span><a tabindex="0" href="https://boardgamegeek.com/thread/2495065/wip-root-swamp-tunnel-canyon-and-coast-map" data-mce-fragment="1" target="_self" _ngcontent-ng-c707441524="" data-mce-href="https://boardgamegeek.com/thread/2495065/wip-root-swamp-tunnel-canyon-and-coast-map" data-mce-tabindex="0"><span data-mce-fragment="1" _ngcontent-ng-c707441524="">Swamp map</span></a>. And given the new factions’ animals, frogs and bats, adding this map made total thematic sense. Behold some of Kyle’s beautiful willow trees!</p>
<p> </p>
<div><img style="display: block; margin-left: auto; margin-right: auto;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8478619_480x480.jpg?v=1730909465" data-mce-fragment="1" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8478619_480x480.jpg?v=1730909465"></div>
<div></div>
<p> </p>
<p>The conceit of the Marsh map is simple:<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">it's bigger</strong>—it has 15 clearings currently. However, this increase in clearings brings up a major concern: it needs to work with pre-existing products. Most importantly, we can’t leave people with the deluxe clearing markers hanging. To address this, we are experimenting with using<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">landmarks</strong>. Basically, we’re imagining a set of three chunky wooden landmark pieces, one of each suit. These clearing suits would never change, such as by the Lilypad Diaspora. And they would likely have a secondary effect such as adding a building slot, to give the map some gathering points so that it doesn’t feel unfocused. Because they’re landmarks, you would be able to use them on other maps to modify them to your tastes as well!<br data-mce-fragment="1"><br data-mce-fragment="1"></p>
<p> </p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8478620_480x480.jpg?v=1730909626" data-mce-fragment="1" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8478620_480x480.jpg?v=1730909626"></p>
<p><br data-mce-fragment="1">The Marsh map can also shrink down. This is simple if you’re going down to 12 clearings, same as any other map, since you can just let players choose a cluster of clearings to remove from the map during setup and add a rule for how to move through them. We’re hoping to let you shrink the map down even further, to 9 clearings, but this does raise some concerns! Certain factions are limited in their token and building placement by suit, such as the Lizard Cult, others such as the Woodland Alliance have limits of one token and building per suit. The Lilypad Diaspora even has both a limit by suit and one per clearing. Will some or all of these factions break under the pressure of reducing the clearing count? Another route may be making the map simply feel smaller by closing off building slots or adding placement restrictions or warrior caps to certain clearings—flooded clearings, anyone?<br data-mce-fragment="1"><br data-mce-fragment="1"></p>
<h3 class="markup-heading" data-mce-fragment="1" _ngcontent-ng-c2385735053="">Gorge Map</h3>
<p>Thankfully, there are many fewer questions swirling around the second map, the Gorge map, originally designed by<span data-mce-fragment="1"> </span><a href="https://www.youtube.com/watch?v=RGqvm91veRI" class="postlink" rel="nofollow" data-mce-fragment="1" target="_blank" data-mce-href="https://www.youtube.com/watch?v=RGqvm91veRI">Sam Smith, the Lord of the Board</a>. For a long time, we’ve been admirers of Sam’s map. It truly felt like something we would design, and it provided new and interesting strategic geographies to play with. Here’s the map as he designed it:<br data-mce-fragment="1"><br data-mce-fragment="1"></p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8478621_480x480.jpg?v=1730909676" alt=""></p>
<p><br data-mce-fragment="1">I love this map as a new take on Autumn map conventions that focuses conflict into the<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">natural chokepoints</strong><span data-mce-fragment="1"> </span>in the gorge itself, giving it a very different feel. It also introduces no new rules, so it’s easy to learn. That said, the map was designed before the Marauder Expansion came out, which means that some of the forest shapes need to change in order to support the Keepers in Iron. This map will go through a full testing and development regime, and will of course be illustrated by Kyle.<br data-mce-fragment="1"><br data-mce-fragment="1">As far as experiments go, I would like to take a page from the Marsh map and see whether there are opportunities for a<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">modular setup</strong><span data-mce-fragment="1"> </span>where the bridges and/or ladders can be moved, but otherwise I wouldn’t expect any sea change here. Sam has clearly done his homework, and it shows. I'd like to preserve its qualities without adding a bunch of special rules that bog it down during play.<br data-mce-fragment="1"><br data-mce-fragment="1">As you might tell, we’re still in the early stages of thinking through these questions. In particular, we don’t know yet whether shrinking the Marsh map is feasible without impacting balance too much! This will require much more playtesting to pin down, but it’s a major focus and we have many, many months to do it right.</p>
<p><strong data-mce-fragment="1">Root: The Homeland Expansion</strong><span data-mce-fragment="1"> </span>adds new factions and two new maps to Root! Its Kickstarter launches on<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">October 22nd, 2024</strong>. To find out more, click<span data-mce-fragment="1"> </span><a rel="nofollow" class="postlink" href="https://www.kickstarter.com/projects/2074786394/the-next-root-expansion?ref=bggforums" data-mce-href="https://www.kickstarter.com/projects/2074786394/the-next-root-expansion?ref=bggforums" target="_blank" data-mce-fragment="1">here</a>.</p>
<p>Find all of Josh's Root: The Homeland Expansion Design Diaries on<span> </span><a href="https://boardgamegeek.com/boardgameexpansion/428335/root-the-homeland-expansion/forums/68" title="News Forum for the game on Board Game Geek">BoardGameGeek</a>!</p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-3-the-twilight-council</id>
    <published>2024-10-10T08:00:03-05:00</published>
    <updated>2024-10-10T08:00:03-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-3-the-twilight-council"/>
    <title>Root: The Homeland Expansion | Design Diary #3: The Twilight Council</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">Sickened by the enduring conflict, the Twilight Council hosts assemblies to end the war, bringing together all the Woodland from the lowliest mouse-in-a-sack to the mightiest hawk with a royal claim. The assemblies emphasize political connections over pure numbers of warriors, pushing the factions away from bloody battle and toward heated debate. As the Council progresses in their mission, they can declare edicts to change how the assemblies work, manipulating their enemies’ incentives and actions.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-3-the-twilight-council">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p data-mce-fragment="1"><b data-mce-fragment="1"></b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">The Woodland is at war. War is hell, and the common Woodfolk would prefer it ended sooner rather than later. That’s where the Twilight Council comes in. In case you’re not familiar with them yet, here’s how I pitch them:</span></p>
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">Sickened by the enduring conflict, the Twilight Council hosts assemblies to end the war, bringing together all the Woodland from the lowliest mouse-in-a-sack to the mightiest hawk with a royal claim. The assemblies emphasize political connections over pure numbers of warriors, pushing the factions away from bloody battle and toward heated debate. As the Council progresses in their mission, they can declare edicts to change how the assemblies work, manipulating their enemies’ incentives and actions.</span></p>
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">The Twilight Council is almost a bizarro Woodland Alliance. The Alliance wants to mobilize sympathizers through outrage, which means that the Alliance actually wants to act in ways that will generate that outrage they seek. The more atrocities, the more backlash against the oppressors—they want to sharpen the effects of the war in order to end it. The Council, on the other hand, wants to provide a framework for the Woodland to cool down the war. Though the Council faction is represented by bats, the Council as a movement as a whole includes all the Woodfolk.</span></p>
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">The Council adds a </span><b data-mce-fragment="1">new action </b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">to the game for everyone: </span><b data-mce-fragment="1">assembling</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">. This is a new way to remove warriors that deemphasizes warrior counts and emphasizes hand management. It uses the battle dice but feels very different! The assembly also adds a new way to draw cards, </span><b data-mce-fragment="1">conceding</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">, letting players draft their hands more effectively. I’ll describe this all in more detail throughout the diary. </span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">In my diary on the Lilypad Diaspora, I mentioned that the core conceit of the faction clicked into place quickly and stayed solid. This was anything but the case for the Twilight Council! What their assemblies do and how they work have gone through many more major changes than the Diaspora—as of this diary, it’s on version #19.</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">Because this faction went through so many more major changes than the Diaspora did, I’m going to write this diary in more of a narrative way, flying from version to version and explaining how the design changed over time. So, back in time we go!</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><b data-mce-fragment="1">Version 1: Laws</b></p>
<p><img alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_1_480x480.png?v=1728321135" style="display: block; margin-left: auto; margin-right: auto;" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_1_480x480.png?v=1728321135" data-mce-style="display: block; margin-left: auto; margin-right: auto;"></p>
<p> </p>
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">Originally, the Bats would pass </span><b data-mce-fragment="1">Laws</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">, which were basically restrictions on what players could do in clearings. An example of one might be “Players cannot battle in fox clearings.” Then the Bats would attempt to </span><b data-mce-fragment="1">enforce</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"> these Laws by getting more assemblies down and ruling clearings. If they could successfully enforce these Laws, they scored points.</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">This early version also used a</span><b data-mce-fragment="1"> round-robin voting</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"> system where any of the players could play cards in as Votes to influence which suit the Law affected. Because cards are a bulky currency, I let players redraw cards.</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">This version had tons of issues: The Laws were difficult to remember, because Root players are not used to checking the area around the board except for Dominance cards. The scoring did not scale well with player count, since it became easier for enemies to break Laws inadvertently if there were more players in the game. The Laws were difficult to strategize with—it was extremely hard to predict how a “no battle in fox clearings” Law would play out, for example, especially in the early game, so there was little incentive to participate in the assemblies except for the opportunity to ditch cards and redraw.</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><b data-mce-fragment="1">Version 2: Laws as Tokens</b></p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_2_480x480.png?v=1728321163" alt=""></p>
<p> </p>
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">Overall, this cut was all about </span><b data-mce-fragment="1">grounding</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"> the assembly process in specific clearings, for usability’s sake, so I turned the Laws into tokens. This did make it much easier to interpret where Laws were, but it </span><i data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">greatly</span></i><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"> restricted how much of the map the Laws affected at a time. It just didn’t matter often enough.</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">I also recognized that the old round-robin system of voting could break the game flow, so I experimented with a </span><b data-mce-fragment="1">head-to-head voting system </b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">where the player with the most pieces in the clearing could override the Law and choose a new one. This had more of an immediate tactical impact than the previous, vague system, but it introduced a poisonous dynamic. Players would simply want the Law passed that they could most immediately break, which means that their game impact was even further minimized. Clearly this wouldn’t work.</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><b data-mce-fragment="1">Versions 3–5: Carrots, Not Sticks</b></p>
<p><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_3_480x480.png?v=1728321185" alt="" style="display: block; margin-left: auto; margin-right: auto;"></p>
<p> </p>
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">The elephant-sized problem of the previous version was that players simply would not want to engage with the laws. They were all limitations, and except in specific cases people would just want them off the map as quickly as possible. In this version, the Laws become </span><b data-mce-fragment="1">Edicts</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">—tools that players could use to harm each other. This immediately felt much better! …</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">…When it mattered. The faction just did not spread out quickly enough, since only one Edict was placed per turn and only one or two were resolved per turn. So, I expanded the assemblies so that they all got resolved, along with the option to Defer in order to skip assemblies that seemed too risky. I also abandoned some experiments with open hands that sped up assemblies but made them boring. </span></p>
<div style="text-align: center;"><img style="float: none;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_4_480x480.png?v=1728321205"></div>
<p> </p>
<p data-mce-fragment="1"><b data-mce-fragment="1">Versions 6–10: Warriors, Crafting Icons, Incentives<br><br></b>This period of design happened in the weeks before Gen Con and at Gen Con itself, where I was able to run a series of two-turn demos in our room with interested players. Largely, the changes here focused on three areas.</p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">First, it became clear that both cards and points were both poor ways to use the assemblies. One card is </span><i data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">a lot</span></i><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">; one point is </span><i data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">a lot</span></i><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">. A single card pull or point swap is serious business—more than one, and the game’s structure starts to warp around the assemblies in an unhealthy way, cannibalizing the rest of the game. And even worse, in many cases, the assemblies would wash out their effects—Player A would steal a point from Player B, only for the reverse to happen a moment later. It was boring. The only outcome where effects did not wash out was warriors; there was nothing in the assemblies placing warriors back on the map. So I cut the card and point steals.</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">Second, cards as votes proved too restrictive. Generally, the question of “Do I put in a card as a vote?” boiled down to “If it’s not a bird card, then yes. If it’s a bird card, maybe no.” There needed to be more differentiation between cards—a reason to want to keep one card over another. In one playtest, Cole mentioned the idea of using crafting suits as the currency instead of the card suit, which was a great idea! The number of crafting icons measures the size or influence of the group you’re trying to get to come to your side, so it’s a natural fit for the assembly. (If you’re confused and want to read more on thematic considerations in the Craft action, <a href="https://boardgamegeek.com/thread/3374069/article/44931211#44931211">you can read my post about it </a></span><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"><a href="https://boardgamegeek.com/thread/3374069/article/44931211#44931211">here</a></span><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">!)</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">Finally, I knew the Bats’ scoring system wouldn’t produce the themes I wanted to see. At this point, the Bats would score simply based on their number of assemblies or the number of assemblies they ruled. This didn’t express the most important thing: were assemblies </span><i data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">happening</span></i><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"> and </span><i data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">doing their job</span></i><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">? At various points in this period, assemblies would score points when run or score points based on how many warriors they pulled off the map, in various ways.</span></p>
<div><img style="display: block; margin-left: auto; margin-right: auto;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_5_480x480.png?v=1728321386" data-mce-fragment="1" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_5_480x480.png?v=1728321386"></div>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><b data-mce-fragment="1">Versions 11–16: A Major Rebuild</b></p>
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">The demos and tests at Gen Con were useful but ultimately frustrating for me. At this point, the Frogs were clearly resonating with people more strongly than the Bats. The Bats were still fiddly and too complicated, and they did not have a strong thematic hook. The best I could do was say “they can remove warriors permanently.”</span></p>
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<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">So I knew I needed to go back to basics. They needed to remove warriors with assemblies, which needed to involve cards somehow, and likely their crafting suits. Those were my assumptions; everything else I considered subject to change, and change I did. The faction ended up much, much leaner and more flexible all at once.</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">The critical change in this version is to the assembly process: instead of an intricate, multi-round assembly where everyone got a seat at the table and lots of cards were placed out on the table, I reconceptualized it as a </span><b data-mce-fragment="1">battle replacement</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">. This makes sense—if its function is removing warriors, then it slots naturally into the flow of play when battles would happen. This also had the great knock-on effect that </span><b data-mce-fragment="1">players could run assemblies on their turn</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">. With this added flexibility, I could increase how much assemblies suppressed the war—now, if players battled </span><i data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">at all</span></i><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"> in clearings with assemblies, they were heavily penalized.</span></p>
<div style="text-align: center;" data-mce-fragment="1" data-mce-style="text-align: center;"><img style="float: none;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_6_480x480.png?v=1728321417" data-mce-fragment="1" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_6_480x480.png?v=1728321417" data-mce-style="float: none;"></div>
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<p data-mce-fragment="1"><b data-mce-fragment="1">Version 17–19: Coming Up to Speed</b></p>
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">The rebuild paid many dividends, but I began running into considerable issues with the faction’s </span><b data-mce-fragment="1">puzzle</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"> and its </span><b data-mce-fragment="1">identity</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">. It was obvious what the Bats needed to do on their turn. In one playtest, Nick Brachmann, a fellow developer at Leder Games, mentioned that the Council’s puzzle was just too easy to math out, since they could snipe warriors at a known cost. The faction did not ask the player to engage in much strategic thinking or tradeoffs, and the assemblies themselves just did not feel very much like assemblies. To try to address this, I experimented with various systems, including the </span><b data-mce-fragment="1">Loyalist</b><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"> system shown below, but they all proved too much of a table space hog and not particularly interesting.</span></p>
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<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">But after some soul-searching, I realized that some of my design goals for the assembly were holding me back. Specifically, I had hoped to avoid designing an assembly system that felt like battling, which to me meant that I couldn’t use dice. But at this point I had exhausted every conceivable diceless system, so what would the harm be in breaking that rule and experimenting with the dice? Turns out, this was exactly the right decision.</span></p>
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<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">I’m reminded of my design work on the Keepers in Iron. On its face, the use of a card-slotting system like the Eyrie gives some people the impression that they must feel like the Eyrie, but this is completely wrong. Likewise, the assembly system uses the dice from the battle system, but it feels very different due to some critical tweaks.</span></p>
<ul data-mce-fragment="1">
<li style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">The fact that it isn’t a battle means you can get around abilities like the Alliance’s Guerilla Warfare and the Lizard Cult’s Acolytes.</span></li>
<li style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">The concede option and reroll order give much more control to defenders than in battle.</span></li>
<li style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">The lack of hit limit based on warrior count makes it feasible, and even preferable sometimes, to approach a large force of warriors with just one or two.</span></li>
</ul>
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<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">Finally, moving to a system with more uncertainty let me hone in on the most straightforward, thematic scoring system that the faction has seen so far: they simply score a point for each assembly that resolved during the Council’s turn and survived it.</span></p>
<br data-mce-fragment="1">
<p data-mce-fragment="1"><b data-mce-fragment="1">Where We’re At</b></p>
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">And we’re up to the present! Here’s the player board as it stands:</span></p>
<div><img style="display: block; margin-left: auto; margin-right: auto;" alt="" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_7_480x480.png?v=1728321442" data-mce-fragment="1" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_7_480x480.png?v=1728321442"></div>
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<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">This version has been testing extremely well—people are enjoying it, and after running through the assembly once or twice the whole process clicks. After much struggling, the core conceit works! The next step for the Council is iterating their Edict cards. Here are a few of them:</span></p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Council_8_480x480.png?v=1728321533" alt=""></p>
<p data-mce-fragment="1"> </p>
<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">Basically, near the end of the Council’s turn, they can declare a single Edict as long as they have enough Active Assemblies and revealed cards of the right suit. These are the youngest part of the design. Basically, they are designed to give the Council the ability to change how assemblies work, along with some once-in-a-while action flexibility, letting do things they otherwise couldn’t, like moving and battling. Their costing is all out of whack, and it remains to be seen how things like revealed bird cards play into fulfilling their suit costs.</span></p>
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<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">One thorny issue of note: The Council is particularly weak right now against extremely belligerent factions like the Lord of the Hundreds, so the Council will likely receive some countermeasures in their Edicts—maybe something like drawing cards that others discard from their Woodland Pacifism ability, maybe a more direct downside for battling assemblies like making them give no victory points when removed, or something else.</span></p>
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<p data-mce-fragment="1"><span style="font-weight: 400;" data-mce-fragment="1" data-mce-style="font-weight: 400;">Anyway, that’s all for this week. Come back to hear about the new maps—the Gorge Map and the Swamp (or Marsh) Map. See you then!</span></p>
<br data-mce-fragment="1">
<p><strong data-mce-fragment="1">Root: The Homeland Expansion</strong><span data-mce-fragment="1"> </span>adds new factions and two new maps to Root! Its Kickstarter launches on<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">October 22nd, 2024</strong>. If you would like to sign up to be reminded, click<span data-mce-fragment="1"> </span><a href="https://www.kickstarter.com/projects/2074786394/the-next-root-expansion?ref=bggforums" class="postlink" rel="nofollow" data-mce-fragment="1" target="_blank" data-mce-href="https://www.kickstarter.com/projects/2074786394/the-next-root-expansion?ref=bggforums">here</a>.</p>
<p>Find all of Josh's Root: The Homeland Expansion Design Diaries on<span> </span><a title="News Forum for the game on Board Game Geek" href="https://boardgamegeek.com/boardgameexpansion/428335/root-the-homeland-expansion/forums/68">BoardGameGeek</a>!</p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-2-old-faces-and-new</id>
    <published>2024-10-03T09:30:02-05:00</published>
    <updated>2024-10-07T12:18:16-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-2-old-faces-and-new"/>
    <title>Root: The Homeland Expansion | Design Diary #2: Old Faces and New</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">Throughout history, diasporas have played a critical role in societies and their politics. Because of their precarious position, they have been used and abused by monarchs, empires, and hegemonic cultures, whether through labor exploitation, use as a political wedge, or scapegoating. So it’s about time that they got their due in Root, in the form of the Lilypad Diaspora. In case you’re not familiar with them yet, here’s how I pitch them:</span><p><a class="read-more" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-2-old-faces-and-new">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p>Throughout history, diasporas have played a critical role in societies and their politics. Because of their precarious position, they have been used and abused by monarchs, empires, and hegemonic cultures, whether through labor exploitation, use as a political wedge, or scapegoating. So it’s about time that they got their due in Root, in the form of the Lilypad Diaspora. In case you’re not familiar with them yet, here’s how I pitch them:<br data-mce-fragment="1"><br data-mce-fragment="1">Scattered long ago and suppressed ever since, the Lilypad Diaspora now returns to their Woodland home. While they hope to reintegrate peacefully, peace is rare in the midst of civil war. As they train their warriors, they must ensure that their desire for safety does not tip into outright aggression. With weapons at the ready, a simple misunderstanding between the Diaspora and the Woodland can flare into vicious reprisals, hardening the Diaspora’s militancy and spreading resentment against their cause.<br data-mce-fragment="1"><br data-mce-fragment="1">To start, let’s jump right in and show the player board as it stands:<br data-mce-fragment="1"><br data-mce-fragment="1"></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/frogspb_480x480.jpg?v=1727791768" alt="The September 2024 iteration of the Frog player board" style="margin-right: 32.5px; margin-left: 32.5px; float: none;"></div>
<p><br data-mce-fragment="1">The central mechanic of the Diaspora is that it<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">adds a new suit</strong><span data-mce-fragment="1"> </span>to the game: a new deck of Frog cards and a Frog token to add this suit to clearings. Frog tokens are<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">double-sided</strong>, with Peaceful and Militant sides, and the faction scores points based on<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">Peaceful Frog tokens</strong>. While a token is Peaceful, its clearing is double-suited; for example, a clearing could be both Frog and Fox suited. On the flip side,<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">Militant Frog tokens</strong><span data-mce-fragment="1"> </span>are the only way that the Diaspora can get warriors, but they also can prompt<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">Reprisals</strong>, replacing their clearing’s suit with Frog alone.<br data-mce-fragment="1"><br data-mce-fragment="1">Throughout its concepting and design, these pillars have stayed solid, and when I first showed off the Diaspora to the public at Gen Con, I knew the faction was on the right track. People understood its concept right away, and their eyes lit up.* It was a huge breath of fresh air after working on the faction internally for many months!<br data-mce-fragment="1"><br data-mce-fragment="1"><strong data-mce-fragment="1">* As an aside:</strong><span data-mce-fragment="1"> </span>At Gen Con, Matt Lees from Shut Up and Sit Down came by, looked at the placeholder Militant Frog tokens, and said, “Graphic design is my passion, and you simply cannot change this token art.” Please enjoy their majestic art, which to the disappointment of all has since changed:</p>
<p> </p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/frogmad_480x480.jpg?v=1727791789" alt="An early token with a line drawing of a frog surrounded by red exclamations points and the word MAD" style="margin-right: 110.5px; margin-left: 110.5px; float: none;"></div>
<div style="text-align: center;"></div>
<h3 data-mce-fragment="1" class="markup-heading" _ngcontent-ng-c2385735053="">Goals</h3>
When making a faction, it’s important to have some design goals: What should it bring to the table? How does the faction make Root feel different for everyone? What moments or feelings do you want to evoke? Here are the goals for the Diaspora:<br data-mce-fragment="1"><br data-mce-fragment="1"><strong data-mce-fragment="1">Promotes structured player politics.</strong><span data-mce-fragment="1"> </span>The Diaspora injects a critical moment of player politicking: Reconciling. By giving a card to the Diaspora, an enemy faction can flip a Frog token with their pieces to Peaceful as well as draw a Frog card from the Frog deck. If nobody Reconciles, this triggers Reprisals, where Militant Frog tokens cover their clearing suits and force mass card discards.<br data-mce-fragment="1"><br data-mce-fragment="1"><strong data-mce-fragment="1">Deepens card play and map dynamics for everyone.</strong><span data-mce-fragment="1"> </span>They introduce a new suit to the game! Over the course of the game, this suit should feel increasingly impactful as Frog tokens are added to the map. Every faction should care about where the Frog clearings are and whether they have access to Frog cards.<br data-mce-fragment="1"><br data-mce-fragment="1"><strong data-mce-fragment="1">Plays like an insurgent or a militant.</strong><span data-mce-fragment="1"> </span>If you play the Diaspora as a more peaceful faction, you will feel more like an insurgent. If you build up their military, you can play them militantly.<br data-mce-fragment="1"><br data-mce-fragment="1">
<h3 data-mce-fragment="1" class="markup-heading" _ngcontent-ng-c2385735053="">Stories</h3>
Being able to play the Diaspora more peacefully or more militantly is not an arbitrary mechanical goal. There are so many diasporas out there with so many different stories, which demand representation. Broadly, I want the faction to be able to tell three broad kinds of stories:<br data-mce-fragment="1"><br data-mce-fragment="1"><strong data-mce-fragment="1">First, a peaceful, fairly optimistic story.</strong><span data-mce-fragment="1"> </span>The Diaspora scores points each turn if they spend cards matching the clearings with their Peaceful Frog tokens. So in theory, the faction can win simply by integrating peacefully into the Woodland, finding acceptance and community. However, the other factions may not allow this…<br data-mce-fragment="1"><br data-mce-fragment="1"><strong data-mce-fragment="1">Second, a complicated story of peace and war.</strong><span data-mce-fragment="1"> </span>The Diaspora scores some of its points from peaceful integration, some from crafting, and some from battling the other factions, sometimes in reasonable defense and sometimes as a “preventive measure.”<br data-mce-fragment="1"><br data-mce-fragment="1"><strong data-mce-fragment="1">Third, a bloody, cynical story.<span data-mce-fragment="1"> </span></strong>The Diaspora prioritizes military build-up and their enemies refuse to reconcile, leading to mass reprisals and expelling droves of Woodfolk from their homes and burrows. This allows for the play of a Frog Dominance card, which I will describe later.<br data-mce-fragment="1"><br data-mce-fragment="1">
<h3 data-mce-fragment="1" class="markup-heading" _ngcontent-ng-c2385735053="">The Tokens</h3>
<p>As I described in my first design diary, the Diaspora is not a monolith, but a fractious, multifaceted faction, and its constituents have many different ideas about the Diaspora’s history and how the faction should (or shouldn’t!) reintegrate into the Woodland. Largely, this is represented by their Militant and Peaceful Frog tokens.<br data-mce-fragment="1"><br data-mce-fragment="1"></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/tokens_480x480.jpg?v=1727791817" alt="Examples of the current token, with a content frog on one side and an angry frog on the other" style="margin-right: 32.5px; margin-left: 32.5px; float: none;"></div>
<p><br data-mce-fragment="1">While the tokens have stuck around from the beginning, the mechanics for placing, flipping, and scoring them have changed quite a bit. Let’s walk through a few of those old ways!<br data-mce-fragment="1"><br data-mce-fragment="1">Early on, the Diaspora had a<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">Stance track</strong>, which represented their current peacefulness or militancy. If their Stance was on its Peaceful side, they could place tokens Peaceful, and vice versa. The Frog cards represented different personalities within the faction—a warmonger or a peacemaker, for example—and both the Diaspora and other factions could use these cards to change the Stance. The Stance would drift toward neutral on each Diaspora turn, and the Stance could get stuck on Peaceful or Militant for a while if the track tipped all the way in one direction or another.</p>
<p> </p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/stance_480x480.jpg?v=1727791833" alt="Example of the stance track" style="margin-right: 32.5px; margin-left: 32.5px; float: none;"></div>
<p><br data-mce-fragment="1">Ultimately, I threw out the Stance track because it was too porous to other players but too manageable for the Diaspora itself. Once another player had access to a Frog card that changed the Stance a lot, they could completely shift the Diaspora’s strategy with a single card play. For the Diaspora, they could carefully tune their plays of Frog cards in order to wash out their effects and keep their Stance right where they wanted it, removing any puzzle involving working around the Militant or Peaceful parts of their faction.<br data-mce-fragment="1"><br data-mce-fragment="1">In the Gen Con version, the faction also faced<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">Woodland Intolerance</strong>, where a die roll each turn flipped Peaceful tokens to Militant. I liked this mechanic because it demonstrated some antagonism between the Woodland itself and the Diaspora. However, the Reprisals mechanic already demonstrates this, through covering clearing suits and discarding cards, representing loss of support.<br data-mce-fragment="1"><br data-mce-fragment="1">For<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">placement</strong>, their scaling speed was the main concern. Let them scale too quickly, and it either means they score too quickly or it warps the game for other players, incentivizing too much killing of defenseless Frog tokens over other goals. Restrict placement only to rule, and you can over-emphasize their military game. (I want to ensure the possibility of peaceful spreading!) I’ve opted for a mixed strategy where you can either rule, guaranteeing your safety through force, or you can spend a card, using your Woodland contacts to ensure peaceful integration.<br data-mce-fragment="1"><br data-mce-fragment="1">As far as<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">scoring</strong><span data-mce-fragment="1"> </span>goes, I’ve worked through tons of ways of assessing the Peaceful tokens: simple scaling based on number of Peaceful tokens, points when placing but losing points from too many Militant tokens, points based on the clearing suit with the most Peaceful tokens, and so on. Certain methods scaled their scoring too quickly, some too slow. Others provided too many opportunities for soft lockouts where people couldn’t possibly dig themselves out of their scoring hole. Right now, I’m pretty happy with their Lizard-like scoring style, where they can spend one card each of fox, mouse, and rabbit suits (or substituting a bird as a wild), and score 1 point for each Peaceful Frog token in matching clearings. This not only adds map texture and gets the scaling right, but also adds the most thematic resonance. Integration is a relationship with multiple parties: the Diaspora itself and the foxes, rabbits, mice, and birds of the Woodland!<br data-mce-fragment="1"><br data-mce-fragment="1"></p>
<h3 data-mce-fragment="1" class="markup-heading" _ngcontent-ng-c2385735053="">The Deck</h3>
<div style="text-align: start;"><img data-mce-fragment="1" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/deck_480x480.jpg?v=1727791848" alt="Some early examples of the cards that will be in the frog deck" style="display: block; margin-left: auto; margin-right: auto;" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/deck_480x480.jpg?v=1727791848" data-mce-style="display: block; margin-left: auto; margin-right: auto;"></div>
<p> </p>
<p>The Diaspora’s Frog deck is where a lot of the interactive thematics come through. Right now, players gain access to cards from the Frog deck by reconciling with the Frogs, giving a card to the Diaspora in exchange for a Frog card and flipping a Militant Frog token to Peaceful.<br data-mce-fragment="1"><br data-mce-fragment="1">It’s important to show how the Diaspora’s enemies might leverage their relations with the Diaspora for their own ends: using the Diaspora’s people for labor, engaging in peace talks (“We reconciled before. I’m not a threat. Why should you keep warriors here?”), or even declaring yourself to be the lord-host or protector of the Diaspora through its Dominance card. (Though to prove your position as protector, this may require some suppression of the Diaspora’s own warriors in the process, for their own good…)<br data-mce-fragment="1"><br data-mce-fragment="1">The deck works pretty well right now, but it’s also probably the weakest part of the design, since the most common piece of Diaspora feedback right now is “Please let the Diaspora use Frog cards.” This is understandable, but there are various obstacles: Each card would need to be useful for both the Diaspora and enemies in non-broken ways, or else players would need to be able to pick and choose the cards they draw in some way. The Diaspora would also need a way to draw Frog cards without distracting too much from other suits, and they would have to actually care about the Frog suit. Right now, they care about card suits for placing and scoring Peaceful Frog tokens; the Frog suit is useless for placing tokens, and it would be too powerful to let them score all Peaceful Frog tokens by spending a Frog card.<br data-mce-fragment="1"><br data-mce-fragment="1">The ideal route is unclear right now, but this is a workable question that has various solutions! There’s plenty of time for working out these issues in the months of development to come. I hope you enjoyed this look inside the Diaspora. Please come back for my next designer diary about the Twilight Council: the Bats!</p>
<p><strong data-mce-fragment="1">Root: The Homeland Expansion</strong><span data-mce-fragment="1"> </span>adds new factions and two new maps to Root! Its Kickstarter launches on<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">October 22nd, 2024</strong>. If you would like to sign up to be reminded, click<span data-mce-fragment="1"> </span><a data-mce-fragment="1" href="https://www.kickstarter.com/projects/2074786394/the-next-root-expansion?ref=bggforums" class="postlink" rel="nofollow" target="_blank" data-mce-href="https://www.kickstarter.com/projects/2074786394/the-next-root-expansion?ref=bggforums">here</a>.</p>
<p>Find all of Josh's Root: The Homeland Expansion Design Diaries on <a title="News Forum for the game on Board Game Geek" href="https://boardgamegeek.com/boardgameexpansion/428335/root-the-homeland-expansion/forums/68">BoardGameGeek</a>!</p>]]>
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  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-1-coming-to-kickstarter-october-22-2024</id>
    <published>2024-09-27T10:00:01-05:00</published>
    <updated>2025-09-24T08:32:47-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-1-coming-to-kickstarter-october-22-2024"/>
    <title>Root: The Homeland Expansion | Design Diary #1 - Coming to Kickstarter October 22, 2024!</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">I started to ponder the expansion: what part of Root was I interested in exploring? Here’s what: Root is a living, breathing ecosystem because of the</span><span data-mce-fragment="1"> </span><strong data-mce-fragment="1"><em data-mce-fragment="1">Woodland</em></strong><span data-mce-fragment="1">. The factions are not self-contained—they rely on the creatures of the Woodland to accomplish their goals. The Marquise works (and Overworks) the Woodfolk, the Eyrie enact their Decree through Woodfolk advisors and notables, and so on. You, as the faction leadership, are nothing without the Woodfolk. So, I first wanted to focus on this multiple, fractious nature of the factions.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/root-the-homeland-expansion-design-diary-1-coming-to-kickstarter-october-22-2024">More</a></p>]]>
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    <content type="html">
      <![CDATA[<p>Hi there! I’m Josh, lead designer of Root’s next expansion, the Homeland Expansion. If you don’t know who I am, I’ve worked with Leder Games on every studio title starting with Vast, mostly as a developer, rules writer, and editor. For Root, I’ve been a developer and editor on the entire line, and I designed the Keepers in Iron for the Marauder Expansion.<br><br>Early in 2024, after Arcs was in the books, Cole approached me to ask if I wanted to lead the next Root expansion. My answer was something like, “Yes! But…I need to go lie down for a couple months.” So I did—I went to the local cafe a lot, met some new friends, stared at the wall a bit, and started reading through The Power Broker. Arcs was hard! But as my creative energies recovered, I started to ponder the expansion: what part of Root was I interested in exploring?<br><br>Here’s what: Root is a living, breathing ecosystem because of the<span> </span><strong><em>Woodland</em></strong>. The factions are not self-contained—they rely on the creatures of the Woodland to accomplish their goals. The Marquise works (and Overworks) the Woodfolk, the Eyrie enact their Decree through Woodfolk advisors and notables, and so on. You, as the faction leadership, are nothing without the Woodfolk. So, I first wanted to focus on this multiple, fractious nature of the factions.<br><br>The Woodland itself is also more complex than meets the eye. A fox clearing is not just a clearing of foxes alone; the Woodland is not just a bunch of insular ethnic enclaves. Instead, a fox clearing is one where the foxes have overriding influence. That could represent a population majority, but perhaps not! Maybe the clearing is an important crossroads, ruled over by a guild of fox traders. I wanted to highlight the complex compositions of the Woodfolk, their relationships to the factions, and how they could change.<br><br>So we come to the<span> </span><strong>Homeland Expansion</strong>. As its title suggests, its focus is home. Its two big factions, the<span> </span><strong>Lilypad Diaspora</strong><span> </span>and the<span> </span><strong>Twilight Council</strong>, both exemplify this. The Diaspora, composed mostly of frogs and toads, wishes to secure a home in the Woodland, working to integrate peacefully but struggling to find their footing among both the factional war and Woodfolk suspicion and intolerance. The Council, headed by bats but including the Woodland as a whole, wishes to restore peace to their shared homeland, organizing the Woodfolk through assemblies to reconcile with each other, demobilize and de-escalate the conflict, and refuse to cooperate with the violent factions that depend on their labor and bodies to keep the war machine going.<br><br></p>
<a href="https://boardgamegeek.com/image/8440121/caedar" target="_self">
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Bat_Court_Mockup_480x480.png?v=1727197037" alt="Bat faction concept art and meeple" style="float: none;"></div>
</a>
<p><br>Thinking about these themes reminded me of my favorite grand-strategy video games, such as Stellaris, Crusader Kings, and Victoria by Paradox Interactive. I love how these games show that a single faction is actually composed of many factions, whether it’s the relationship between liege lords and vassals in Crusader Kings, interest groups in Victoria, or internal factions in Stellaris. No group is a monolith, but rather a pastiche of people who have different priorities and opinions. The Lilypad Diaspora shows this through its split between peacefulness and militancy, and the Twilight Council shows this through its ever-evolving assemblies.<br><br>But it’s not enough for the Homeland factions to be pastiches of internal groups; those internal groups should respond to the influence of everyone at the table. Essentially, any player should be able to fight proxy wars through the Homeland factions. For the Council, the assemblies are open to all comers, who can convince enemy warriors to lay down their arms…or else. For the Diaspora, anyone can provoke the Diaspora to become more militant by battling them, and can promote peacefulness by reconciling with them, swapping their own cards for cards from the Diaspora’s personal Frog deck. You might antagonize a Homeland faction in one part of the map and reconcile with them in another.<br><br></p>
<div style="text-align: center;"><img style="float: none;" alt="Frog concept art and meeple" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Frog_Troop_Mockup_480x480.png?v=1727197086"></div>
<p><br>These factions work at the roots of Root. (Sorry.) They add a new suit, morph the map, and give everyone a whole new way to use their cards. They’re also a love letter to the Riverfolk Expansion. The Riverfolk factions are so wacky and I adore how they focus on player politics. However, over the years, we’ve found that newer players to Root can struggle to fully engage with them, especially the Lizard Cult. Because of this, I’ve structured the Homeland factions’ politics to ensure they are more accessible to everyone.<br><br>This expansion also includes two new maps—the Gorge Map, based on the excellent map of the same name by Sam Smith, Lord of the Board, and the Swamp Map, based on a map by our very own Patrick Leder! I’ll have plenty more to say about these maps in my fourth design diary.<br><br>That’s all for today, but you’ll hear from me plenty more. I’ll post a new design diary every Tuesday until the crowdfunding campaign begins. Next week, I’ll talk through the Lilypad Diaspora.<br><br>I hope you’ll join me on this journey! Thanks for reading.<br><br></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/RootHL-LandingPage.jpg?v=1758720733" alt="Root Homeland Logo flanked by a bat and frog character." style="margin-bottom: 16px; float: none;"></div>
<p><br><strong>Root: The Homeland Expansion</strong><br>The Homeland Expansion adds new factions and two new maps to Root! Its Kickstarter launches on October 22nd, 2024. If you would like to sign up to be reminded, <a title="Root: The Homeland Expansion on Kickstarter" href="https://kck.st/4fK3iSZ" target="_blank">click here</a>.<br><br><strong>Lilypad Diaspora</strong><br>Scattered long ago and suppressed ever since, the Lilypad Diaspora now returns to their Woodland home. While they hope to reintegrate peacefully, peace is rare in the midst of civil war. As they train their warriors, they must ensure that their desire for safety does not tip into outright aggression. With weapons at the ready, a simple misunderstanding between the Diaspora and the Woodland can flare into vicious reprisals, hardening the Diaspora’s militancy and spreading resentment against their cause.<br><br><strong>Twilight Council</strong><br>Sickened by the enduring conflict, the Twilight Council hosts assemblies to end the war, bringing together all the Woodland from the lowliest mouse-in-a-sack to the mightiest hawk with a royal claim. The assemblies emphasize political connections over pure numbers of warriors, pushing the factions away from bloody battle and toward heated debate. As the Council progresses in their mission, they can declare edicts to change how the assemblies work, manipulating their enemies’ incentives and actions.</p>
<p><strong>Find the original Design Diary on <a title="Root: The Homeland Expansion on Board Game Geek" href="https://boardgamegeek.com/boardgameexpansion/428335/root-the-homeland-expansion" target="_blank">BoardGameGeek</a>! </strong>Subscribe to the page and check back weekly for more Design Diaries and updates as we get closer to the campaign launch on <strong>October 22, 2024</strong>.</p>]]>
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  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/oath-new-foundations-design-diary-6-the-arcs-ing-of-oath</id>
    <published>2024-06-13T15:30:00-05:00</published>
    <updated>2024-06-24T15:05:01-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-6-the-arcs-ing-of-oath"/>
    <title>Oath: New Foundations | Design Diary 6 - The Arcs-ing of Oath</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">In the first diary I wrote for New Foundations, I described how many ideas for this expansion came out of the process of making Arcs. In the same way that Oath’s development had seeded Arcs’s design both thematically and mechanically, the development of Arcs had done likewise with New Foundations. This virtuous circle is pretty rare for me. Mostly I feel like I work against myself. Each game tends to be a reaction against the project I just completed. Oath and Arcs are perhaps the lone exceptions to this rule. The designs sometimes seem like they are speaking to one another. They don’t agree about everything, but they also haven’t resorted to shouting at each other, yet.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-6-the-arcs-ing-of-oath">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p><span data-mce-fragment="1">In the first diary I wrote for New Foundations, I described how many ideas for this expansion came out of the process of making Arcs. In the same way that Oath’s development had seeded Arcs’s design both thematically and mechanically, the development of Arcs had done likewise with New Foundations. This virtuous circle is pretty rare for me. Mostly I feel like I work against myself. Each game tends to be a reaction against the project I just completed. Oath and Arcs are perhaps the lone exceptions to this rule. The designs sometimes seem like they are speaking to one another. They don’t agree about everything, but they also haven’t resorted to shouting at each other, yet.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">Today, I want to talk about one of the biggest things that Arcs has given Oath: New Foundations. It’s not a specific system or mechanism or even a broader design goal. I’ve already written a lot about how specific systems in Arcs have informed systems in Oath and the places where I’m looking to build on those ideas. Instead, today I want to talk about a general design ethos, and what it means to go from thinking about how to make a game to thinking about how to make a framework.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">When I work on history games, I tend to think small. I want the simplest way of expressing the core narrative dynamic that I see at work in the source material. Of course, this doesn’t always lead to small games! John Company is huge—in some ways every bit as large as the games I do at Leder—but its nonetheless very small compared to the vast complexity of its source material and, I think, quite focused as a game. I think this is true of my other history games as well, from An Infamous Traffic to Pax Pamir. It’s also certainly true for my contributions to Molly House. This focus is partly an extension of the fact that I’m not interested in expanding these historical games. They have said their piece about their subjects. I don’t want to add another site to Pamir and, though I’d love to be able to widen John Company’s aperture, I don’t think it would really benefit the core game. The game doesn’t feature the West Indies or its base at Saint Helena or the history of Singapore because I ran out of time, it doesn’t feature them because I didn’t want to dilute the game’s arguments.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">Oath is a funny game in this regard. In some ways, it has the least in common with the other games I’ve worked on at Leder Games. While it was in development, I thought of it very much like a Pax game, and, for that reason, it was originally designed as a single “closed” experienced. Everything the game could ever do was in the box. Period. It wasn’t design to grow or to adapt beyond what we had imagined. Despite that restriction, the game still offered a huge narrative range. More than one reviewer commented on the game feeling like a set of narrative legos.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">But, if the game were a set of legos, there were some legos that, in keeping with modern sets, were perhaps over-articulated and meant for one particular use. For instance, the rules for the recovery of the darkest secret generate fascinating strategic texture, but they are also hard to remember and easy to stumble on and over. I could say the same for some of the peculiarities of citizenship and the conspiracy. These are all good rules in the sense that they widen the game’s strategic space, but they are also ornate.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">An ornate rule isn’t a bad thing. Pamir’s most ornate rule, The Overthrow Rule, is also one of the most important rules in the game and provides critical connective tissue between player tableaus and the map. But such a rule is fiendishly difficult modify and expand upon. Why is this? Well, generally these rules become complex because of the demands the design places upon them. For this reason, they are less flexible than other rules in the game. In addition, they are difficult to tamper with because players have a hard time understanding the implications of any adjustment. A good special power should be easy to hold in your head. The bad ones are the ones which make a subtle alterations to already difficult to understand rules.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">The little secret about these highly-articulated games, and here I mean games like John Company, Oath, Infamous Traffic and Pamir, is that they were not always this way. In the course of design and development, I prize plasticity. I want to be able to easily change all parts of the game to suit my current judgment or the judgment of the development team. Then, as a design nears competition, it hardens. We work hard to find the most interesting way for the game to express it’s arguments and balance the weight of every bit of chrome against the depth that it is offering.</span></p>
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<div style="text-align: center;" data-mce-style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Photo_of_an_early_Oath_prototype_480x480.jpg?v=1719259032" alt="a photo from early in oath's development when few things about the game were certain." style="float: none;" data-mce-style="float: none;" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Photo_of_an_early_Oath_prototype_480x480.jpg?v=1719259032"></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><em>A more open oath? This is a photo from early in the game's development when few things about the game were certain.</em></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><em></em></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><em>  </em></div>
<div style="text-align: center;" data-mce-style="text-align: center;"></div>
<div style="text-align: left;" data-mce-style="text-align: left;">
<span>In contrast, in the case of Arcs and Root, the core engines of the game were kept plastic. The action structure, general terms, and victory conditions are designed to be expressive and flexible. Any thematic detail that would threaten to harden these systems is carefully fenced off. In the case of Root, these elements are cordoned off in the faction design and in the special powers in the game’s deck. In the case of Arcs, it sits mostly in the card powers (guild, lore, and leaders) and, of course, the game’s plot lines.</span><br><br><span>Both of these games can certainly get every bit as chrome-y and exception-filled as John Company or Oath. In the setup of a game of Root, players decide what sorts of game they want to play through the selection of factions. Arcs protracts this process over the course of either a single game (with the buying of guild cards) or over the whole campaign (with the progress through a plot line). In both cases, players have a lot of agency in determining the shape and scope of their game’s mechanical and thematic articulation.</span><br><br><span>With the expansion to Oath, I want to recapture just a bit of the plasticity that Oath enjoyed in its development. My hope is that by doing this, players will then have more latitude to alter the game in the chronicle. Oath, as it exists now, is not the only way it might have existed.</span><br><br><span>Playtesters probably have a better understanding of this than most. Our testing discords are easily most active when a game is in its earliest and most open stages. Then, as the game becomes what it is, a hush begins to descend. This makes perfect sense. In my experience, most playtesters are interested in the possibilities of a game. Once those possibilities are winnowed down to a single path forward, there’s a lot less to talk about, and testers will naturally move on to other more inchoate projects. I don’t blame them! In fact, I often I could join them as they head to the next project that strikes their fancy.</span><br><br><span>One of the primary achievements of Arcs’s design is that it allowed the game to remain flexible, even as the design was completed. This wasn’t an accident. It was clear from the game’s first design document that the game would need an open design that could be modified dramatically over the course of play. I’ve started to think about these designs as “frameworks” more than games. If a game is a particular articulation of a set of restrictions play possibilities (say, a set of 4 Root factions along with their map and deck choice) a framework was what we might think of as the core rules of Root: the basic grammar of the game.</span><br><br><span>For all of its factions, Root’s grammar is actually quite limited. We have some basic movement and combat rules, resources in the guise of a deck of cards, and a few piece categories, such as slot, path, forest, warrior. This is all well-and-good for creating a traditional asymmetric wargame, but the system would struggle to tell stories outside of that genre. This is one reason why factions designed around pacifism never quite feel at home in the design. The Lizard Cult, for instance, was originally designed as an entirely peaceful faction, but we found we just couldn’t give them bite without providing them some of the same pointy tools that the other factions enjoyed.</span><br><br><span>Arcs has a significantly more open framework. The card-play system ensures that game play generates narrative tension, even if the actual player positions have no built-in overlap. To this we built out an adaptive action system that could easily take modification from cards powers. We also created design templates for the cards that allowed for a ton of flexibility. It’s possible, for instance, to imagine building a Root faction within the rules of Arcs. The reverse was not true. Imagine trying to build the Believer or the Pathfinder plot lines in Root!</span>
</div>
<div style="text-align: left;" data-mce-style="text-align: left;"><span></span></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><span><img alt="Cards from Arcs" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/cardsfromArcs_480x480.jpg?v=1719259103" style="float: none;" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/cardsfromArcs_480x480.jpg?v=1719259103" data-mce-style="float: none;"></span></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><em>Cards from Arcs.</em></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><span></span></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><span>  </span></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><span></span></div>
<div style="text-align: left;" data-mce-style="text-align: left;"><span>Oath occupies a middle ground. While the game is more open than Root, it’s late stage development had closed many doors that might have otherwise remained open. Part of the work of the upcoming expansion is to reopen those doors and find ways of keeping them open even after we finish our work. Here the most important tool we have is a group of adjustments I’m collectively calling the foundations system.<br><br>The foundations system does two things. First, it replaces the old chronicle phase with a set of 3 tasks that are associated with the winner, the holder of the Darkest Secret, and the holder of the People’s favor. Here I couldn’t help but be inspired by Dominic Valdes’s work on the Suit Wars variant (<a tabindex="0" class="ng-star-inserted" href="https://boardgamegeek.com/thread/2725471/suit-wars" target="_self" _ngcontent-ng-c707441524="" data-mce-href="https://boardgamegeek.com/thread/2725471/suit-wars" data-mce-tabindex="0"><span class="ng-star-inserted" _ngcontent-ng-c707441524="">Suit Wars</span></a>). At the end of the game, instead of the winner resolving all of the phases in a mostly procedural fashion (that is, with few real choices), each of these three roles would have real agency over how the game developed. And, critically, a player could only resolve on of these, so if you ended the game with two preconditions, you had to pass one of those two responsibilities to another player.</span></div>
<div style="text-align: left;" data-mce-style="text-align: left;"><span></span></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><span><img alt="Chronicle card prototypes." src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Chronicle_Card_prototypes_480x480.jpg?v=1719259155" style="float: none;" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Chronicle_Card_prototypes_480x480.jpg?v=1719259155" data-mce-style="float: none;"></span></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><em>Chronicle card prototypes.</em></div>
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<div style="text-align: center;" data-mce-style="text-align: center;"><em>  </em></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><span></span></div>
<div data-mce-style="text-align: center;"><span>The winner would be responsible for adjusting the map as well as drafting new empire tiles or creating a fresh deck if they were a usurper. The player with the people’s favor would be given extra latitude over which cards would be dispossessed and, potentially, which cards would be added (we’re still working on this second element). The most important job, however, would be reserved for the player with the Darkest Secret. This player would look at the status of the Darkest Secret and draw a number of cards from the foundations deck.<br><br>The foundations deck is the interface that allows players to alter the core rules of the game. It interacts with two new elements. First, there will be some kind of book or display for “active modifications” similar to the one we used in the Arcs campaign. If you played a card that changed the combat system, we needed a way for the game to remember that it had been altered. The second element is an archive of possible modifications. This archives includes both new pieces such as variants of the Darkest Secret as well as a host of cards, including new foundations cards which can undo changes as well as provide players with additional changes that build on previous ones.<br></span></div>
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<div style="text-align: center;" data-mce-style="text-align: center;"><span><img alt="Foundation card prototypes." src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/FaoundationCardsPrototypes_480x480.jpg?v=1719259211" style="float: none;" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/FaoundationCardsPrototypes_480x480.jpg?v=1719259211" data-mce-style="float: none;"></span></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><em>Foundation card prototypes.</em></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><em></em></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><em>  </em></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><span></span></div>
<div style="text-align: left;" data-mce-style="text-align: left;"><span>Let’s run through a couple examples so you can see what I mean. First, a simple one. Foundation card 17 is called “Rise of the Advisers.” This has a simple persistent power, doubling the amount of influence each of your advisers provides, but, crucially, ignoring a players personal stash of favor. In addition, if in play, it will also add in its complementary off-switch (“Fall of the Advisers”) to the foundations deck. If you’ve got a lineage that offers you a bonus advisor, this modification can offer some important strategic advantages. Or, you might just prefer having the game’s influence system be more closely linked to advisers.<br><br>Other foundations might shake up the game more dramatically. For instance, they can introduce alternate takes on both the People’s Favor and the Darkest Secret. Some will even let exiles carry their control of territories from one game to the next.</span></div>
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<div style="text-align: center;" data-mce-style="text-align: center;"><span><img alt="Prototype new components for the foundations system" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/FoundationsPrototypes_480x480.jpg?v=1719259276" style="float: none;" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/FoundationsPrototypes_480x480.jpg?v=1719259276" data-mce-style="float: none;"></span></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><em>Prototype new components for the foundations system.</em></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><em></em></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><em>  </em></div>
<div style="text-align: center;" data-mce-style="text-align: center;"><span></span></div>
<div style="text-align: left;" data-mce-style="text-align: center;"><span>These cards, simple though they are, require us to do some work on the back-end of Oath to make sure that the various card effects and rules still hold together. In most cases, this means opening up Oath just a bit. It’s likely that certain clusters of rules, such as citizenship, will need to be restructured to better lend themselves to this modularity and we might even have to revise a few denizen cards, but what we have to gain seems well-worth the effort. By making Oath’s core game a little more plastic, we can build design framework that allows chronicles to grow and change in dramatic ways. To my mind, this is critical in allowing Oath to further deliver on its most ambitious ludo-narrative promises.<br><br>If you'd like to hear more about the game, I'm going to be talking about how we're adapting our internal processes to meet the challenge of this new game next Monday during a little design stream I'll do over on Twitch (<a href="https://youtu.be/ldSVL8OPPBk">Here's a link to the recording on YouTube</a>). The studio has changed so much since the days of Root and Oath, and we've gotten a lot better at tackling big projects. But, as we've grown, we've also done our best to keep the core character of our work intact. This has not always been easy and I'll be reflecting on some of our previous projects as well as getting into the weeds on how we plan on executing this current project.<br><br><a href="https://www.kickstarter.com/projects/2074786394/oath-new-foundations" target="_blank">And, if you haven't had a chance to check out the crowdfunding campaign, you can see it here.</a> None of our major projects would be possible without your support, and we are so thankful that the performance of the campaign has given us space to explore some of our wilder ideas.</span></div>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/oath-new-foundations-design-diary-5-empires-and-difference</id>
    <published>2024-06-07T15:00:00-05:00</published>
    <updated>2024-06-24T14:52:58-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-5-empires-and-difference"/>
    <title>Oath: New Foundations | Design Diary 5 - Empires and Difference</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">The early development of Oath was a very frustrating, protracted experience, and not something I’ve written much about. Partly, there’s not much to say. While the origins of the design go back very far, I only started working on the game that would become Oath (originally called Saga) during the year after Root’s release. For months, it bore hardly any fruit. With Root, I had benefited from a very clear design prompt from Patrick. Oath could be anything and was, consistently, amounting to very little. Thankfully, I was able to earn my keep during these months by helping out on <em>Vast: the Mysterious Manor</em> and the wave of new <em>Root</em> expansions that came with Underworld.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-5-empires-and-difference">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p><span data-mce-fragment="1">The early development of Oath was a very frustrating, protracted experience, and not something I’ve written much about. Partly, there’s not much to say. While the origins of the design go back very far, I only started working on the game that would become Oath (originally called Saga) during the year after Root’s release. For months, it bore hardly any fruit. With Root, I had benefited from a very clear design prompt from Patrick. Oath could be anything and was, consistently, amounting to very little. Thankfully, I was able to earn my keep during these months by helping out on <em>Vast: the Mysterious Manor</em> and the wave of new <em>Root</em> expansions that came with Underworld.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">One aborted attempt, worked on in the summer of 2019, focused its attention on different types of governments. Instead of the Oath/Victory Condition framework, there was a regime type which not only determined victory conditions but also sculpted play. For instance, in a monarchy players had to play courtly politics and manage their dynasty. In a republic, players needed to maintain sway over critical interest groups. And, in anarchy, players spent their time boxing out weaker rivals through sheer force of will.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">I wanted to build a diverse array of political systems. Some would be highly articulated. The monarchy system, for instance, had both a succession system and a system that would model courtly politics. The republic system introduced voting mechanisms and parliamentary procedure. These contrasted very sharply with the despotic regime, which introduced very few rules to the design and mostly got out of the way so players could tear each other apart.</span></p>
<p><span data-mce-fragment="1"> </span></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/EarlyOathBoard_480x480.jpg?v=1719258278" alt="Early Government board for Oath" style="float: none;"></div>
<div style="text-align: center;">
<em>Early Government Board for Oath</em><br><br>
</div>
<div style="text-align: left;">
<span>This proved to be a very foolish ambition. Basically, I was designing as many different games as there were governmental types. And, because the game often changed very quickly from one government to another, players had very little time to internalize the different political systems. Oath is, in some ways, a game about slow history. It cannot and should not change too quickly. But, at this point, I hadn’t fully internalized the restrictions that working on a generational political game would place upon the design. I also hadn’t seriously appreciated the demands that such a system might put on players. That’s a long way of saying that I found out the hard way that the idea was a bad one. I kept working on it for a couple months without looking up and failed to notice that I was slowly walking towards a brick wall.</span><br><br><span>The key realization that made the design of Oath possible was that players need time to learn the game and the world if we want its changes to impact them. This, I’ll admit reluctantly, is one of the reasons why working on established intellectual proprieties such as Star Wars can be so fruitful. Players already know so much about the world and its characters! One of the critical ideas that made Oath work was the fact that deck stays largely stable from one game to the next. If a player abused the alchemist one game for victory, that card might still be lurking around in the next. If it’s ever dispossessed, it will be felt loss, rather than just an idiosyncrasy of a randomized setup/teardown. To be surprised at the usurpation of a king, players have to have the expectation of dynastic continuity.</span><br><br><span>I think it’s possible that the original Oath erred too much on the side of stability. Because the four victory conditions are largely immutable, the different regimes derive most of their identity for the denizens they happen to rule. Of course, this can be considerable! A regime with Tinker’s Fair, Gambling House, and Toll Roads is going to feel very different from one built on a Boiling Lake and The Great Levy. But, because the underlying rules and victory conditions remain stable, these effects can feel fairly peripheral.</span><br><br><span>When I set out to work on the new Oath expansion, the primary goal was to allow players more ways to invest themselves in their chronicle. With Lineages, we offered another answer to the question “what do I do when I cannot win?” Now, with the new empire system, I wanted to answer a question that might be understood as a counterweight: “why should I care about winning?”'</span>
</div>
<div style="text-align: left;"><span>  </span></div>
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<div style="text-align: center;"><span><img style="float: none;" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/EmpireRecordOath_480x480.jpg?v=1719258367" alt="Failed attempt at an Empire Record Sheet"></span></div>
<div style="text-align: center;"><em>Failed attempt at an Empire Record Sheet</em></div>
<div style="text-align: center;"><em>  </em></div>
<div style="text-align: center;"><em></em></div>
<div style="text-align: center;"><span></span></div>
<div style="text-align: left;"><span>Like the lineage system, my first impulse was to give each empire something like a character sheet that could be used to record the unlocking of various abilities. It would apply more-or-less the same logic as the lineage system but to a “character” that was shared by the victorious citizens and chancellor. I suppose it’s a little bit like the recent trend in RPGs where players collectively manage a base or a ship. Like the lineage system, I also wanted to avoid a pattern of endless growth. A character sheet means less and less as players all approach the same god-like power ceiling. I didn’t want players just unlocking new skills and upgrades. The empires should have identity. I wanted people to care about which political structure was managing things.<br><br>Here again I went to the idea of a deck/bag builder. The identity of a state shouldn’t be entirely fixed or reliable, so the noise of a deck-builder could provide me with that uncertainty. At the same time, one of the key lessons of the lineage system had been that players need immediate feedback. If you changed the nature of the state in some way, there had to be a high chance that you’d see the benefits of your action during the very next game. While this mechanical strategy hadn't worked with the lineage system, the idea was well suited to empires.<br><br>The basic system works like this: an empire’s identity would be composed of 8 tiles, representing ministers and governmental infrastructure. Each game they would draw 4 randomly from their bag and then resolve those tiles. Some tiles could be drafted away, but broadly the tiles you used would go back in the bag at the end of one game so that the empire's identity could stay largely fixed. If an empire fell, a couple of the old tiles would remain, but mostly a fully new empire would be drawn from the supply.<br><br>Here I should say a word about why I want to use tiles instead of cards. With cards, it’s easy to design very detailed abilities that are likely too specific. Oath abounds in specific thematics. It’s one of the designs great strengths. But there can be too much of a good thing, and I’ve often found that by working at different levels of specificity, you can give a design a lot more narrative hitting power. For instance, when I was working on Khyber Knives, the expansion for the first edition of Pax Pamir, I introduced several new cards that were not proper nouns (with names like like “Dungeon”). These cards went a long way in helping ground the narrative and allowing the named cards from the base game to exist in a much more vibrant game world. I wanted the empire tiles to use this technique to provide some grounding to each state’s character.<br><br>Thanks to the many suits of Oath, I knew I wasn’t going to need many tile types. If I had perhaps 6 or 7 different types of tiles, assuming they could be modified by suit, I would pretty quickly have dozens of “unique” tiles. Pull any random 8 of those tiles and you should have an empire that behaves quite differently. Let’s take a look at a few of those tiles. In the govern phase, the chancellor might draw the following tiles.</span></div>
<div style="text-align: left;"><span>  </span></div>
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<div style="text-align: center;"><span><img style="float: none;" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/OathNF-Tiles_480x480.jpg?v=1719258463" alt="Early examples of identity tiles"></span></div>
<div style="text-align: center;"><em>Early examples of identity tiles.</em></div>
<div style="text-align: center;"><em>  </em></div>
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<div style="text-align: left;"><span>Here we have three types of tiles. The first two are Decrees. These are global rules which will modify the coming game. Decrees come in two varieties, there are penalties for exiles and there are bonuses for citizens. In this case, we’ve got two things which are going to make life difficult for citizens. Then, we have the builder tile. The govern phase removes the regular edifice building system. Instead, players must draw builders if they want to build an edifice. Critically, they no longer need to replace a denizen in the world. Now the edifices are just built where they rule BUT they must take the suit the builder indicates. It’s also worth emphasizing that a builder forces you to turn an unused empire card face down. This means that if you want to build that Great Spire you’re going to need to decided which of your other cards to ignore. Finally, the supports card has two consequences. First, it will enrich a single bank. Second, it provides the citizens and the chancellor with an additional “virtual” advisor of that suit.<br><br>The numbers at the bottom of each card are a new mechanic. After the chancellor resolves their tiles, they will add up the sum of all of the face up empire tiles and will add a further 2 for every edifice they rule. This total represents the length of their rule. (We can see this as decades or years or perhaps as something more abstract). This number has no in-game function but players can use it as a scoring system or as a way to draw timelines showing the length of various empires and dynasties.<br><br>Of course, empires are not necessarily stuck with the tiles they start with. At the end of the game, if the empire survives, any facedown empire tile can be discarded. The new chancellor will then draw 2 new tiles and chose one to take its place. (Chancellors can always voluntarily turn down tiles too if they want to cycle their ministers out for a better team).<br><br>However, these face down tiles have a critical impact. Facedown empire tiles represent disruption. At the end of the govern phase, the chancellor will look at how many of their tiles are face down and then add that many shadow denizens to the game. These denizens don’t have suits or abilities players can use. Instead, they generally make the world a worst place to be. Some of the effects are fairly moderate. For instance, bandit kingdoms just stop players from controlling particular sites at the start of the game. And, in the chronicle phase, sites with shadow denizens remain in play, like those with ruins.</span></div>
<div style="text-align: left;"><span>  </span></div>
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<div style="text-align: center;"><span><img style="float: none;" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/BanditCard_480x480.jpg?v=1719258571" alt="Bandit Kingdom shadow denizen"></span></div>
<div style="text-align: center;"><em>Bandit Kingdom shadow denizen.</em></div>
<div style="text-align: center;"><em>  </em></div>
<div style="text-align: center;"><span></span></div>
<div style="text-align: left;"><span>Players can deal with shadow denizens two ways. First, there is an empire tile, the hero, which can dispatch certain shadow denizens. Second, players themselves can deal with them by facing whatever challenge they present. The bandit kingdom, for instance, requires a campaign where you beat a defense of 3. For your troubles, you’re rewarded with a search action from the bottom of that region’s discard. However, I decided to steal a little texture from one of my favorites: Republic of Rome. The challenge level of a shadow denizen is multiple by the number of shadow denizens with the (exact) same name. So if there are two Bandit Kingdoms, they each defend with 6 instead of 3.<br><br>If a player dislikes their draw of empire tiles and wishes to turn them all face down, they are more than welcome to. If their empire survives they will be able to redraft half of their empire’s character! But, this will exact an awful cost on the world, adding 4 shadow denizens to the mix.<br><br>The shadow denizen system is a recognition that succession politics are not the only threats that face a head-of-state. Part of what gives a state its identity is how it governs and how those decisions can have long-term impacts. States sometimes create their own problems and always inherit others. The empire system offers players the ability to address that space. Even in our early testing, this system has gone a long way in expanding how players think about the game and has allowed us to find new meaning in existing systems like citizenship and the stakes of exile.<br><br>If you’re curious about it, we’ll be posting the print-and-play later today. And, next week, we’ll round things out with the final print-and-play which ties it all together.</span></div>
<div style="text-align: left;"><span></span></div>
<div style="text-align: left;">Find out more about Oath: New Foundations on the <a href="https://www.kickstarter.com/projects/2074786394/oath-new-foundations?">Kickstarter campaign page</a>.</div>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/oath-new-foundations-clockwork-design-diary-1-the-queen-is-dead-long-live-the-queen</id>
    <published>2024-06-04T15:00:00-05:00</published>
    <updated>2024-06-24T14:42:28-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/oath-new-foundations-clockwork-design-diary-1-the-queen-is-dead-long-live-the-queen"/>
    <title>Oath: New Foundations | Clockwork Design Diary 1: The Queen is Dead, Long Live the Queen</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">It won’t seem like it during this campaign, but Richard Wilkins (aka Ricky Royal) and I have been working on Oath in one way or another for almost a year. I first got a text from Cole in late June 2023, just as summer school was winding down, asking if I would like to work with Ricky to co-design a new solo/co-op mode for Oath. I am fairly certain my response was “Hell yeah!”</span><p><a class="read-more" href="https://ledergames.com/blogs/news/oath-new-foundations-clockwork-design-diary-1-the-queen-is-dead-long-live-the-queen">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p><span data-mce-fragment="1">It won’t seem like it during this campaign, but Richard Wilkins (aka Ricky Royal) and I have been working on Oath in one way or another for almost a year. I first got a text from Cole in late June 2023, just as summer school was winding down, asking if I would like to work with Ricky to co-design a new solo/co-op mode for Oath. I am fairly certain my response was “Hell yeah!”</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">We were given full freedom to create anything we wanted for Oath, and what we wanted was to stay within the world and rules that Cole had created while also shaping an experience that would be truly satisfying for players like us. The result of our early work together was the Queen of Shadows.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">The Queen of Shadows, or QoS, originated from a real co-op scenario deep within Oath’s lore. Cole was heavily inspired by Lloyd Alexander’s Chronicles of Prydain novels, which follow the adventures of Taran, a young boy who comes of age and learns to be a hero during a difficult time. Ricky and I both ended up reading and loving the entire series! (And if you liked The Black Cauldron, you will adore the source material.)</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">Humans definitely fight with each other throughout the books, but they must also collectively do battle with Arawn Death-Lord, a thief of life, freedom, and innovation. Our Queen of Shadows similarly brought darkness to the world of Oath. In our initial solo/co-op mode, players raced against QoS to collect Shadow Relics, which were necessary to win the game but placed heavy burdens on the players who carried them. To find these relics, players had to place overlays over normal Sites on the board to access “Shadow Sites,” interact with shady Shadow Denizens, and make exchanges at dark altars. Once Shadow Relics were found, players needed to cooperate, sharing the burden of keeping hold of them on their road to victory. Visions transformed from individual victory conditions to conditions that players helped each other meet in order to overthrow QoS. And after encountering the world of shadows, players would hear its echoes even in future multiplayer games. Shadow Relics and Shadow Denizens crept into the world box as a reminder of dark times that had come before, bringing new ways for competitive players to mess with each other after collectively handling a threat.</span></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/PrototypeShadow_480x480.jpg?v=1719257760" alt="An image of four “Shadow Sites” created for the Queen of Shadows mode, complete with Shadow Relics and Shadow Altars." style="float: none;"></div>
<p style="text-align: center;"><em>An image of four “Shadow Sites” created for the Queen of Shadows mode, complete with Shadow Relics and Shadow Altars.</em></p>
<p style="text-align: left;"> </p>
<p style="text-align: left;"><span>As part of the current Kickstarter campaign for New Foundations and Clockwork Adversaries, Ricky and I are releasing a sample deck called the “Servant.” This deck is a reworked version of our original QoS deck, and is meant to fit into a normal game of Oath. The Servant you can meet now is an early sketch, and she will continue to evolve along with the rest of the Oath expansion project, but you should be able to get a sense of what we want an automated opponent to feel like. As she stands, the Servant is quick and straightforward to manage, while also putting up a good fight (we’re still working on that part). Ultimately we want her to be responsive without too much overhead, which is why she is fashioned as an overlay that can be placed over either a Chancellor or Exile player board. In addition to the usual actions a player can take in Oath, the Servant is equipped with Reap, Moon, and Star actions to give her a bit of extra zing as well as the potential to develop different playstyles and personalities within the same basic system.</span></p>
<p style="text-align: left;"> </p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/BotCardSample_480x480.jpg?v=1719257869" alt="(A side-by-side comparison of two cards, one from the QoS deck and the other from the Servant deck. The red “R” was originally a symbol that sent QoS in search of Shadow Relics.)" style="float: none;"></div>
<div style="text-align: center;"><em>A side-by-side comparison of two cards, one from the QoS deck and the other from the Servant deck. The red “R” was originally a symbol that sent QoS in search of Shadow Relics.</em></div>
<div style="text-align: center;"><em></em></div>
<div style="text-align: left;"></div>
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<span data-mce-fragment="1">Of particular interest are the Servant’s Moon actions and Mood cards. The Mood cards give the Servant special boosted actions, change in response to the current conditions of the game, and encourage the Servant to interfere with her opponents’ goals. The Moon actions work in conjunction with the Mood cards to shift what the Servant actually does as Visions are revealed and Usurpers rise.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">Our ultimate goal is for the Servant to glide seamlessly into competitive Oath games of any size, and for her to be able to play any role. For now, the Servant can fill in for a Chancellor or an Exile, but we are also asking ourselves what types of “personalities” we can develop for the Servant, and what it might be like for an automated Citizen deck to negotiate an uneasy alliance with a human Chancellor—or for a human player to make a devil’s bargain with a non-human ruler.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">In addition to getting the Servant deck to behave naturally and competitively, Ricky and I are confident it will provide a solution to a specific problem in Oath—the relative weakness of two-player games. In her final form, the Servant will be able to take the place of a third player (or even a fourth one) to make it possible for two players to have a more vibrant experience.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">But there are always further problems to solve. For one-player games, inserting the Servant as a second player simply recreates the two-player problem. There are a few paths forward. We might power up the Servant so that she can pack double the punch. It may also be possible to use the same Servant deck to power two automated opponents, although we would rather players spend more time playing and less time managing the Servant. Ultimately, we may introduce new victory conditions that are better suited to solo play.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">If I had to guess, I’d say our conversations about this are ultimately leading us back to where we began. Ricky and I are true believers in a great solo/co-op mode for Oath that plays with the goals of the game and offers a different experience while still remaining within the boundaries of its existing ruleset. While the Servant will be out there as a sample of what we are thinking about as an add-in deck for competitive games, we are both set on a more intensive experience for true solo players, as well as for those interested in cooperative scenarios. This time we’ll be developing our new mode alongside the rest of New Foundations. That way, we can take a lot of what we learned and what we loved about the Queen of Shadows and create common enemies that fit the overall vision for Oath itself, for New Foundations, and for potential future expansions.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">As Cole has mentioned, the entire Oath project is in development, and that is very much the case for Clockwork Adversaries. However, the echoes of QoS that resound through the Servant are exciting, and Ricky and I can’t wait to show you our new ideas, as well as develop those that are lurking in the shadows.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">TL;DR: Ricky and I are currently developing an automated opponent that can be inserted into competitive games. There will be more, but we cannot guarantee what it will look like just yet. As development of the New Foundations side of the expansion continues, we will work alongside that development to create a solo experience that has the potential to scale into a cooperative one.</span>
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<p style="text-align: left;">Read more about Oath: New Foundations on <a href="https://boardgamegeek.com/boardgame/420719/oath-new-foundations" target="_blank">Board Game Geek</a>!<br>Find out about the Oath: New Foundations Kickstarter campaign <a href="https://www.kickstarter.com/projects/2074786394/oath-new-foundations" target="_blank">here</a>.</p>]]>
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  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/oath-new-foundations-design-diary-4-in-the-weeds</id>
    <published>2024-05-27T12:00:00-05:00</published>
    <updated>2025-09-24T09:31:21-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-4-in-the-weeds"/>
    <title>Oath: New Foundations | Design Diary 4 - In the Weeds</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">Tomorrow, we’ll be launching the Kickstarter campaign for the next Oath expansion. Today, I want to talk a little bit about how we think about our crowdfunding campaigns and how they have shaped the identity of our studio. I’m also going to write a little about an element of the Oath expansion which I think illustrates our approach.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-4-in-the-weeds">More</a></p>]]>
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      <![CDATA[<p><span data-mce-fragment="1">Tomorrow, we’ll be launching the Kickstarter campaign for the next Oath expansion. Today, I want to talk a little bit about how we think about our crowdfunding campaigns and how they have shaped the identity of our studio. I’m also going to write a little about an element of the Oath expansion which I think illustrates our approach.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">In the seven or so years I’ve been doing this professionally, I’ve seen a gradual shift in how companies use crowdfunding campaigns. I’m sure you’ve all seen it too. Most of the companies who have come to dominate the crowdfunding space have done so by becoming evermore polished in their presentation and evermore savvy in their marketing. The games themselves have reflected this change for better and worse. At their best, they’ve become more approachable, taking hard-won lessons and putting them into practice as their creative teams grow and mature. At their worst, some of these games have become become sprawling commercial objects—sometimes even including payment plans! I think in both cases though something critical gets lost. Crowdfunding has succeeded in the tabletop space because it offered players a way to circumvent the usual dynamics of publishers, distributors, and game stores. With crowdfunding, the folks making games could talk directly with the folks playing them. Suddenly, so many things were possible. I can certainly say that I owe my livelihood to this change. That’s also true for the nearly 20 people I work with every day. Without crowdfunding campaigns none of us would be able to devote our careers to games. It’s hard to develop any kind of mastery when you’re just working on the weekends.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">I get bothered some time when I see folks in the crowdfunding space behaving like regular publishers. Sure, after a few successful campaigns, I suppose it’s obvious for a company to expand its operations team. Certainly we did that here at Leder Games, and it was critical in allowing the company to grow. But, as we looked at future titles and thought about the longer term growth of the company, we made a decision very early on to continue to explore difficult projects. It would have made a lot more sense for me to work on an expansion for Root than take a big risk for Oath. We’ve always tried to maintain a balance between a thoughtful stewardship of existing lines and using the profits from those lines to take big risks. I would much rather have our success feed some great experiment than a large bonus (though bonuses are nice too!).</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">There are a dozen ways Oath might be expanded. We might have just added a few cards or edifices and then go on our merry way. But, Oath has always been a special game for us, and, if we were going to run a crowdfunding campaign for the game, we wanted it to fund something worthwhile. Some of this is a response to the Arcs campaign, which should be shipping to you all very soon. Arcs was a very difficult project. Many people I talked to throughout the project urged me to scale down its scope—to make it more digestible. But it didn’t seem right. We wanted to make something big and something worthy of the trust you all invested in us. After the campaign was over, it was your voices and your support that gave our team the strength of will to tear down elements of the game that were finished but weren’t yet good enough. We weren’t trying to just deliver the product we told you we’d ship to you in a couple years, we were trying to make the game you believed would exist one day.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">As we look towards our next project, we want to renew this commitment to you all and to continue to find new ways of both making games and talking about that craft.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">To that end, I wanted to write about Oath a little differently today. Usually, when I write these design diaries, I try to pick settled subjects. The lineage system I spoke about last week, for instance, reflected work that was done mostly in March and April. However, to celebrate the expansion’s upcoming launch, I thought I’d take you right to the edge of my thought and speak a bit about a system that I’m working on right now and which likely will not be ready in time for me to also prepare a print-and-play kit for the coming Kickstarter. In fact, it may take a month before these ideas even enter internal testing! Nonetheless, I hope this little window into early, more conceptual thinking will prove interesting.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">My general rule for the new Oath materials is to not completely replace any element of the game. While the foundations system will provide players ways of adjusting the core rules, the full body of the core rules will likely include all of the existing rules of Oath. If players, for instance, turn “off” the citizenship concept, that concept will still be in the rules, just in a dormant state. However, as we proceed into development more properly in the coming months, I’m not going to treat this guideline too seriously. I want to open myself to the possibility that I might think of a better way of doing something.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">As it so happens, this past week I ran into one of these opportunities. The timing was not great. Most of my schedule at the moment involves getting the crowdfunding campaign ready. Usually, development wholly pauses while we build a crowdfunding campaign, but this Oath project has been a little different. For one, I have a much smaller team. Most of the creative staff are busily finishing Ahoy or working on other projects. The Oath project is being shepherded by myself, Brooke, and a few of our newer staff members (with the others dropping in for a bit of consulting from time to time). Honestly, the intimacy of this small team makes it feel a bit like the first Root campaign. I often find myself darting between a dozen little jobs, and design thoughts sometimes have a way of creeping into my workflow.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">Early in the week, I sat down with Andrea, who is helping as the developer for the project. We were preparing the empire system for its print-and-play kit and talking about a new concept we wanted to introduce, the corruption of sites. The basic idea is that we would have transparent cards which could overlay the site cards, adding new status effects and providing another layer to the history of the world.</span></p>
<div style="text-align: center;"><img style="float: none;" alt="A render of a clear card over a site card" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8230460_480x480.webp?v=1717518924"></div>
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<span>We had a viable prototype of these cards, but it’s mostly a placeholder for a deeper engagement. At one point, in our discussion, we started talking about the Drowned City.</span><br><br><span>This, along with the Tribunal and the Narrow Pass, the Drowned City is one of my favorite sites in the game. I love how clear its storytelling is and how it creates its in-game identity through such simple mechanics. Most of the sites in Oath were designed fairly early in the process and then were largely untouched. In fact, if you go back to the very first Oath kit we released publicly, you’ll see that many of the sites work more-or-less the same as the final sites in the game (though without final art of course).</span><br><br><span>This wasn’t because we had struck gold. Instead, this type of content falls into a category that we might call “low liability design texture.” The game could tolerate a wide range of special powers, and it doesn’t really matter what those special powers actually are. So, a month or so before the campaign, I quick knocked out a couple dozen site effects, based mostly on some narrative touchstones I wanted the design to hit, and we more or less just ran with those. When we added relics to the design towards the end of development, we mostly just grafted them on to the existing sites without modification.</span>
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<span><img alt="The Drowned City with Modifiers" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8230464_480x480.webp?v=1717518972" style="margin-bottom: 16px; float: none;"></span><span></span>
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<div style="text-align: left;"><span>Now, a few years later, as I sat looking at adding an additional layer of modification to sites, I started to realize how weak my site design framework really was. Maybe “weak” is the wrong word. Brittle is probably more accurate. The sites do their job and do it well, but it’s a design space that is hard to expand cleanly. For instance, one of the most common requests I’ve gotten from prospective backers is for more sites. Great! Except every site has a unique effect which means expanding the site reference. At what point does looking up the meaning of each little site icon become to onerous?<br data-mce-fragment="1"><br data-mce-fragment="1">Looking at the Drowned City on the table, I realized that the new notion of corrupted sites could actually provide me the tool I needed to revise the narrative and design spaces around how sites were used in the game. Oath is a game about history, yes, but there is a deeper history that players don’t get to access. The Drowned City is drowned for reasons that the player’s don’t know or understand. I think this is fine of course, and there certainly are narrative benefits. But, they can grow a little stale once players get further into their chronicles. I wanted the world of the game to feel the consequences of player sites. What I wanted wasn’t just a Drowned City, but a city that had been drowned sometime in the game’s own distant history.<br data-mce-fragment="1"><br data-mce-fragment="1">With this in mind, I started drawing up a new taxonomy that could allow sites to generate their peculiarities of the course of play. I imagined certain, geographical elements of each site would be “hard-coded.” These were things like a site’s base card capacity and any special power that seemed immutable. For instance, the Narrow Pass would always have its core movement impact. That was likewise going to be the case with things like the coast sites and perhaps even the baseline campaign modifiers of the mountain and the plains.<br data-mce-fragment="1"><br data-mce-fragment="1">Everything else could be emergent. For instance, the act of drowning could both modify a site’s capacity and put relics in those slots instead. Likewise, a site that was enchanted could fill it with secrets and provide the special effect that allows players to collect secrets if they start their turn on the site.<br data-mce-fragment="1"><br data-mce-fragment="1">To make this all possible, we would need to reprint the existing sites in Oath and likely create a new site UI that could handle one or two different overlays. We’d need to do a lot of thinking about the way site modification would be triggered and how it could be reversed or developed. We’d also need to make everything be backwards compatible, so players could easily port their worlds to the new system.<br data-mce-fragment="1"><br data-mce-fragment="1">This might end up being a huge hassle. How, for instance, should site’s hold their modifications? The modifying overlays couldn’t be easily shuffled into the deck, so once a site was lost it would probably have to revert to its basic state. That itself would cause too much erasure of history. Ideally I would want these sites to hold their identity far beyond the space of a single game. I loved the wonder players felt when they stumbled upon the Shrouded Woods or Drowned City in Oath. Whatever new system that might exist would need to preserve and enhance those moments.<br data-mce-fragment="1"><br data-mce-fragment="1">All of this is to say that big questions remain! At this moment, I don’t know if this will prove to be a fertile path, but I’m looking forward to investigating it and discussing its development with you all. Next week, we’ll return to our usually scheduled design diaries with a look at the new govern system, how empires gain and lose identity, and what a more modest site modification system looks like. See you then.<br data-mce-fragment="1"><br data-mce-fragment="1"><a rel="nofollow" class="postlink" href="https://www.kickstarter.com/projects/2074786394/oath-new-foundations?ref=bggforums" data-mce-fragment="1" target="_blank">Find the Kickstarter page here.</a></span></div>
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  <entry>
    <id>https://ledergames.com/blogs/news/oath-new-foundations-design-diary-3-family-histories-in-oath</id>
    <published>2024-05-22T12:00:00-05:00</published>
    <updated>2024-06-04T11:45:04-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-3-family-histories-in-oath"/>
    <title>Oath: New Foundations | Design Diary 3 - Family Histories in Oath</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">Back in the early days of Oath’s design, I made two structural decisions that I never really questioned. The first determined the size of the game’s deck, roughly how many cards were in play, and the general size of the game’s initial card-base (as well as its rate of change).</span><p><a class="read-more" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-3-family-histories-in-oath">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p><span data-mce-fragment="1">Back in the early days of Oath’s design, I made two structural decisions that I never really questioned. The first determined the size of the game’s deck, roughly how many cards were in play, and the general size of the game’s initial card-base (as well as its rate of change).</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">The second choice had to do with the players. I had had a mixed experience with legacy games in my own playgroups. The biggest problem was that they demanded a consistent set of players to get together for all of the episodes. Oath was, in many ways, a reaction against those games. It was also a reaction to those games in a very specific way: I didn’t want the game to write any kind of history for the players—that was their job. The world’s development could be handled by the players. Family history was a strictly personal matter.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">This was a mistake.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">Because I was so worried about the liabilities that legacy player positions might introduce into the design, I robbed the game of a set of tools that could have helped player situate themselves in the game’s world and develop a sense of ownership over their own actions. I always imagined players would develop vendettas and form alliances on their own and that the game didn’t need to mediate those relationships outside of a few systems (like citizenship). But, as with so many things in tabletop design, if the game doesn’t enforce a behavior, there’s very little guarantee that the players will.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">So, from the very start of this project, I started looking at the question of what it would mean to let players develop family histories. I hoped that by giving players a bit more sense of personal (and familial) progression, I could help them extend the strategic horizon of their thinking beyond the limits of a single game. Certainly my children helped me change my perspective about the world! At the same time, I knew that questions of personal progress extremely well-explored in gaming. So, to limit my own investigation, I drew up a few core principles which would help me keep my own work focused on the peculiar problems and opportunities of Oath.</span></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8221521_480x480.webp?v=1717518531" alt="Oath card art featuring a family on a wooden wagon" style="float: none;"></div>
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<span>For instance, it was important that the system not replicate the kinds of character progressions that are common in the role-playing space. I didn’t want steady linear progress. Players might unlock powers, but there would be costs associated with them. Here, I was thinking of the many ways that the status effects (and even the wealth system) informed a player’s position in the old game Tales of the Arabian Nights. In that game, if you amassed great wealth, you would gain certain advantages, but your fortune would create drawbacks, including changing how your character could move through the world.</span><br><br><span>This led me to my second critical concept: scale. Families, generally speaking, don’t live as long as other institutions. To capture this difference, I wanted them change at a faster rate than the rest of the game world. A family might grow to be quite powerful over a couple generations and then disappear into obscurity. Generational constructions of history often operate in fairly short cycles (e.g. “the first generation creates wealth, the second maintains it, and the third squanders it”, or “hard times create strong leaders who create easy times that create weak leaders who create hard times”). I don’t doubt that there is some wisdom to be gained by thinking about history in this way, but these cliches have always struck me as a little simplistic and prone to opportunistic framing. If I usurp a ruler, I’m certainly going to characterize him as weak in comparison! But, from the perspective of Oath and it’s many slow changes, it seemed like introducing a system that had shorter cycles could help broaden players strategic thinking on the scale of 1-3 games in the future.</span><br><br><span>Finally, both of these principles would be subject to a critical restriction. I had very little space both physically and mentally in which to work. Oath is a big game with a lot of special effects that players need to keep in their mind. For this reason, the game doesn’t have traditional player hands or a Pax-style card market. These limitations are a big reason why the majority of the expansions new material is used only in-between games. The chronicle phase has plenty of room for cuts and growth. But, when it came to in-game systems, I knew that I couldn’t ask players to do much more than they were already doing. With this restriction in mind, I budgeted myself a small strip of territory beneath each player’s player board. This was roughly enough space for 4 or 5 relic-sized cards. Whatever system I designed would have to sit in this space or less during play.</span><br><br><span>If you want to see me talk at length about Oath's physical and mental constraints, check out this talk I gave as part of the Lake Superior Design Retreat back in 2022. I should say that this was was addressed to a room full of architects, so the first half is mostly about offering a broader context for the work, so you can all safely skip it.</span>
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<div style="text-align: left;"><span><strong>A Failed Approach</strong><br><br>It took about a month of rough design work to produce a system that worked within the principles I outlined above. However, this system ultimately proved to be a failure. Normally, I wouldn’t the details of a failed system—these design diaries are long enough!—but, almost every concept in the current working system has its genesis in this system. I thought it would be a good exercise to fully outline those failures, so that you could all get a sense of how sometimes a good idea can at first seem like anything but.<br><br>My initial impulse was do have the lineage system work as a deck builder. This mechanism is good at showing gradual change and also creating game-to-game variance. To test the idea, I drafted something like 20 or so different “trait” cards and printed them in triplicate so that I could see how the different decks felt.<br><br>Quickly I encountered an obvious problem. A deck’s identity in a deck builder manifests itself very slowly, usually over the course of several full rotations through the deck. If players were going to only have a couple active traits each game, then it would take a long time to cycle through a deck. On the other hand, if the deck was fully shuffled each game as new traits were introduced, players would have a harder time forming a sense of ownership over their families.<br><br>To fix this, I decided to add an element to the mix. I designed a character sheet that would help power the deck-building system. The basic idea was that the sheet would allow players to develop different ways of engaging with their decks. This stuff only mattered when the deck was being referenced, so it seemed naturally suited to a slim piece of paper that could be marked up, then tucked behind a player board when it wasn’t in use.</span></div>
<div style="text-align: center;"><span><img alt="Character sheet rough with family tree forks" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8221655_480x480.webp?v=1717518663" style="margin-right: 32.5px; margin-left: 32.5px; float: none;"></span></div>
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<div style="text-align: left;"><span>I imagined that families could basically develop along 4 different paths. The first path, ardent, would give them more traits, allowing them to use more than the normal number of abilities per game. The seeking trait would give them a wider selecting, essentially increasing their draw. The diligent trait would give them a baseline power that would be useful outside of the trait system and the covetous trait would allow them to keep relics from game to game.<br><br>This approach generated two problems. First, I needed some way for a player to earn these abilities and, potentially, to add new traits into their deck. While the language of Oath gave me plenty of terms of to use (burning favor for instance), I found that I wanted something else that was less disruptive to the game’s economy. This lead me to the concept of Influence.<br><br>For all that New Foundations adds to Oath, there are very few fully new concepts that have been added to the core rules. Influence is one of those new systems. A players influence is a value equal to their favor + the value of their advisors. Each advisor’s value is linked to the favor in its suit’s bank. This was a concept we actually used during testing for an alternative People’s Favor that we couldn’t get to work back in 2020 (but which we eventually did revisit as I’ll talk about in a few weeks).<br><br>Using this concept, I was able to design a much wider range of goals which could reward players for engaging in the game in ways beyond victory. For instance, players might gain upgrades on their family sheet by demonstrating that they had reached a certain influence goal (say, 6 influence in discord could mean having a single discord advisor with a bank of 6 or 3 discord advisors with a bank of 2). We played around with these sorts of goals and found that they created a lot of interesting incentives that really opened up the game’s economy, especially in the final act of the game.<br><br>The second problem was that the families didn’t have a way to collapse. The same character progression sheet that helped players form a more meaningful connection between players and their families also tended to flatten family differentiation and lead to families that, frankly, we’re just too stable. I needed some kind of chaos agent.<br><br>To answer this call, I introduced a new type of trait: the curse. Curses were essentially reverse traits. Instead of costing resources to unlock, they would give players resources to take on, but, in future games, players would have to deal with the consequences of their choice to take the curse. With curses, I was able to introduce a deck integrity check. If a family’s lineage became too cursed, the family would collapse. It’s sheet would become unusable and players would be free to burn it or bury it as their tradition might dictate.<br><br>Taken together, this system worked. And, even in its clumsy and overwrought form, it started giving players curious incentives outside of the regular victory conditions. Do I try to become a citizen so that the site I cultivate survives until the next game, or should I try to improve my family’s wealth so I can store an extra relic in my deck?<br><br>At the same time, I was tremendously disappointed. For one, the whole thing was too complex. Players had maintain a deck of cards, a paper sheet, and, when cards were added, some kind of market or draw would be needed. (I haven’t bothered to explain how traits were added to families because I went through a few systems and hated all of them—even the ones that worked.) And, on top of that, the system was just too slow. The deck building took too long to express itself.<br><br>So, after a few weeks of work, I put the system back into design. I started by just stripping it down to its bare minimum. Maybe, if the deck was a fixed size, it would allow player identity to better form. Perhaps the lineage sheet was a mistake. Then, while playing the game with Clay and Andrea one day, we hit upon the essential problem. Clay at worked hard to unlock a new trait. At this point, we had moved the unlock conditions to the traits themselves, hoping that by linking the requirement and the reward players would form more of a relationship with their lineages. At the end of the game, he asked me if he’d get the trait the next game, to which I replied, “Maybe.” He gave me one of those looks of confused disappointment you try to surprise when you taste some badly cooked meal. I immediately realized that I had made a critical misjudgment.<br><br>I hadn’t appreciated the degree to which a family-driven scale was, in fact, the overriding design principle for the lineage system. Families save money so their kids can go to college—not so their kids or grand kids or great-grand kids or great-great-grand kids just might go to college. The system needed a much higher level of positive (and negative) feedback. With that in mind, I started over.<br><br><strong>A New Lineage</strong><br><br>The basic problem was a mismatch between the deck-building system and the number of traits I wanted to have active each game. I imagined players would only have one or two active traits. This meant that the deck-building system wasn’t providing really any sense of player identity because so few cards were being used from turn to turn. Imagine playing Dominion if you’re hand size was only a couple cards! (This actually ended up being a critical realization that helped me figure out how to get the governance system working, which I’ll talk about in a future diary).<br><br>I was worried about introducing too many traits into a game because, going back to my third design principle, I knew that Oath had very little extra space for rules or components. The deck-building had essentially offered a me a way to hide a player’s lineage. This was good in terms of the game’s overall complexity budget, but it also meant that the lineages were being hidden from the players as well.<br><br>What was needed was something more direct. So, I started with a very simple rule: if a player earned a lineage card, they would get to use it in the next game. That was easy enough. But, it came with a new problem, I needed to introduce a source of downward pressure to stop players from creating unbreakable lineages. Sadly, I didn’t have the design space to introduce bad marriages and wastrel sons!</span></div>
<div style="text-align: center;"><span><img alt="lineage card rough examples" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/pic8221658_480x480.webp?v=1717518733" style="float: none;"></span></div>
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<div style="text-align: left;"><span>Here I hit a bit of a lucky break. At one point when I was working on the unlock conditions, we moved from bespoke conditions to little quest cards. Each game, players were given a new “immature” trait which they could earn by finishing a quest. The quest card would be placed on top of the trait to show it was mature. When you completed a quest, you simply discarded the quest and then flipped over the trait, showing that it would be secured for the next game. This system replaced the little quest conditions I had written for each trait, and I was sad to miss that customization. But, Arcs had taught me the value of random elements. In Arcs, while certain elements of your plotline are linked to your performance, other elements—such as your future plotline choices—remain random. This allows the trope of the chance encounter to sneak into the game’s narrative logic and creates some very silly and sometimes poignant twists of fate. The quest conditions likewise were creating lovely little narratives turns.<br><br>Anyway, those little quest conditions were still in the spreadsheet, so they could be repurposed to “maintenance costs.” During a players turn, they could take a minor action to maintain any trait by meeting its condition or paying its cost as the case may be. This means they would lose the advantage of the trait. Critically, any trait that was not maintained would be lost. So, if you wanted to enjoy the benefits of your trait without attending to your families traditions, they would be lost to time.<br><br>To this system I added a new curse system. Players would always have exactly one curse card. If a player began the game without a curse card, they would be dealt one. Curse cards have two sides: the offer and the consequence. The offer side is harmless, and, if the player does not succumb to the temptation of taking it, it will be discarded at the end of the game. However, if you take the curse card, you will flip it over to is consequence side. This will introduce some gameplay restriction that will haunt the player until they fulfill the card’s break condition.<br><br>Taken together, this approach was dramatically stripped down compared to earlier versions but generated a very punchy lineage system that let players build powerful legacies over just a couple games. At the same time, if you entered the game with a ton of advantages, you’d have to make some hard choices about which advantages you would spend time maintain and which you would let erode. There was also a critical baseline. Players would always begin the game with one new immature trait that would be covered by a quest card. You’re never more than a game from unlocking your first special power. Of course, incomplete quests get discarded between games, so we could avoid the deluge of sidequests that seems to drown my characters in most open world games (and my interest in completing them).<br><br>Even in their current, rough form, this system creates interesting incentives that change how players think about the late game and their relationship to their own player positions. We’ve found that this actually goes a long way in untangling some of the analysis paralysis that can sometimes badly slow down the game’s final turns.<br><br>Well, that's it for now. I hadn't planned on writing quite so much for this entry, but I wanted to make sure I could take you all through some of the design work that's gone into the new expansion. Y<a href="https://www.kickstarter.com/projects/2074786394/oath-new-foundations?ref=bggforums" class="postlink" rel="nofollow" target="_blank">ou can follow along with the Kickstarter here.</a></span></div>]]>
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  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/oath-new-foundations-design-diary-2-what-oath-forgets</id>
    <published>2024-05-15T11:00:00-05:00</published>
    <updated>2025-09-24T09:41:51-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-2-what-oath-forgets"/>
    <title>Oath: New Foundations | Design Diary 2 - What Oath Forgets</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">When we were first pitching Oath during the first Kickstarter, I would often describe it as “a game that remembered how you played it.” This was less of a pure description than a kind of aspiration. My main task in those days was to find ways to quickly sum up what made the project special and to communicate its ambitions.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-2-what-oath-forgets">More</a></p>]]>
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      <![CDATA[<p>When we were first pitching Oath during the first Kickstarter, I would often describe it as “a game that remembered how you played it.” This was less of a pure description than a kind of aspiration. My main task in those days was to find ways to quickly sum up what made the project special and to communicate its ambitions.<br data-mce-fragment="1"><br data-mce-fragment="1">It was a little harder to put that slogan into practice. I could of course, describe the ways that information could be remembered by the game.<span data-mce-fragment="1"> </span><a data-mce-fragment="1" href="https://boardgamegeek.com/thread/2306768/designer-diary-4-a-map-that-remembers" tabindex="0" target="_self"><span data-mce-fragment="1">In fact, I wrote a whole designer diary on that subject</span></a>. But this designer diary didn’t quite do justice to the scope of the claim. What did it mean for a game to remember? How could I measure my success or failure here?<br data-mce-fragment="1"><br data-mce-fragment="1">To that end, I designed a little test for myself. I imagined a scenario where I had a copy of Oath that I had played for 20 games or so. My brother, at this point still living in Chicago, likewise had a copy that he had played for roughly the same number of games. If we were to swap copies, would it feel like we had jumped from one timeline to another?<br data-mce-fragment="1"><br data-mce-fragment="1">This is not the sort of question that can actually be answered during the development process. I’m far too disruptive as a designer and developer to run an experiment that would require me to freeze the design that long. In fact, most of Oath’s campaign elements were tested only theoretically. Despite the fact that Oath was designed to be played as a campaign game, we spent the vast majority of our testing time on individual scenarios. Our primary aim was the make sure that the game could handle any combination of cards. Often, tests would begin with us picking the most troublesome cards and designing scenarios that would push the system to its limits. In other words, we weren’t trying to tell multi-generational stories, we were trying to break the game. We figured if the game was strong and flexible enough, the chronicle storytelling would take care of itself.<br data-mce-fragment="1"><br data-mce-fragment="1">In some respects, this methodology probably comes from my background in wargaming. I highly doubt that most of the long scenarios in the Great Campaigns of the American Civil War (GCACW) were ever robustly tested. It just takes too long to test a scenario which might take a dozen sessions or longer to actually resolve. Instead, most of the testing time is usually invested in making sure the game’s core model is as air-tight as possible. If the model is good, then it should be able to scale up to meet the demands placed upon it.</p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Long_Roads_to_Gettysburg_480x480.jpg?v=1717515401" alt="'Long Roads to Gettysburg' scenario maps" style="float: none;"></div>
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<span>And, to a large degree, the success of Oath and its reception have vindicated this strategy. Even before the game shipped to backers, I had digital testers who had gotten 20 or even 30 games into their chronicles, and who hadn’t yet started encountering problems. In the game’s first year on the market, I saw a group who had gotten to 50 games. The wheels weren’t falling off—though it should be said that there were some elements that weren’t firing quite as well. The game can get a little odd once a couple suits are slowly eroded from the deck. Though, to that point, we did test game’s of Oath with only 3 suits of cards and it still worked fine, so we knew that, even in extreme situations, the game would probably still work.</span><br><br><span>Then, sometime in 2022, I had a chance to watch a game of Oath at a Pax Unplugged show. Some folks asked me to join them, and, while I didn’t have time to play, I was able to watch them play and listen to the game. On the one hand, it’s always a lot of fun to watch folks play a game you’ve worked on. The group had a great rapport, and they were engaging with the game exactly as it was designed to be engaged with. They sought redress for generational wrongs, while sparring over the future of their world.</span><br><br><span>And yet, for all of that, it was still just another game of Oath. The same sorts of power struggles that you seen in every game of Oath were struggled over. Players hatched hair-brained schemes and made stunning last-minute grasps for the crown. At the end, the victor wrote some notes in the game’s journal describing what had happened. The world changed a bit—some cards were added and others left, and then everyone helped put the game away as they cajoled each other about the next game.</span><br><br><span>I should have been very pleased by the experience. A group who had played the game many times, sat down, and had a great time. Even as they packed up the game, they were already talking about when they would play again. But something didn’t quite measure up against my hopes for the game. For all that Oath was doing for them, the best parts of their experience were the parts that they were adding. The game wasn’t giving them a system for multi-generational vendettas, they were conspiring on their own. I couldn’t help but think that if I stumbled into their copy at a used game store sometime in the future, the amazing things that had happened in their game would be lost. The world they had created together ultimately wasn’t imprinting itself in the game’s memory.</span><br><br><span>Oath is a game that can remember. But, it’s also a game that forgets. It forgets the names of its players, and of their victories and defeats. It doesn’t remember the sites of great battles or memorialize its greatest rulers. Those things are the domain of its players. They have to write their own histories.</span><br><br><span>There are some exceptions. About halfway through the game’s development, we introduced the idea of edifices and ruins. The idea was that these places would be build by the winners of games and then become sticky, even as they were neglected. The game improved so much the day we started playing with these cards. Players finally had a way they could write their ambitions directly on the map and see those stick around (or be forgotten) in the games that followed. The citizenship offer system was likewise an effort to allow players to broker peace and encourage multi-game thinking.</span>
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<div style="text-align: left;"><span>We might then say that, while Oath is a game about history, it not interested in the mechanics of how history is written. It doesn’t engage with the material work of history. To the degree to which the game has libraries at all, those libraries only serve the present moment’s political calculus. The empire keeps no archives. The imperial reliquary is a random store of goods. The names of its emperors and usurpers are forgotten. In fact, we might even go further: not only are those things forgotten, they were never recorded to begin with. The game doesn’t care about its players.<br><br>At the time, this was a necessity of design. Continuity was primary design objective. At the very outset of the game, I wanted the world itself to be the only legacy element of the game. This decision had less to do with my vision for the game than with a calculation I made about the game’s audience. If there weren’t specific player positions that grew and developed, then the game would be easier for players to drop-in and drop-out of. And, if the core of the game remained the same, then players could easily hop from one game of Oath to another. In other words, by applying some best practices from game design to the challenges of Oath, I clipped its wings.<br><br>History of course, is a family affair. Children walk around with the burdens of their parents (and, we hope, some of the advantages too). As Marx put it, dead traditions weigh like a nightmare on the dreams of the living. The course of history is likewise full of ruptures and discontinuities. Worlds end and begin every day. Oath could tell amazing stories, but it was ill-equipped to think beyond the present.<br><br>Thankfully, players themselves were not so unsuited to the task before them. They found ways of using the game, much like early Dungeons and Dragons players took rules for a clunky wargame and transformed it into so much more. Oath players saw the words and verbs of the game and used them to spin epic tales. It turns out, you simply cannot keep a good story down.</span></div>
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<div style="text-align: left;"><span><img style="float: none; display: block; margin-left: auto; margin-right: auto;" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Screenshot_2024-06-04_105744_480x480.png?v=1717516693" alt="A photo of an illustrated chronicle page"></span></div>
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<div style="text-align: left;"><span>For a long time, I thought this was enough. Players had found a way of playing Oath that, improbably, matched the game’s best aspirations. And, for my part, I had learned my lessons and applied them to Arcs. The more reasonable course was to just let Oath be what it is and move on. Certainly that was probably the best financial course I could have taken—in this business you’re often better off taking any win you can and then moving on. But, something in the back of my mind just gnawed at me. We had learned so much from Arcs. And, in the years since Oath’s release, the players had taught us so much about what made the game work and where it tended to stumble. If we went back into Oath now, with a little more openness, who knew what we might find.<br><br>These thoughts gave me the basic outline for the New Foundations project. I wanted to focus on three key interventions which I felt could offer more tools to players and allow the game to grow to its full potential.<br><br>The first, was building out player positions to carry over more information from one game to another. This required thinking about how players structure their goals in a game and what sorts of rewards and punishments could be meted out.<br><br>The second system was the game’s foundation system. Originally Oath was a far more expansive design, but, over the course of development, we had to pick and choose a subset of these options so as to not overwhelm players. However, Arcs had taught me quite a few things about how games could change dramatically between games. Thankfully, this framework for this system was already in place with the Chronicle Phase, but that phase would need to be completely re-imagined. As part of this process, a new foundations step would be introduced which would allow players to adjust the core rules of the game. Critically, however, these systems wouldn’t be purely additive. Instead, as certain doors were opened, others would be closed. This kept the overall system complexity neutral or better and dramatically increased the total number of combinations of possible variations. This is because, in most rules-unlocking legacy systems, the games slowly grow in complexity till basically everything that can be unlocked is unlocked. With the foundations system, instead players have access to a switchboard of 20 or so switches. There is no “on” or “off” position. Instead, each of them is either in one state or another. Every combination is essentially a different game in ways that could be subtle or dramatic.<br><br>The third and final system is the empire system. In the earliest versions of Oath, I had several systems of government, each which had their own victory conditions, dynastic dynamics, and special rules. This ended up being far too great of a dynamic space for players to navigate as they considered their strategy. However, with the foundation system to help mediate how the game shifts, I could now customize different regimes to reflect the ambitions of the players. While the other systems basically work with existing game terms, the empire system introduces a new set of components that is used at the start and end of the game to determine the fate and development of the game’s ruling power. With this system, players might have added incentive to prop up a failing but opulent society or seek to burn it to the ground.<br><br>In short, while Oath was primarily interested in remembering the world of the game, New Foundations, extends that memory to the lineage of its players, their impact on the game’s key systems, and the governance of the world.<br><br>Next week, we’ll start exploring the first of those new systems in detail.</span></div>]]>
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  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/oath-new-foundations-design-diary-1-whats-all-this-then</id>
    <published>2024-05-08T11:00:00-05:00</published>
    <updated>2024-06-04T11:44:51-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-1-whats-all-this-then"/>
    <title>Oath: New Foundations | Design Diary 1 - What&apos;s All This Then?</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">When I first proposed Oath, I remember telling Patrick that I had no idea who the game was for. I had a sense of what I wanted to make, but I didn’t know if such a game would ever find an audience. Now, a few years later, I know who those folks are. And so, at the end of this month, we’re going to launch a crowdfunding campaign to raise money for the development of an expansion for the game.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/oath-new-foundations-design-diary-1-whats-all-this-then">More</a></p>]]>
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    <content type="html">
      <![CDATA[<p><span data-mce-fragment="1">Over the past year, we’ve been quietly working on an expansion for Oath.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">Well, that’s not exactly the right way to put it, and I’d hate to start the first designer diary for a new project with a pair of lies. In the first place, I haven’t been that quiet about it. Towards the end of 2022, I mentioned to the Oath backers that I was starting to think about what it would mean to expand Oath. And, if you’ve watched any of our monthly studio chats, you’ve probably caught the occasional reference to an expansion.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">In addition, it’s not really fair to say that I’ve been consistently working on this project. In the first place, Oath was designed without any intention of making an expansion. If you would have asked me in the months after the game’s release how it might be expanded, I wouldn’t have had a good answer. Partly this is just because that’s not how I tend to think about games. After Oath wrapped up, I found myself preoccupied with questions about how games tell their stories and especially how a game’s narrative tempo is informed by its core mechanisms. These thoughts led me pretty directly to the design of Arcs, which, from the very start, was both a follow up to Root and Oath as well as a reaction against both of those games. I tend to be a designer that needs to develop a healthy dislike of some other game in order to do my best work, and, in the case of Arcs, the target of that negative attention just so happened to be some of my previous projects.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">But, as I got deeper into the design of Arcs, I noticed a few design elements that didn’t quite fit with the new game. This led to a curious kind of cycle. Arcs was essentially built from things that I wanted to put in Oath, but were bad fits for that game. Now, I began to realize that there were ideas in Arcs that wouldn’t work there, but might, oddly, be well-suited to Oath. As these ideas bubbled up, I took note of them, but mostly tried to keep my attention fixed on Arcs.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">These Oath-ideas didn’t initially cohere in a way that suggested a particular strategy for expanding Oath. They also didn’t seem to offer a strong enough premise for an entirely new project. Some of this is probably Arcs’s fault. After a couple years of hard work on Arcs and with over a year yet to go, I didn’t have much appetite for starting another ambitious campaign game.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">At a certain point, I decided to put the Oath expansion on ice. I had a lot of interesting ideas, but I wasn’t sure if spending a year or so working on Oath would be the best use of my time. In contrast, I was finding the expansion potential of Arcs to be tremendously exciting. Arcs was, unlike both Root and Oath, designed for seamless expansion. Late in the development of the game, I had even ventured to write a formal roadmap which would guide the next wave of development if the game found its audience. Usually I find this kind of road-mapping tiresome and presumptuous. But, I didn’t want to be caught flat-footed in case there was a real demand for more Arcs. I was also genuinely excited about the possibility that I would get to keep working on the game. As we finished the game, the response to the near-final versions of the game was tremendously positive. It seemed as if there was a good chance that I’d be spending the next couple of years stewarding new plotlines, leaders, and game modes.</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">But, while we were finishing Arcs, something odd started happening to me at conventions. Last year was a bit of an outlier for Leder Games. For a bunch of reasons (including the tremendous size of Arcs), we had a gap in our production schedule. For the first time since I started working with Patrick back in 2017, the studio did not release a game. This meant that our convention strategy was mostly designed around promoting our previous releases and doing previews for upcoming games. Don’t get me wrong, this strategy still requires a lot of work from everyone on the team, but it also means that we tended to have more unscheduled time at our booth where we can talk to folks. And, for the first time, I started regularly meeting Oath fans in-person. Oath had been released in the middle of a pandemic. Backers began receiving their copies just as people were queuing up for their second round of the vaccine shots and well before we had any sense of what a return to normal would look like. The game never had a release show, and we didn’t even bring it to conventions when we started, cautiously, reentering that space.</span></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Drew-Cole_480x480.jpg?v=1717515077" alt="Drew and Cole Wehrle" style="margin-right: 41px; margin-left: 41px; float: none;"></div>
<p> </p>
<p><span>At Essen in 2022 and UKGE in 2023, I kept bumping into fans who wanted to tell me about their chronicles. Here I had traveled halfway across the world, mostly to promote Root and John Company, and the thing that seemed most pressing was an experimental campaign game I had released during the pandemic. They loved telling me about how the game really opened up after the 10th play, or how they used the Tribunal to mint new game currency or warp the core rules of the game in some other fundamental way. I got stories of epic dynasties that had fallen to ash and glorious reversals. It was heartening. Still, it might only have been some quirk of European game market. Then the same thing happened at Gen Con and at Pax Unplugged. It was clear the game had found an audience, and, when I told these stories to the operations team here at Leder Games, they showed me the steady sales data of a game finding its place in the market.</span><br><br><span>As Arcs wound down, I decided to take another swing at an Oath expansion. This time, rather than start with some high-concept premise that I dreamed up, I wanted to meet the game’s fans halfway. What were the sorts of things they loved about the game? Where did the design frustrate them? And where, I wondered, could I still surprise them with something they wouldn’t have thought was possible.</span><br><br><span>I want to take a quick break here to say that this line of thinking—one that includes the audience so directly—represents a critical evolution in my own thinking. When I first started designing games over a decade ago, I treated them a lot like academic monographs or pieces of intensely personal art. There’s a lot of value in this approach, but I think it’s also valuable to understand a game not just as something that is made, but something that is played. A game fundamentally exists at the intersection of a designer (and creative team) and its players. This means we should often treat our audience as a collaborator. This is one reason why I’m especially interested in games that reward replayability and study. It’s also why, personally speaking, I tend not to care for games that feel like polemics. I want games that are filled with arguments and ideas for players to explore over many plays. There’s probably no better example of this than in the development of the first edition of Pax Pamir into the second. The second edition is significantly more repayable while also being more clear-eyed about its arguments. Many of those changes were adjustments that came from just watching the game get played. I imagine this must be what it feels like to adjust a song after taking it on tour. Of course, it’s possible to over-correct. One of my biggest complaints with many modern game designs is the degree to which they too aggressively try to please every audience member all of the time. As in all creative endeavors, I think the key is knowing who to listen to and when.</span></p>
<p><span>When I first proposed Oath, I remember telling Patrick that I had no idea who the game was for. I had a sense of what I wanted to make, but I didn’t know if such a game would ever find an audience. Now, a few years later, I know who those folks are. And so, at the end of this month, we’re going to launch a crowdfunding campaign to raise money for the development of an expansion for the game.</span><br><br><span>We’re not doing this because we think Oath is incomplete or needs fixed. Instead, we want to use the crowdfunding campaign to celebrate the community the game has found and ring in the next phase of its life. We want to offer a space to share what we are working on, and include as many folks in the process of making the game as possible. To this end, we’ve got a lot of things planned. Like our other campaigns, I’ll be firing off designer diaries in the weeks leading up to the campaign and afterwards. We’ll be slowly rolling out preview kits for in progress ideas and sharing our designs as we make progress on them. We’re also going to be trying out some new things, from actual-plays with new partners to producing an in-house documentary about how games are made in the studio. As with all of our campaigns, the shape of what’s to come is going to depend on you all.</span><br><br><span>I should say that, unlike our other campaigns, we won’t be relying on a ton of external preview/reviews for the new Oath materials. This is partly because of the nature of the expansion. When it comes to a new game, we try our best to build something as playable as possible before the crowdfunding campaign begins so that we can prove to everyone that the new game is robust and that folks can trust us with the development. But, these sorts of previews always make us a little queasy. It’s sorta like being asked to be graded on a paper that is half-done. While this queasiness is necessary for launching a new flagship title (like Arcs) they are always less necessary for expansions, which mostly rely on the bonafides of the core game. Furthermore, some expansions are easier to talk about than others. For instance, when it comes to a Root expansion, it’s pretty easy to talk about how the new faction works. This creates a pretty clean block of “content” which a reviewer can easily evaluate. What we have planned for Oath does not lend itself to that style of review. The changes are more pervasive and subtle. It’s the kind of thing that, once folded in, a player would never want to sort out, and, in a few years time, they might not even remember which parts of the game were added with the expansion at all.</span><br><br><span>But, we don’t want anyone backing this game without knowing what they are getting. So, over the next several weeks, I’ll be talking about the new aspects of the game we are exploring, some the of the challenges we are encountering, and, where possible, describing how the new systems work in progress. In addition, over the course of the Kickstarter campaign, we’ll be dropping little preview kits so that anyone who’s interested in the game can try out the new stuff.</span><br><br><span>Next week, we'll kick things off by talking about some of the fundamental challenges of the project. The sorts of things Oath is good and remembering, and the things it tends to forget.</span><br><br><a href="https://www.kickstarter.com/projects/2074786394/oath-new-foundations?ref=bggforums" target="_blank">And, if you’d like to follow along with the Kickstarter, you can find it here.</a></p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-coral-cap-pirates</id>
    <published>2023-11-21T12:13:40-06:00</published>
    <updated>2023-11-21T12:13:41-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-coral-cap-pirates"/>
    <title>Ahoy: New Horizons | Design Diary - The Coral Cap Pirates</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">Ahhhh the Coral Cap Pirates. They may currently be one of my favorite factions in the entire game, but the journey to get there was much rockier than any of the other factions. Initially they weren’t even pirates!</span><br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">When first ideating expansion material I approach it with mainly one question: “what do I think would be cool or funny to see in the game world we’ve created” And there is one fishy character who has captivated me ever since I first saw him in 2015… Tahm Kench from League of Legends.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-coral-cap-pirates">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[Ahhhh the Coral Cap Pirates. They may currently be one of my favorite factions in the entire game, but the journey to get there was much rockier than any of the other factions. Initially they weren’t even pirates!<br data-mce-fragment="1"><br data-mce-fragment="1">When first ideating expansion material I approach it with mainly one question: “what do I think would be cool or funny to see in the game world we’ve created” And there is one fishy character who has captivated me ever since I first saw him in 2015… Tahm Kench from League of Legends.<br data-mce-fragment="1"><br data-mce-fragment="1">
<div><a href="https://boardgamegeek.com/image/7853547/lampshade4life" data-mce-fragment="1" data-mce-href="https://boardgamegeek.com/image/7853547/lampshade4life" target="_self"><img loading="lazy" class="img-fluid" src="https://cf.geekdo-images.com/7qXyaVbjMe9zwAdq4LUenA__medium/img/f_XAje2KP10lDCPVkBeW2qiZXyo=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853547.jpg" srcset="https://cf.geekdo-images.com/7qXyaVbjMe9zwAdq4LUenA__medium/img/f_XAje2KP10lDCPVkBeW2qiZXyo=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853547.jpg 1x, https://cf.geekdo-images.com/7qXyaVbjMe9zwAdq4LUenA__medium@2x/img/eHQP68jDMPr-yUvaC4hgsY_pMQE=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7853547.jpg 2x" alt="Tahm Kench" sizes="" height="281" width="500" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cf.geekdo-images.com/7qXyaVbjMe9zwAdq4LUenA__medium/img/f_XAje2KP10lDCPVkBeW2qiZXyo=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853547.jpg" _ngcontent-ng-c604760210="" data-mce-style="display: block; margin-left: auto; margin-right: auto;"></a></div>
<br data-mce-fragment="1"><br data-mce-fragment="1">Here’s a small quote from his lore<br data-mce-fragment="1"><em data-mce-fragment="1">"Known by many names throughout history, the demon Tahm Kench travels the waterways of Runeterra, feeding his insatiable appetite with the misery of others. Though he may appear singularly charming and proud, he swaggers through the physical realm like a vagabond in search of unsuspecting prey."</em><br data-mce-fragment="1"><br data-mce-fragment="1">Now say what you want about league of legends, (I retired from the rift in 2015,) but what a<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">CHARACTER.</strong><br data-mce-fragment="1"><br data-mce-fragment="1">A giant sweet-talking catfish swindler was my initial goal and I dove in. I wanted a faction who had goods and services being offered and occasionally forced onto enemies.<br data-mce-fragment="1"><br data-mce-fragment="1">
<div><a href="https://boardgamegeek.com/image/7853553/lampshade4life" data-mce-fragment="1" data-mce-href="https://boardgamegeek.com/image/7853553/lampshade4life" target="_self"><img loading="lazy" class="img-fluid" src="https://cf.geekdo-images.com/pyCswS6FTJxAwzS4eqGJdA__medium/img/AwJtYuzei_Qko_4ee2buBLCqE8k=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853553.png" srcset="https://cf.geekdo-images.com/pyCswS6FTJxAwzS4eqGJdA__medium/img/AwJtYuzei_Qko_4ee2buBLCqE8k=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853553.png 1x, https://cf.geekdo-images.com/pyCswS6FTJxAwzS4eqGJdA__medium@2x/img/CFJQd3nHalnRZ-Wx-ms206u5xN8=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7853553.png 2x" alt="First Swindler" sizes="" height="500" width="386" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cf.geekdo-images.com/pyCswS6FTJxAwzS4eqGJdA__medium/img/AwJtYuzei_Qko_4ee2buBLCqE8k=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853553.png" _ngcontent-ng-c604760210="" data-mce-style="display: block; margin-left: auto; margin-right: auto;"></a></div>
<p><br data-mce-fragment="1"><br data-mce-fragment="1">This first version of the Swindler had a lot goin on. They essentially had 3 things to “sell”:</p>
<p>The first was<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">Weapon Caches and Pearls.</strong><span data-mce-fragment="1"> </span>Whenever the Swindler would end a Sail they could place 1 of either in an adjacent space. Whenever an enemy entered a space with one they’d automatically pick it up. Pearls would net them 2 gold and Weapons Caches would have them roll a new d6 and assign it to Cannons. In either case the Swindler gained 1 fame or 1 gold.<br data-mce-fragment="1"><br data-mce-fragment="1">The second was<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">Secret Passage.</strong><span data-mce-fragment="1"> </span>The Swindler had 5 dice and after seeing everyones roll would assign one to Secret Passage. This treated your Flagship and other pieces as a Tailwind of that value for enemies. If they used it you’d gain 1 Fame.<br data-mce-fragment="1"><br data-mce-fragment="1">They also were<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">Persuasive </strong>and a<strong data-mce-fragment="1"> Huckster.</strong><span data-mce-fragment="1"> </span>Being Persuasive allowed them to recruit crew while adjacent to Islands AND to ignore any recruit cost. Being a Huckster, crew on your ship had no abilities but you were essentially a floating Market allowing enemies to recruit from your Flagship, gaining Fame and increasing the Region die. If nobody was buying you could always Strong Arm them, forcing a crew on to their ship and gaining gold or Fame.<br data-mce-fragment="1"><br data-mce-fragment="1">Additionally they had Resorts they wanted to build, by cashing out gold they could build Resorts for a small burst of Fame.<br data-mce-fragment="1"><br data-mce-fragment="1">I worked on this version for a few months, but the most notable development came when I decided to make the Weapon Cache and Pearl scoring scale with region value. If a Pearl was picked up in a 2 value Region the Swindler gained 2 Fame.<br data-mce-fragment="1"><br data-mce-fragment="1"><a href="https://boardgamegeek.com/image/7853556/lampshade4life" data-mce-fragment="1" data-mce-href="https://boardgamegeek.com/image/7853556/lampshade4life" target="_self"><img loading="lazy" class="img-fluid" src="https://cf.geekdo-images.com/KSDZSO5--mw2HBX6YlcBvA__medium/img/PiLEKkq_UzLLUnB0mpmqXWU0DTA=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853556.png" srcset="https://cf.geekdo-images.com/KSDZSO5--mw2HBX6YlcBvA__medium/img/PiLEKkq_UzLLUnB0mpmqXWU0DTA=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853556.png 1x, https://cf.geekdo-images.com/KSDZSO5--mw2HBX6YlcBvA__medium@2x/img/7Cj0yFgAlzd2ZZKL0QFbGXgxkik=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7853556.png 2x" alt="Swindler 2" sizes="" height="304" width="500" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cf.geekdo-images.com/KSDZSO5--mw2HBX6YlcBvA__medium/img/PiLEKkq_UzLLUnB0mpmqXWU0DTA=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853556.png" _ngcontent-ng-c604760210="" data-mce-style="display: block; margin-left: auto; margin-right: auto;"></a><br data-mce-fragment="1"><br data-mce-fragment="1">Now the gameplay loop looked kinda like…<br data-mce-fragment="1"><br data-mce-fragment="1">Sail and drop resource &gt; Gain small amount of gold &gt; Use gold to make hotels and increase region value &gt; Drop more resources in higher value regions<br data-mce-fragment="1"><br data-mce-fragment="1">I honestly was so excited about this development initially, it created hot spots on the map where players did or didn't want to be and all the point scaling was player driven. But it still wasn’t fun or satisfying to play. Where the problem lied was in the Swindler's actual incentives and the initial thematic goal.<br data-mce-fragment="1"><br data-mce-fragment="1">I had finished another unsatisfying game and realized the problem.<br data-mce-fragment="1">The Swindler's whole goal was about taking a useful thing and giving it to the person who it's least useful for. I wasn’t getting one over on enemies, convincing them to buy something they don't want. I was just giving a bad gift and being rewarded. You want Pearls? I'll place weapons nearby. Cool crew I found? Better not give it to someone who it's too helpful for. You get the picture.<br data-mce-fragment="1"><br data-mce-fragment="1">At that point I decided to shelve the Swindler, they had grown into a very rules heavy faction with an unsatisfying gameplay loop for them and for others. It was time to start fresh!<br data-mce-fragment="1"><br data-mce-fragment="1">Looking back I think one of the biggest weaknesses of the Swindler was its lack of grounding in the core Ahoy mechanics. I've found the strongest factions seem to have a strong focus on one or all of these: map navigation, the market, and the region values. Triangulating those was the trick.<br data-mce-fragment="1"><br data-mce-fragment="1">And my months of thinking about it paid off because the current version of the Coral Cap Pirates came together very quickly! I had decided on themed ships as the main mechanic and I was off to the races.<a href="https://boardgamegeek.com/image/7853557/lampshade4life" data-mce-fragment="1" data-mce-href="https://boardgamegeek.com/image/7853557/lampshade4life" target="_self"><img loading="lazy" class="img-fluid" src="https://cf.geekdo-images.com/8M-AUbG8iyE-1e6ybybouA__medium/img/Z6iQYFIELMQsgYA5M0LAvrJHM-4=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853557.png" srcset="https://cf.geekdo-images.com/8M-AUbG8iyE-1e6ybybouA__medium/img/Z6iQYFIELMQsgYA5M0LAvrJHM-4=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853557.png 1x, https://cf.geekdo-images.com/8M-AUbG8iyE-1e6ybybouA__medium@2x/img/aPugeLgBG1AbCo2WVD6kBZh6Jgw=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7853557.png 2x" alt="Current Coral Cap" sizes="" height="304" width="500" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cf.geekdo-images.com/8M-AUbG8iyE-1e6ybybouA__medium/img/Z6iQYFIELMQsgYA5M0LAvrJHM-4=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853557.png" _ngcontent-ng-c604760210="" data-mce-style="display: block; margin-left: auto; margin-right: auto;"></a></p>
<p><a href="https://boardgamegeek.com/image/7853583/lampshade4life" data-mce-fragment="1" data-mce-href="https://boardgamegeek.com/image/7853583/lampshade4life" target="_self"><img loading="lazy" class="img-fluid" src="https://cf.geekdo-images.com/bEXT79DX5BJXtBQwOtGNnQ__medium/img/0pS_VXYpHiarz9J696pPVDeawFQ=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853560.jpg" srcset="https://cf.geekdo-images.com/bEXT79DX5BJXtBQwOtGNnQ__medium/img/0pS_VXYpHiarz9J696pPVDeawFQ=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853560.jpg 1x, https://cf.geekdo-images.com/bEXT79DX5BJXtBQwOtGNnQ__medium@2x/img/YxguAtikO9PQi3eus6lxU9Qh2yo=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7853560.jpg 2x" alt="Frigates" sizes="" height="500" width="467" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cf.geekdo-images.com/bEXT79DX5BJXtBQwOtGNnQ__medium/img/0pS_VXYpHiarz9J696pPVDeawFQ=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7853560.jpg" _ngcontent-ng-c604760210="" data-mce-style="display: block; margin-left: auto; margin-right: auto;"></a><span data-mce-fragment="1"> <img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/CCP_480x480.png?v=1700590291" alt="the pink meeple ships of the coral cap pirates" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/CCP_480x480.png?v=1700590291"></span><br data-mce-fragment="1"><br data-mce-fragment="1">You’ll start the game as a loan Flagship with 6 possible Frigates to build (one of each suit) and your goal is to find Captains to Enlist. While your flagship is at an Island with matching Crew you may pay the recruit cost as normal but instead Enlist. Take the matching Frigate card, cover up the Crews ability, roll up the region and place the Frigate on the map, they are now the Captain of that boat!<br data-mce-fragment="1"><br data-mce-fragment="1">Each Frigate is uniquely equipped with an ability to score Fame that will also increase the Region value so you have to plan carefully how often and where you use them.<br data-mce-fragment="1"><br data-mce-fragment="1">Additionally a Captain is nothing without his crew! Each Frigate has 3 jobs that they’ll gain bonus fame for filling at game end; however,<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">you only gain Fame for filling a Job if all Jobs to its left are also filled.</strong><span data-mce-fragment="1"> </span>What this creates is an incredibly satisfying logistics puzzle using Parade, allowing you to command multiple ships. But be careful, Frigates lose fame for every damage at game end.</p>
<p>Should you fill the 4 point job even though you have no other jobs filled or instead get a new captain? Can you reach an island without taking too much damage and also score your After Parading ability? These are the types of questions the Coral Cap gets to mull over and with the unpredictability of the market and map construction it never shakes out the same.<br data-mce-fragment="1"><br data-mce-fragment="1">I really can’t believe that there wasn't a proper “just pirates” faction before but I’m so glad there is. With just the right amount of swashbuckling and humor they’ve grown to be one of my favorite factions to show people.</p>
<p><span data-mce-fragment="1">Check out the</span><a href="https://bit.ly/AhoyOnBK2023" data-mce-href="https://bit.ly/AhoyOnBK2023" data-mce-fragment="1"><span data-mce-fragment="1"> </span>Ahoy: New Horizon campaign on BackerKit</a><span data-mce-fragment="1"> for more info!</span></p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-leviathan</id>
    <published>2023-11-21T12:02:12-06:00</published>
    <updated>2023-11-21T12:02:12-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-leviathan"/>
    <title>Ahoy: New Horizons | Design Diary - The Leviathan</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p data-mce-fragment="1">My biggest desire for the new 3- and 4-player factions was more interaction, things that mattered for more players at the table more often. Since each piece you place in<span data-mce-fragment="1"> </span><em data-mce-fragment="1">Ahoy</em><span data-mce-fragment="1"> </span>is a potential interaction point I knew they’d need to place more pieces.</p>
<p data-mce-fragment="1">From a thematic standpoint I had been interested in exploring a Sea Monster faction and fortunately these things went hand in hand! A monster that grew and was so massive and dangerous that it would block sections of the map was my starting point and this was my first cut.</p><p><a class="read-more" href="https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-leviathan">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p>My biggest desire for the new 3- and 4-player factions was more interaction, things that mattered for more players at the table more often. Since each piece you place in <em>Ahoy</em> is a potential interaction point I knew they’d need to place more pieces.</p>
<p>From a thematic standpoint I had been interested in exploring a Sea Monster faction and fortunately these things went hand in hand! A monster that grew and was so massive and dangerous that it would block sections of the map was my starting point and this was my first cut.</p>
<div><img loading="lazy" class="img-fluid" src="https://cf.geekdo-images.com/8qnys7VXT-Gd-_xH5u2Hkg__medium/img/7xoZBRwYAQMYFVDlfFFz4at68z8=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839893.png" srcset="https://cf.geekdo-images.com/8qnys7VXT-Gd-_xH5u2Hkg__medium/img/7xoZBRwYAQMYFVDlfFFz4at68z8=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839893.png 1x, https://cf.geekdo-images.com/8qnys7VXT-Gd-_xH5u2Hkg__medium@2x/img/OHxRONKM7y0kccawsPj_z_WtP04=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7839893.png 2x" alt="Proto Leviathan 1" sizes="" height="415" width="500" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cf.geekdo-images.com/8qnys7VXT-Gd-_xH5u2Hkg__medium/img/7xoZBRwYAQMYFVDlfFFz4at68z8=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839893.png" _ngcontent-ng-c604760210=""></div>
<br data-mce-fragment="1">The Sea Monster starts as one piece on the map and every turn could move one space, if they had available body pieces they would leave one behind, and<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">they may never enter a space with any of their pieces.</strong><span data-mce-fragment="1"> </span>At the end of each round they score one Fame for every piece they have on the map. Additionally,<span data-mce-fragment="1"> </span><strong data-mce-fragment="1">any players scoring Fame for controlling a region with a Sea Monster piece gains an additional Fame.</strong><span data-mce-fragment="1"> </span>These two rules would remain as pillars of the design throughout the whole process.<br data-mce-fragment="1"><br data-mce-fragment="1">Their primary goal was maintaining a supply of body pieces and using Grow and the free move to place them. They also could assign to their Spines to protect their body, making other players assign an equal or higher die just to enter their space. How this was supposed to work was they’d eventually find themselves headed to a corner and use Dive to reset at a different location.<br data-mce-fragment="1"><br data-mce-fragment="1">They were supposed to be slow but inevitable, requiring a degree of planning because you couldn't simply spend dice to get where you wanted without giving up your scoring.<br data-mce-fragment="1"><br data-mce-fragment="1">This version was close but it was way to centralized around using the Grow action and Spines was only being used in the final round or two to solidify final scoring. The gameplay loop just wasn’t particularly exciting and they weren’t an intimidating presence just occasionally annoying.<br data-mce-fragment="1"><br data-mce-fragment="1">The next version needed to have more things to balance gameplay wise and needed more “reach” on the map. With only one Head and no movement it was too difficult to reach anything to interact with.<br data-mce-fragment="1"><br data-mce-fragment="1">The next version looked like this:<br data-mce-fragment="1"><br data-mce-fragment="1">
<div><a href="https://boardgamegeek.com/image/7839894/lampshade4life" data-mce-fragment="1" data-mce-href="https://boardgamegeek.com/image/7839894/lampshade4life" target="_self"><img loading="lazy" class="img-fluid" src="https://cf.geekdo-images.com/HztyTZRx15ZjrxmzLRLmQw__medium/img/gNWdRLVuuhh4maERiijSNmvymOE=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839894.png" srcset="https://cf.geekdo-images.com/HztyTZRx15ZjrxmzLRLmQw__medium/img/gNWdRLVuuhh4maERiijSNmvymOE=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839894.png 1x, https://cf.geekdo-images.com/HztyTZRx15ZjrxmzLRLmQw__medium@2x/img/ywG8TyrZwK9XwXDzez7un1KjXxw=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7839894.png 2x" alt="Proto Leviathan 2" sizes="" height="467" width="500" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cf.geekdo-images.com/HztyTZRx15ZjrxmzLRLmQw__medium/img/gNWdRLVuuhh4maERiijSNmvymOE=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839894.png" _ngcontent-ng-c604760210=""></a></div>
<br data-mce-fragment="1"><br data-mce-fragment="1">The biggest difference was the introduction of Speed and Fangs as attributes. Now rather than growing and only gaining body segments there were multiple stats to care about. Speed let you move more at top of the turn and Fangs make you better at fighting.<br data-mce-fragment="1"><br data-mce-fragment="1">These new incentives started to fix things, making a player choose what stats to actually grow but there still was a hyperfocus on advancing the Size chart and even when players did grow various stats there still felt like a lack of player growth. Players were doing the same thing with nearly the same tools all game. They also were getting stuck or having very obvious moves. It felt like they were just waiting to fix their position rather than getting to make choices.<br data-mce-fragment="1"><br data-mce-fragment="1">The next version would attempt to address this in a few ways.<br data-mce-fragment="1"><br data-mce-fragment="1">
<div><a href="https://boardgamegeek.com/image/7839895/lampshade4life" data-mce-fragment="1" data-mce-href="https://boardgamegeek.com/image/7839895/lampshade4life" target="_self"><img loading="lazy" class="img-fluid" src="https://cf.geekdo-images.com/TkluNzvb4XSL8zVHwXOGbw__medium/img/n0oyOz9CHoz0mB1u-R1hArjNqm4=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839895.png" srcset="https://cf.geekdo-images.com/TkluNzvb4XSL8zVHwXOGbw__medium/img/n0oyOz9CHoz0mB1u-R1hArjNqm4=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839895.png 1x, https://cf.geekdo-images.com/TkluNzvb4XSL8zVHwXOGbw__medium@2x/img/wiuOKYbA-86Uh2z_YaarPSo7Xe0=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7839895.png 2x" alt="Proto Leviathan 3" sizes="" height="500" width="386" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cf.geekdo-images.com/TkluNzvb4XSL8zVHwXOGbw__medium/img/n0oyOz9CHoz0mB1u-R1hArjNqm4=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839895.png" _ngcontent-ng-c604760210=""></a></div>
<br data-mce-fragment="1"><br data-mce-fragment="1">There’s a few key changes in this version. First is the introduction of the ability to gain additional heads by advancing your tracks. This was to address the “reach” problem; they simply needed more pieces they could use to influence the map and achieve their goals. I also gave them the ability to Slink, this is mainly as a “fixer” action for when you weren’t able to properly plan and need to pivot positions. This also introduced the ability to unlock card abilities with Devour giving another layer to the position and planning puzzle and added a nice feeling of player growth. It also leaned into the storytelling elements of our games. You no longer were just a large monster you could be large, with giant fangs and covered in gold plating!<br data-mce-fragment="1"><br data-mce-fragment="1">
<div><a href="https://boardgamegeek.com/image/7839896/lampshade4life" data-mce-fragment="1" data-mce-href="https://boardgamegeek.com/image/7839896/lampshade4life" target="_self"><img loading="lazy" class="img-fluid" src="https://cf.geekdo-images.com/awYahrfQsSZkTVh2Nn_tnA__medium/img/Xe4RjeTYQHjwVpU3Yp8VMSuq8rI=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839896.png" srcset="https://cf.geekdo-images.com/awYahrfQsSZkTVh2Nn_tnA__medium/img/Xe4RjeTYQHjwVpU3Yp8VMSuq8rI=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839896.png 1x, https://cf.geekdo-images.com/awYahrfQsSZkTVh2Nn_tnA__medium@2x/img/JKppDymozhk7SmCJl6CO99yUSDY=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7839896.png 2x" alt="Proto Cards" sizes="" height="426" width="500" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cf.geekdo-images.com/awYahrfQsSZkTVh2Nn_tnA__medium/img/Xe4RjeTYQHjwVpU3Yp8VMSuq8rI=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839896.png" _ngcontent-ng-c604760210=""></a></div>
<br data-mce-fragment="1"><br data-mce-fragment="1">This version was really promising and with a bit of trimming and polishing I’ve arrived here recently.<br data-mce-fragment="1"><br data-mce-fragment="1">
<div><a href="https://boardgamegeek.com/image/7839897/lampshade4life" data-mce-fragment="1" data-mce-href="https://boardgamegeek.com/image/7839897/lampshade4life" target="_self"><img loading="lazy" class="img-fluid" src="https://cf.geekdo-images.com/yY5WIERkFne7CV5IxwnXgg__medium/img/Sp5j2cbVsoiZxnbqrg0V8mxDlPc=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839897.png" srcset="https://cf.geekdo-images.com/yY5WIERkFne7CV5IxwnXgg__medium/img/Sp5j2cbVsoiZxnbqrg0V8mxDlPc=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839897.png 1x, https://cf.geekdo-images.com/yY5WIERkFne7CV5IxwnXgg__medium@2x/img/-p7NgGJsmZ_1QAOJDnvlK3MHdso=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7839897.png 2x" alt="Dev Leviathan" sizes="" height="304" width="500" style="display: block; margin-left: auto; margin-right: auto;" data-mce-fragment="1" data-mce-src="https://cf.geekdo-images.com/yY5WIERkFne7CV5IxwnXgg__medium/img/Sp5j2cbVsoiZxnbqrg0V8mxDlPc=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7839897.png" _ngcontent-ng-c604760210=""></a></div>
<p><br data-mce-fragment="1"><br data-mce-fragment="1">This was mainly a lot of small adjustments, changing Dive to be less punishing when used, adding battle incentives for large Fangs, an ability to cycle evolution cards and some shuffling of rewards. This version embodies the carefree monster the most of any, it's a powerful force that views every other piece as means to grow larger and stronger. While the smuggler is a slippery hard to pin down individual, the Leviathan is an ever present force that you simply can’t avoid. If you want a little bit more chaos and violence in your games of <em>Ahoy</em> the Leviathan is a wonderful addition!</p>
<p><span data-mce-fragment="1">Check out the</span><a href="https://bit.ly/AhoyOnBK2023" data-mce-href="https://bit.ly/AhoyOnBK2023" data-mce-fragment="1"><span data-mce-fragment="1"> </span>Ahoy: New Horizon campaign on BackerKit</a><span data-mce-fragment="1"> for more info!</span></p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-shellfire-rebellion</id>
    <published>2023-11-21T11:56:46-06:00</published>
    <updated>2023-11-21T11:57:09-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-shellfire-rebellion"/>
    <title>Ahoy: New Horizons | Design Diary - The Shellfire Rebellion</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p><span data-mce-fragment="1">After playing many Blackfish vs Mollusk games I had become much more confident in the viability of alternative factions and felt like I had gained an even deeper understanding of how these factions worked with each other.</span></p>
<p><span data-mce-fragment="1">For the two player factions it isn't only about having interesting gameplay, it's about being an interesting opponent that will force out interesting gameplay from the enemy.</span></p><p><a class="read-more" href="https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-shellfire-rebellion">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p>Ahoy!<br data-mce-fragment="1"><br data-mce-fragment="1">After playing many Blackfish vs Mollusk games I had become much more confident in the viability of alternative factions and felt like I had gained an even deeper understanding of how these factions worked with each other.<br data-mce-fragment="1"><br data-mce-fragment="1">For the two player factions it isn't only about having interesting gameplay, it's about being an interesting opponent that will force out interesting gameplay from the enemy.<br data-mce-fragment="1"><br data-mce-fragment="1">It reminded me much more of fighting game match-ups, like how introducing a character with fireballs will force new approaches from the enemy. It changes both sides.<br data-mce-fragment="1"><br data-mce-fragment="1">With that in mind I knew I wanted tools that would matter to both players, and from a thematic perspective I thought a “Ready, Aim, Fire” kind of action structure would be really satisfying.<br data-mce-fragment="1"><br data-mce-fragment="1">This is where the range die came in as a ripple to their ability to spread Comrades. At the top of the round you roll a 5th D6 with a distribution of 1,2,2,3,3,4 and it's automatically assigned to your range.<br data-mce-fragment="1"><br data-mce-fragment="1">Then, at the end of each turn, any of your pieces will Launch Ready Comrades in a straight line onto any islands EXACTLY at range (even over sandbars and gaps in the map)!</p>
<p><br data-mce-fragment="1">This addition gave a layer of planning for you and the opponent and is also what solidified them as Turtles, if you’re gonna be launching yourself across the sea you better be tough!<br data-mce-fragment="1"><br data-mce-fragment="1">The Shellfire Rebellion had emerged, and the first cut of their player board is actually shockingly similar to the current development version rules wise.<br data-mce-fragment="1"><br data-mce-fragment="1"><a data-mce-fragment="1" href="https://boardgamegeek.com/image/7826157/lampshade4life" target="_self" data-mce-href="https://boardgamegeek.com/image/7826157/lampshade4life"><img data-mce-fragment="1" style="display: block; margin-left: auto; margin-right: auto;" width="386" height="500" sizes="" alt="Shellfire Proto Board" srcset="https://cf.geekdo-images.com/ZxRjWyBiNmwQWAqkuY3tmg__medium/img/3VuhEZ44wARYcDU5gZMJK-w_AdU=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826157.png 1x, https://cf.geekdo-images.com/ZxRjWyBiNmwQWAqkuY3tmg__medium@2x/img/CAuFNJv0HPKsUE9GO9gVBsv2W8I=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7826157.png 2x" src="https://cf.geekdo-images.com/ZxRjWyBiNmwQWAqkuY3tmg__medium/img/3VuhEZ44wARYcDU5gZMJK-w_AdU=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826157.png" class="img-fluid" loading="lazy" _ngcontent-ng-c604760210="" data-mce-src="https://cf.geekdo-images.com/ZxRjWyBiNmwQWAqkuY3tmg__medium/img/3VuhEZ44wARYcDU5gZMJK-w_AdU=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826157.png"></a><br data-mce-fragment="1"><br data-mce-fragment="1"><a data-mce-fragment="1" href="https://boardgamegeek.com/image/7826158/lampshade4life" target="_self" data-mce-href="https://boardgamegeek.com/image/7826158/lampshade4life"><img data-mce-fragment="1" style="display: block; margin-left: auto; margin-right: auto;" width="500" height="304" sizes="" alt="Shellfire Dev Board" srcset="https://cf.geekdo-images.com/ZxmbF3FlIfrPP9oW6Cwnog__medium/img/0vt0OjIi67BY1xYnF3jI92mKFxE=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826158.png 1x, https://cf.geekdo-images.com/ZxmbF3FlIfrPP9oW6Cwnog__medium@2x/img/xLv0TN5mV14dnzuSyLX9Re97O3c=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7826158.png 2x" src="https://cf.geekdo-images.com/ZxmbF3FlIfrPP9oW6Cwnog__medium/img/0vt0OjIi67BY1xYnF3jI92mKFxE=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826158.png" class="img-fluid" loading="lazy" _ngcontent-ng-c604760210="" data-mce-src="https://cf.geekdo-images.com/ZxmbF3FlIfrPP9oW6Cwnog__medium/img/0vt0OjIi67BY1xYnF3jI92mKFxE=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826158.png"></a><br data-mce-fragment="1"><br data-mce-fragment="1">I wanted the Flagship to feel important but like it couldn’t do the job alone, unlike the Mollusks. Building Launchers will let you cover more islands but that means continually supplying them with Comrades. Initially restocking the Launchers was too difficult and since it was already harder to get Comrades on islands this felt debilitating.<br data-mce-fragment="1"><br data-mce-fragment="1">I didn't want to make the Flagship faster as that has too many knock-on effects so I instead increased its range of capabilities. Many of the Shellfire actions allow them to do things in the surrounding 8 spaces, rather than just the adjacent 4. This solved a lot of the small positional woes, things were just a bit easier to access.<br data-mce-fragment="1"><br data-mce-fragment="1">The Shellfire Rebellion also uses a deck of 12 plan cards like their Mollusk friends but has gone through some version changes. Card powers are one of my favorite things to work on so I was excited to create a whole new plan deck. The Mollusk deck required very few changes from Greg’s original so it was uncharted territory.<br data-mce-fragment="1"><br data-mce-fragment="1">I quickly found the deck I created was way too combo-y. Played in certain strings, cards were 2-3 times more effective. What this resulted in was long unbroken sequences of 4-5 cards being played with essentially no regard for the players die pool, gold or Flagship position. Like I mentioned <a href="https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-blackfish-brigade" target="_blank">in my previous diary</a>, we want players to PLAY <em>Ahoy</em> and that means engaging with the map, enemies, dice, crew, etc. This new deck did that without having the same combo problem of the previous deck, cards are more independently good allowing the player new strategies rather than being the strategies themselves.<br data-mce-fragment="1"><br data-mce-fragment="1"><a data-mce-fragment="1" href="https://boardgamegeek.com/image/7826159/lampshade4life" target="_self" data-mce-href="https://boardgamegeek.com/image/7826159/lampshade4life"><img data-mce-fragment="1" style="display: block; margin-left: auto; margin-right: auto;" width="496" height="500" sizes="" alt="Shellfire Proto Cards" srcset="https://cf.geekdo-images.com/96Fn5qxJf8UExEgzzCjupg__medium/img/NZYAaSJUs_H8ffVFQQl_SMI0MD8=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826159.png 1x, https://cf.geekdo-images.com/96Fn5qxJf8UExEgzzCjupg__medium@2x/img/Fdgrj9Ml5uVEHJ1Z8ONhh8n02QQ=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7826159.png 2x" src="https://cf.geekdo-images.com/96Fn5qxJf8UExEgzzCjupg__medium/img/NZYAaSJUs_H8ffVFQQl_SMI0MD8=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826159.png" class="img-fluid" loading="lazy" _ngcontent-ng-c604760210="" data-mce-src="https://cf.geekdo-images.com/96Fn5qxJf8UExEgzzCjupg__medium/img/NZYAaSJUs_H8ffVFQQl_SMI0MD8=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826159.png"></a><br data-mce-fragment="1"><br data-mce-fragment="1"><a data-mce-fragment="1" href="https://boardgamegeek.com/image/7826161/lampshade4life" target="_self" data-mce-href="https://boardgamegeek.com/image/7826161/lampshade4life"><img data-mce-fragment="1" style="display: block; margin-left: auto; margin-right: auto;" width="476" height="500" sizes="" alt="Shellfire Dev Board" srcset="https://cf.geekdo-images.com/FGlWeTrloqpH8f50O-Pr7A__medium/img/6663gm9b4cSQUf4jwrs_DlstVAU=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826161.jpg 1x, https://cf.geekdo-images.com/FGlWeTrloqpH8f50O-Pr7A__medium@2x/img/yxRk6EffWdH9OSAAWSY4eP7bCDY=/fit-in/1000x1000/filters:no_upscale():strip_icc()/pic7826161.jpg 2x" src="https://cf.geekdo-images.com/FGlWeTrloqpH8f50O-Pr7A__medium/img/6663gm9b4cSQUf4jwrs_DlstVAU=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826161.jpg" class="img-fluid" loading="lazy" _ngcontent-ng-c604760210="" data-mce-src="https://cf.geekdo-images.com/FGlWeTrloqpH8f50O-Pr7A__medium/img/6663gm9b4cSQUf4jwrs_DlstVAU=/fit-in/500x500/filters:no_upscale():strip_icc()/pic7826161.jpg"></a><br data-mce-fragment="1"><br data-mce-fragment="1">Both the Blackfish Brigade and the Shellfire Rebellion really lean into the map construction and spatial elements of <em>Ahoy</em> which I find are some of its biggest strengths. The mental image of turtle pirates getting catapulted across the ocean is just the cherry on top.<br data-mce-fragment="1"><br data-mce-fragment="1"><span data-mce-fragment="1">Check out the</span><a data-mce-fragment="1" href="https://bit.ly/AhoyOnBK2023" data-mce-href="https://bit.ly/AhoyOnBK2023"><span data-mce-fragment="1"> </span>Ahoy: New Horizon campaign on BackerKit</a><span data-mce-fragment="1"> for more info!</span></p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-blackfish-brigade</id>
    <published>2023-11-21T11:50:31-06:00</published>
    <updated>2023-11-21T11:50:32-06:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-blackfish-brigade"/>
    <title>Ahoy: New Horizons | Design Diary - The Blackfish Brigade</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span data-mce-fragment="1">Getting to revisit </span><a href="https://ledergames.com/products/ahoy" data-mce-fragment="1" target="_blank" data-mce-href="https://ledergames.com/products/ahoy"><em data-mce-fragment="1">Ahoy</em></a><span data-mce-fragment="1"> wasn’t an opportunity I was expecting to have. This may surprise many but when we originally published </span><em data-mce-fragment="1">Ahoy</em><span data-mce-fragment="1"> it was intentionally developed for no further expansion. We wanted </span><em data-mce-fragment="1">Ahoy's</em><span data-mce-fragment="1"> rules to be rock solid and dead simple to learn, this meant closing off a lot of design paths would allow for much crazier interactions. Opportunities where the design could spiral into several new things were often cut in favor of a cleaner core experience.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/ahoy-new-horizons-design-diary-the-blackfish-brigade">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p>Ahoy Sailor!<br data-mce-fragment="1"><br data-mce-fragment="1">Getting to revisit <a href="https://ledergames.com/products/ahoy" target="_blank" data-mce-href="https://ledergames.com/products/ahoy"><em>Ahoy</em></a> wasn’t an opportunity I was expecting to have. This may surprise many but when we originally published <em>Ahoy</em> it was intentionally developed for no further expansion. We wanted <em>Ahoy's</em> rules to be rock solid and dead simple to learn, this meant closing off a lot of design paths would allow for much crazier interactions. Opportunities where the design could spiral into several new things were often cut in favor of a cleaner core experience.<br data-mce-fragment="1"><br data-mce-fragment="1">Flash forward to release and our fans were engaging with the world and characters more than we expected! Almost immediately upon release people were imagining and theory crafting potential for new factions.<br data-mce-fragment="1"><br data-mce-fragment="1">I knew it would be a unique challenge and I was even really skeptical of the capacity to expand the game but I was prompted to at least try.<br data-mce-fragment="1"><br data-mce-fragment="1">When looking at the task ahead and roughing out where the difficulties would be, I was reminded much more of my time working on <em>Vast: The Mysterious Manor</em> than any of my work on <em>Root</em>.</p>
<p><br data-mce-fragment="1">Similar to <em>Vast</em>, roles in <em>Ahoy</em> have very specific outputs that other factions depend on existing in order to give themselves an identity. What does a Bluefin Squadron do if there are no Comrades around? The answer is nothing, the only reason their existence is even exciting is BECAUSE Comrades exist. A real Batman/Joker situation.<br data-mce-fragment="1"><br data-mce-fragment="1">All that is to say when designing an alternate to the Bluefin Squadron there was really one important thing, Patrols. The faction would need to put out Patrols in a unique way that was also interesting gameplay. Thematically I knew I wanted to do whales and I wanted them to feel fast and aggressive.<br data-mce-fragment="1"><br data-mce-fragment="1">In my first cut of the Blackfish Brigade I attempted to put the focus on movement. I wanted a faction who roamed the water more than the original and whose flagship was more powerful but limited.</p>
<p style="text-align: left;" data-mce-style="text-align: left;"><img style="display: block; margin-left: auto; margin-right: auto;" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/BB1_480x480.jpg?v=1700588552" alt="The first version of the whale player board" data-mce-style="display: block; margin-left: auto; margin-right: auto;" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/BB1_480x480.jpg?v=1700588552"><br data-mce-fragment="1">Sail allowed players to move up to 3 and remove a Comrade but you couldn't turn.<br data-mce-fragment="1"><br data-mce-fragment="1">They were able to place Patrols with Expand, maneuver them with Whale Song and remove Comrades with Hunt.<br data-mce-fragment="1"><br data-mce-fragment="1">It had a lot of potential but the incentives for players were all out of whack. Since Patrols are the most critical piece for the military faction by locking it behind any type of die slot it was immediately the most important action, essentially mandatory even. This quickly led to problems where players have no reason to use dice for other things, using every part of their actions and gold to make sure you get your 2 Expand actions.<br data-mce-fragment="1"><br data-mce-fragment="1">Additionally the straight line limitations on the Flagship weren't making it feel powerful. Even with the capacity to occasionally remove comrades the sheer value of position in <em>Ahoy</em> is so high that the lack of flexibility with Flagship had it feeling just cumbersome.<br data-mce-fragment="1"><br data-mce-fragment="1">So for the next version I knew that the gaining of Patrols needed to be more free. I don't want players wasting their few actions sitting still and spawning Patrols, I want them playing <em>Ahoy</em>! Which means sailing, exploring and fighting, so the playerboard needed to encourage that.<br data-mce-fragment="1"><br data-mce-fragment="1"><img style="display: block; margin-left: auto; margin-right: auto;" alt="The second iteration of the whale player board" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/BB2_480x480.jpg?v=1700588661" data-mce-style="display: block; margin-left: auto; margin-right: auto;" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/BB2_480x480.jpg?v=1700588661" data-mce-fragment="1"><br data-mce-fragment="1">This version introduced 2 big things, the passive rewards for placing dice and the first version of the whale pod!<br data-mce-fragment="1"><br data-mce-fragment="1">This version of the whale pod was a square punch board piece that would be placed on the edge of the region tiles. Any Patrols gained were placed on the punch board and moving the whale pod would move it one space along the outer edge and place a Patrol.<br data-mce-fragment="1"><br data-mce-fragment="1">There was a lot that was promising about this version, primarily it solved the hyper focus on any single action that gains/places Patrols. As promising as it was, I was worried by the whale pod. It was functional but had a lot of limits, one was just map size. Early game the pod was able to reach most places by scooting around the edges but by mid/late game sometimes even 12 moves wasn’t enough to get it near a reasonable position. Then also was the rules side, there were just too many new rules and questions being spawned about all the implications of this edge piece.<br data-mce-fragment="1"><br data-mce-fragment="1">After one of our office games someone suggested splitting the whale pod into two pieces, one going around the region die to indicate position and a card for storing the gained patrols. It solved all those previous problems and even added some new layers like deciding what quadrant of the pod to assign Patrols to.<br data-mce-fragment="1"><br data-mce-fragment="1">The final piece of the puzzle was Surge, previous versions put the comrade removal primarily on the Patrols scaling with how many were in a region. This caused the Flagship to lose much of its character and left it not being seen as a threat, really just a radio tower. By changing the means of Comrade removal back to the Flagship all players now cared significantly about the position of the Flagship again. It also made for a wonderful little triangulation puzzle between your Flagship, Pod and Patrols.<br data-mce-fragment="1"><br data-mce-fragment="1">With some small adjustments to the die restrictions and rewards I arrived at the version you see today.<br data-mce-fragment="1"><br data-mce-fragment="1"><img style="display: block; margin-left: auto; margin-right: auto;" alt="The current player board for the whales" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/BB-Board_480x480.jpg?v=1700588746" data-mce-style="display: block; margin-left: auto; margin-right: auto;" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/BB-Board_480x480.jpg?v=1700588746" data-mce-fragment="1">(a small rules note you must use the left tailwind slot before the right)</p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" alt="The whale pod card and game piece" src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/bb_480x480.png?v=1700588885" data-mce-style="display: block; margin-left: auto; margin-right: auto;" data-mce-src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/bb_480x480.png?v=1700588885" data-mce-fragment="1"><br data-mce-fragment="1"><br data-mce-fragment="1">The Blackfish Brigade has been a blast to design and I'm incredibly happy with the current shape they are in. I think they offer a shockingly thinky but equally aggressive style of play to their Bluefin counterparts.<br data-mce-fragment="1"><br data-mce-fragment="1">Check out the<a href="https://bit.ly/AhoyOnBK2023" data-mce-href="https://bit.ly/AhoyOnBK2023"> Ahoy: New Horizon campaign on BackerKit</a> for more info!</p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/ahoy-design-diary-3-trimming-the-sails</id>
    <published>2022-07-27T15:00:04-05:00</published>
    <updated>2022-08-01T09:54:12-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/ahoy-design-diary-3-trimming-the-sails"/>
    <title>Ahoy | Design Diary #3: Trimming the Sails</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span>Every project teaches you something and then taunts you with that knowledge—it whispers,</span><span> </span><em>you could always do that part better on the next project!</em><span> </span><span>Root taught me that it’s possible that good aids can do more than help players remember rules they already knew, but actually teach large parts of an intricate game: in tests, I often asked players to learn their factions just by reading their player boards, and it paid off. In a perfect world, people could sit down at the table and learn the game without looking at the rulebook or watching a how-to-play video.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/ahoy-design-diary-3-trimming-the-sails">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p><gg-markup-safe-html>Hi everyone! I'm Josh. If you don’t know me, I'm a game developer and editor at Leder Games. In addition to typical development work, I focus on user experience—Is the game easy to learn? Are the rulebook and aids complete and useful? Are the pieces fiddly? Etc. Today I'll be talking a little bit about that work on Ahoy.<br><br>Every project teaches you something and then taunts you with that knowledge—it whispers,<span> </span><em>you could always do that part better on the next project!</em><span> </span>Root taught me that it’s possible that good aids can do more than help players remember rules they already knew, but actually teach large parts of an intricate game: in tests, I often asked players to learn their factions just by reading their player boards, and it paid off. In a perfect world, people could sit down at the table and learn the game without looking at the rulebook or watching a how-to-play video. For most games this isn't fully possible, but it's still valuable to get as close as you can. However, ultimately, Root didn't go far enough, since many of its core rules remained buried in the rulebook—you need to use the walkthrough, which isn't great for referencing later.<br><br>Coming to Ahoy, I wanted to build on Root's approach and teach basically the<span> </span><em>whole game</em><span> </span>through its aids. As with Root, Ahoy teaches its factions through its player boards, but it adds a few more aids: First, the aid cards for the factions’ unique pieces, such as the Bluefin Squadron's Patrols (the little shark fins). Second, the setup aid on the back of the Fame Track. Third, and the focus of this diary, the pocket guide, which teaches most of the core rules. It's a tiny bifold with four pages—three if you omit the cover page, which doesn't have rules, and my goal was to fit the game on it.<br><br></gg-markup-safe-html><gg-markup-styled> </gg-markup-styled></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Josh1_480x480.jpg?v=1658946407" alt="" style="float: none;"></div>
<gg-markup-safe-html><br>In this diary, first I’ll talk about usability testing, a key element of user experience work that I used to iterate the pocket guide, and then give a detailed walkthrough of how the pocket guide evolved.<br><br><span>The Usability Test</span><br>So, the usability test. It's important. Basically, in a usability test, you put your game in front of players without explaining anything, and see whether they can understand it on their own. However, you can run a usability test in many different ways: For example, it could be<span> </span><em>moderated or unmoderated</em>, depending on whether you're present. It could also be<span> </span><em>specific or holistic</em>, depending on whether you focus on one element (the rulebook, for example) or the entire process of learning and playing from beginning to end.<br><br>These different methods collect different information. For example, I’ll often do a rulebook read—just put the rulebook in front of someone and say, "Read this and talk about your thoughts and confusions aloud." The rulebook is extremely important to get right, and this test is a quick, simple, and effective way to improve it over and over again as I run test after test. However, a rulebook read only tells me about a person's thoughts, not their actions. They could read a rule and express no confusion, even though they misinterpreted it. It also doesn’t tell me much at all about whether the rest of the game—its aids and components—are supporting the learning process.<br><br>To reveal those confusions and get a fuller picture, I'll run a usability playtest, where a group learns and plays the game with nobody guiding them. However, this process is much slower—a rulebook read for Ahoy takes maybe an hour and change, but a usability test takes three, four, or even five hours, when accounting for organizing the session, updating the physical kit, getting to the test location, and talking through expectations. And not only does it take longer, but it needs more people—four or five, rather than two. Overall, a usability test for Ahoy takes around 20 person-hours, compared to around 5 person-hours for a rulebook read.<br><br>Given all this extra time and effort, you’d hope a usability test would give the whole picture, but unfortunately it doesn’t. Unless you're making a simple abstract game, your players won’t touch all, or even most, of your game in one sitting. All of this is to say: there's no one-size-fits-all test, and you need to approach usability from many angles.<br><br>For the pocket guide, I tested in two main ways: aid-centered usability tests where I prompted a group to learn from the aids and then play a full game, much like for Root, and one-on-one tests where I asked a single person to teach me how to play from the pocket guide, having them demonstrate the game physically as they went to check their understanding.<br></gg-markup-safe-html><gg-markup-styled>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Josh2_480x480.jpg?v=1658946442" alt="" style="float: none;"></div>
</gg-markup-styled><gg-markup-safe-html><br><span>Instant Iteration</span><br>Beyond figuring out<span> </span><em>which</em><span> </span>tests you want to run, you also need to decide<span> </span><em>when</em><span> </span>you implement fixes. The field of usability originated in settings with huge budgets and long timelines where the cost of testing was high, but the cost of changing something was even higher, and the cost of bad changes was highest of all—think airplane cockpits. In these settings, it makes sense to run tons of tests before you think about changing anything, but this means you spend a lot longer wondering whether your fixes will actually work. When making games, though, budgets are smaller, timelines are shorter, and stakes are lower. (Nobody's going to die from getting a rule wrong...probably.) So when it's doable, testing fixes immediately is quite useful, and I did so extensively for the pocket guide.<br><br>Basically, I kept the guide loaded in layout software on my laptop in front of me. When the players really struggled to interpret a rule, I’d take a moment to consider what's causing the issue or ask them to talk through it, then I’d edit the guide, show them the new text without explaining it, and ask them to interpret it again.<br><br>This method does have some limitations, though. First, it only really works in person—it's just too hard to change something and show the new version to the players remotely. Second, it only works if you don't give away the correct interpretation. This is true in all usability testing, but it is especially difficult to keep silent and neutral when you're making and presenting changes on the fly, and sometimes the timing of when you make the change will give things away. If your player can guess what the correct answer is from your actions, rather than the text, you won't know if the change actually helped anything—it might have actually made the problem worse. So a real poker face is needed. If you go into the test tired or frustrated, it’s probably best to avoid! Finally, it should be used sparingly later in development, because every late change should have a very good reason, usually observed over multiple tests.<br><br>Instant iteration also has some downsides: If you're focusing on fixing the problem so you can test the change immediately, it's easy to forget to write down the problem itself. If you're not writing things down, it's much harder to sit down later and synthesize those problems into insights and learn from your mistakes over the long term. (Incidentally, writing a development diary helps counteract this!) Likewise, you might miss an opportunity to solve the problem at a deeper level by changing the rule itself, which you generally can't do until after the test by collaborating with the designer. That said, it's a good method to have in my toolkit, and I used it quite a lot for Ahoy’s pocket guide, especially in group tests. Hearing multiple people interpreting changed text in real time is a rich source of data!<br></gg-markup-safe-html><gg-markup-styled>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Josh3_480x480.jpg?v=1658946467" alt="" style="float: none;"></div>
</gg-markup-styled><gg-markup-safe-html><br><span>Iterating the Pocket Guide</span><br>For the rest of this diary, I’ll walk through six versions of the pocket guide. (This is a simplification for clarity’s sake—in reality, there were many more: dozens and dozens, each full of little changes.) This will show how the sausage gets made, and it’s messy: many changes will seem trivial, and many get reversed. You may find it interesting, or boring, but it’s real development! I’ll highlight some notable changes and patterns, but leave a more detailed read to you. For full resolution where the text is easily readable, you'll need to click the images to open up the original versions—keep clicking until it becomes clear! These images will show roughly where changes happened, but be warned: PDF comparisons are never perfect. Anyway, enough waiting. Let’s jump in the water!<br><br><span>Version 1 to 2</span><br></gg-markup-safe-html><gg-markup-styled>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Josh4_1024x1024.jpg?v=1658946509" style="float: none;"></div>
</gg-markup-styled><gg-markup-safe-html><br><strong>Words split across lines.</strong><span> </span>Let's start with something simple, almost trivial: the only difference on the front page is a change from “helpful” to “nice.” Tweaks like this may be mundane, but they're a ubiquitous and important part of editing laid-out text: words are simply harder to read if they cut across lines, so let's minimize that.<br><strong>Signposting for reference.</strong><span> </span>On the left page of the back spread, I added an icon for gold and a<span> </span><strong>Spending Gold</strong><span> </span>header. In testing, many people glossed over this rule because they didn't realize how important it was yet, and then later in play became frustrated trying to remember where to find it. Adding these signposting elements made it much easier to find when needed.<br><strong>Info at point of use.</strong><span> </span>On the right page of the back spread, I split out the note<span> </span><strong><em>“Exploring and battling end your move!“</em></strong><span> </span>from the Move Summary into the Battle Summary and Explore Summary. Generally, testers read the three main steps of the Move Summary, then ran through the Explore Summary or Battle Summary as needed. But then—because most of Ahoy’s movement actions give two or more moves—they’d go right back up to the first step of the Move Summary, which means they'd miss this important rule. Splitting this out into the relevant sections made it harder to skip.<br><strong>Cuts for page space.</strong><span> </span>Even though splitting up the previous rules got the info in the right places, it did add a line of text. Since we started with a full page, now we're flowing over the margins, and that means cuts! You'll find various shortening and outright removals of clarifying text. Early in this process, it’s safe to do this, since you can always put the text back in later if it's truly needed.<br><strong>Diagonal movement.</strong><span> </span>I added that you cannot move diagonally at the bottom of the Move Summary. If there's one thing to know about writing rules for board games, it's that people always want to know whether they can move diagonally!<br><strong>Physicality of the Cannons die.</strong><span> </span>The Move Summary and Battle Summary often talk about a "Cannons die." Testers would read this, look at their player board, and get confused—often, they’d think that the die printed on the board itself, rather than a physical die on it, counted as a Cannons die. It may sound bizarre, but this is why testing is essential—what seems obvious to you is often confusing to others!<br><strong>Battle triggers.</strong><span> </span>The hardest part of teaching how battling works in Ahoy is "Who am I forced to battle, and when?” Version 1 totally lacked an explanation of this, so I add<span> </span><strong><em>You must battle every enemy figure there that you can.</em></strong><span> </span>This is still deeply incomplete, and you'll notice in later versions how I gradually add to this point, move it around, and refine how it differentiates who you need to battle.<br><br><span>Version 2 to 3</span><br></gg-markup-safe-html><gg-markup-styled>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Josh5_1024x1024.jpg?v=1658946538" style="float: none;"></div>
</gg-markup-styled><gg-markup-safe-html><br><em>No changes on the front.</em><br><strong>Move order.</strong><span> </span>In the previous version, to save a line of space I moved the text<span> </span><strong><em>Do these steps for each space you move</em></strong><span> </span>from the top of the section to the bottom. Bad idea, since this text frames how the action works! It'll move back up top later, when I realize my mistake.<br><strong>Connecting aids.</strong><span> </span>Under the second paragraph in Ending the Round, I added an explicit reference: “as described on the player boards." When you reference a rule, don't assume the player knows just where to look, even if the answer is literally right in front of them! Guide them.<br><strong>Cannons physicality.</strong><span> </span>Thought I needed to lean into physicality to teach Cannons before? Well, it needed more—here, in the Battle Summary, I say explicitly, “You may turn the die.” In Version 2, which said “lower the die,” testers understood that they needed to do something with the die, but didn't know what. “Lower the die" is just not a common phrase, even in game rules, and even though some people got it after thinking for a bit, it slowed down play.<br>In step 2 of the Move Summary, though, I don't follow my intuition for physicality. I change “has placed a die on Cannons” to “has a Cannons die” to make space for all the relevant rules, but I’ll regret this later. This work is messy, and testing your changes is essential!<br><br><span>Version 3 to 4</span><br></gg-markup-safe-html><gg-markup-styled>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Josh6_1024x1024.jpg?v=1658946613" style="float: none;"></div>
<br> </gg-markup-styled><gg-markup-safe-html><br><strong>Page size.</strong><span> </span>After a lot of hair-pulling, I conclude that the booklet's pages just aren't large enough. If you ever wonder why a particular rule, whether in a rulebook or on an aid, seems a bit terse or unnatural, the answer is usually that there's not enough space on the page to write it out fully. With the larger pages, you'll find many places where I've used the extra space simply to write things out in full, natural ways, such as referring to the "Bluefin Squadron" and "Mollusk Union" rather than simply the "Squadron" and "Union" (which is surprisingly important), adding "may" and "must" to relevant places, and expanding awkward phrasings like “Higher total is the winner” to "The player with the higher total is the winner.” In the Move Summary, I fixed my mistake of removing the physical description of the die placed on Cannons.<br><strong>Graphical signposting.</strong><span> </span>Now the important callouts have a background stripe of a different color. Never underestimate the power of styling!<br><strong>Physicality for wealth die.</strong><span> </span>The Explore Summary, step 2, now says to place the die "in the center" of the region. This fix may seem silly, but many testers would place the die on one of the printed Tailwind dice symbols in the corners of individual spaces, rather than in the center of the region tile!<br><strong>Tailwind description.</strong><span> </span>I added a description of the Tailwind die icon to the Terrain Summary. Testers often looked at the Tailwind action on their player board and assumed it was referring to the wealth die on the center of the region tile, rather than the printed tile.<br>(And even though we're not focusing on the player boards here, the other relevant change here was adding "in the corner" to the Tailwind action on the player boards themselves—“Move your Flagship directly to a space with this die in the corner.” This clarified the reference really well since there are no physical dice in this game that go in the corner of something. This wording worked even better than saying things like “…with this printed die" or "...with this die value” or "...with this printed die value." Just like with the Cannons die, try adding physicality to your description if people are confused!)<br><br><span>Version 4 to 5</span><br></gg-markup-safe-html><gg-markup-styled>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Josh7_1024x1024.jpg?v=1658946642" style="float: none;"></div>
<br> </gg-markup-styled><gg-markup-safe-html><br><strong>Context for spending gold.</strong><span> </span>In the Gold sidebar, I've added “Some die slots only accept specific dice.” Previously, it was not clear why you'd want to change the value of a die. Adding this context helps answer this question and teaches an important rule, which is implied but not explicitly taught by the player boards.<br><strong>Play structure.</strong><span> </span>In both the rulebook and here, testers often got confused about when a round ended and when dice got rolled: Some thought the round ended after everyone had placed two dice. Some thought you rerolled your remaining dice after every turn. Two changes were critical to fixing this: the added “(Not the round!)” near the end of Turn Summary, and the change from "The round ends if…” to “Keep playing turns until…” in Ending the Round.<br><strong>Union plan reminder.</strong><span> </span>In testing, a common hiccup was the Mollusk Union player forgetting to draw their plans at the end of the round, which would guarantee a bad time, to say the least! Even though this reminder to draw is on the Union's player board, it needs to be where most people will see it—if people are ending the round, they'll learn how by reading this aid, not the Union player board. Likewise, because every player has their own pocket guide, anyone can remind the Union player to draw their plans—distributing relevant information in multiple places helps players support each other!<br><strong>Regions vs. spaces.</strong><span> </span>I added this distinction to the top of the Terrain Summary. This distinction is especially important to include since it affects how you gain Fame at the end of the round!<br><strong>Bolding key terms.</strong><span> </span>You'll see bolding now on Explore, Battle, Terrain, and Anchor, in addition to their smallcaps style. This makes them stick out more and implies that they're linked to info found elsewhere in the pocket guide.<br><br><span>Version 5 to 6</span><br></gg-markup-safe-html><gg-markup-styled>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Josh8_1024x1024.jpg?v=1658946674" alt="" style="float: none;"></div>
<br> </gg-markup-styled><gg-markup-safe-html><br><strong>Graphic design revamp!</strong><span> </span>It's fitting to end here, because this new version was all Pati Hyun, our wonderful graphic designer, cleaning up my messes and making everything cohesive. Every creative project is a collaboration, and I'm honored to work with such a great team.<br><br><span>An Admission</span><br>Thank you so much for reading! There’s one thing I should note before wrapping up: I've cribbed some of the early part of this diary from an interview I gave a little while ago. If you want to read more about the topics I’ve covered here, check it out<span> </span><a rel="nofollow noopener noreferrer" target="_blank" class="postlink" href="https://rolltoreview.com/interview-with-joshua-yearsley-editor-and-game-developer-at-leder-games/">here</a>.</gg-markup-safe-html>
<p> </p>
<p>- Josh Yearsley</p>
<p>Find the original post on <a href="https://boardgamegeek.com/thread/2906397/ahoy-design-diary-3-trimming-sails" target="_blank" rel="noopener noreferrer">Board Game Geek</a>!</p>
<p><a href="https://ledergames.com/products/ahoy" target="_blank" rel="noopener noreferrer">Pre-order Ahoy</a> starting August 1st!</p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/ahoy-development-diary-diving-into-development</id>
    <published>2022-07-20T13:00:00-05:00</published>
    <updated>2022-07-20T13:00:00-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/ahoy-development-diary-diving-into-development"/>
    <title>Ahoy | Development Diary - Diving into Development</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<p><gg-markup-safe-html>The designer, Greg, has already<span> </span></gg-markup-safe-html><gg-markup-item-link><gg-item-link default="[link to deleted destination]" _nghost-ily-c146=""><gg-item-link-ui _ngcontent-ily-c146="" _nghost-ily-c145=""><a _ngcontent-ily-c145="" target="_self" href="https://boardgamegeek.com/thread/2898575/ahoy-design-diary-1-pirates-past" tabindex="0"><gg-markup-content><gg-markup-safe-html>written</gg-markup-safe-html></gg-markup-content></a></gg-item-link-ui></gg-item-link></gg-markup-item-link><gg-markup-safe-html><span> </span>about the origins of Ahoy and his journeys on the open water.</gg-markup-safe-html></p>
<p>Today I plan to speedrun you through all of the development — that I can remember — that eventually turned Hyperspace Smuggler into Ahoy. So buckle up, we have a lot to cover!</p><p><a class="read-more" href="https://ledergames.com/blogs/news/ahoy-development-diary-diving-into-development">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p><gg-markup-safe-html>The designer, Greg, has already<span> </span></gg-markup-safe-html><gg-markup-item-link><gg-item-link default="[link to deleted destination]" _nghost-ily-c146=""><gg-item-link-ui _ngcontent-ily-c146="" _nghost-ily-c145=""><a _ngcontent-ily-c145="" target="_self" href="https://boardgamegeek.com/thread/2898575/ahoy-design-diary-1-pirates-past" tabindex="0"><gg-markup-content><gg-markup-safe-html>written</gg-markup-safe-html></gg-markup-content></a></gg-item-link-ui></gg-item-link></gg-markup-item-link><gg-markup-safe-html><span> </span>about the origins of Ahoy and his journeys on the open water. </gg-markup-safe-html></p>
<p>Today I plan to speedrun you through all of the development — that I can remember — that eventually turned Hyperspace Smuggler into Ahoy. So buckle up, we have a lot to cover!</p>
<p><gg-markup-safe-html><br>Development is a weird nebulous process and no project is the same but I’ve gradually developed some common practices when reviewing a design in development. My first goal is to identify the most important and likely unchanging parts of the game. I pick those few things and dismantle everything else in the design. For Ahoy there were two key things: first, the dynamic of smugglers increasing the value of regions for the other players and, second, the modular map.<br><br>The first dynamic is just soooo juicy. When the game was first pitched to us, it was the thing that grabbed our attention. The other one, the map, is just fun! Exploring the unknown and getting lucky finding the perfect island or running into a tile with no gold and sandbars brings such consistent joy to every play of Ahoy. The map did eventually see some small changes, islands lost their names, sandbars were added, strong currents were pushed around but the basics remained unchanged. As Greg already mentioned, one of my favorite aspects is the variety of shapes people will generate when playing. Be it vast contiguous ocean or narrow paths riddled with wreckage and gold, every map contains some unique character.<br><br>Something I was initially less confident about was the game's scoring. It seemed like each player had different problems.<br><br>With the smugglers I saw two main problems with point projection and choice. By projection, I mean that it was too easy for players to determine in the final round if the Smuggler was capable of winning. At the time the only points Smugglers gained was through delivering goods, they’d have a color they needed to be delivered to and a base value of points, additionally they would gain extra points if delivered to a specifically named island or one controlled by a specific faction. These cards exist in a face up row called the Market and at the time looked something like this:<br><br></gg-markup-safe-html></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Nick1_480x480.jpg?v=1658330933" alt="Early card prototype of a crew member in the market" style="float: none;"></div>
<p><gg-markup-safe-html><br>The problem I found was that as the game progressed and the map solidified and distances became more known, there wasn't enough uncertainty about how difficult a specific delivery was and therefore there was no uncertainty about how much you could score. Ahoy is a pretty quick game only lasting 4-5 rounds, so it's critical that each round feels meaningful.<br><br>The second aspect about choice was a connected issue. At first glance the original design appeared to have plenty of interesting choices. Players pick up goods and can consider where they wanna deliver it, maybe the named island is very far away or with the above card they can consider if increasing a revolution region is worth those extra points. In practice this simply wasn't the case, again Ahoy is a quick game and doing the shortest delivery was almost always better than trying for a more difficult or further one.<br><br>My first attempt to fix this was with cards I called “Titles”. They were essentially public objectives that upon completing you’d gain a special power. For example, you could gain 3 crew members to become “The Party Boat” from then on you'd gain points every time you gained crew. The idea was to give players side objectives that they could then milk for additional points. Now for the smuggler it wasn't just about doing deliveries but how many titles can I gain for the most points. This<span> </span><strong><em>almost<span> </span></em></strong>worked. It was doing some things I really liked. For instance, players were more encouraged to do things outside their direct role and larger choices about where your points would come from had been made. Perfect! Right? No. The titles which had been created for smugglers were mainly getting claimed by the Bluefin and Mollusks. The problem was that the smugglers had to actively score their points and the game didn't have the spare actions for the smuggler to do the things required to claim these titles. While the Bluefin and Mollusks who passively score each round could regularly afford to spare some of their actions if it meant more points. So “Titles” went in the bin.<br><br>What they highlighted so clearly though was how whatever additional scoring I wanted to give them needed to exist within the action structure as it stood. I need to introduce a new choice or form of planning. From that the reward chart was born!<br><br></gg-markup-safe-html><gg-markup-styled> </gg-markup-styled></p>
<div style="text-align: center;"><gg-markup-content class="markup-centered"><gg-markup-safe-html><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Nick2_480x480.jpg?v=1658330966" style="float: none;" alt="Reward board for the smuggler players, a grid of items achieved when making deliveries"></gg-markup-safe-html></gg-markup-content></div>
<gg-markup-safe-html><br>This works in a few ways. All goods now had a color to be delivered to, were worth 3 points and had no bonus. Now, the smuggler has a reward marker that starts in the center of the board above and upon making a delivery they move the marker one space and take that reward. They then place another marker in the space they moved from to indicate they can't take that reward next turn. (They move around the board snake-style.) This worked wonderfully, by making the choice at the moment of delivery they now have some flexibility about what reward they need at the moment, while also allowing them to start planning for a reward 2-3 deliveries away. Smugglers are also able to claim rewards for winning combat so they now can build strategies not solely around delivering if they have more aggressive tendencies.<br><br>However what this system didn’t cover for was the problem of point projection. Even with the reward chart in the final round if a player couldn't deliver or fight, they couldn’t meaningfully score. So I still needed something to introduce a bit of point uncertainty and I believe it was Cole who initially had the idea for “Pledges”. After delivering and receiving your points + reward you pledge the card privately, to either the Bluefin or Mollusks, indicating you think they will control that card's suit (the top left) at the end of the game. Each card will score you 1 point per matching region that player controls. This was the final piece of the smugglers scoring puzzle! With the introduction of an action that could allow smugglers to remove Mollusk comrades — they could already remove Bluefin pieces via combat — they now could manipulate private elements about their scoring all the way through their final action!<br><br>Now after that series of successes let me tell you about when I tried changing the Bluefin and Mollusk scoring. As has been mentioned, at the end of every round the Bluefin and Mollusk check each tile and see who has “control” of it and that player scores. Each tile starts at 1 value but increases as the smuggler makes deliveries. While reviewing this system I felt like the scoring was maybe redundant? From an ergonomic perspective it occasionally felt silly to be re-tallying areas you’ve continued to control the whole game. So I tried replacing it with something even less ergonomic! What I tried next was almost a dominance style victory condition for the Bluefin and Mollusks. In this version whenever the Bluefin or Mollusk would gain control of a tile they’d add a control marker matching their player to the middle of the tile. Or when they overtook an enemy's control they’d flip the marker to their side. A control marker in your color also provides +2 control. When smugglers delivered in this version they would now just add a control marker to that players stack (still only providing +2). The Bluefin and Mollusk now won by having ~10 markers in their stack at the end of a round.<br><br></gg-markup-safe-html><gg-markup-styled>
<div style="text-align: center;"><gg-markup-content class="markup-centered"><gg-markup-safe-html><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Nick3_600x600.jpg?v=1658330990" style="float: none;" alt="Prototype of ahoy featuring early art and components"></gg-markup-safe-html></gg-markup-content></div>
</gg-markup-styled><gg-markup-safe-html><br>It looked something like this! I was also experimenting with what some pieces would be like as standees (that also didn't last). This had a number of issues, it was harder to explain, players were doing math more often, and it was an even less satisfying game end.<br><br>Looking at it with some distance, it also was trying to solve the same problems I had with the smuggler about point certainty. My instinct that the Bluefin and Mollusk scoring was occasionally uninteresting was correct but it wasn’t their fault it was the smugglers. With the introduction of the smuggler changes mentioned none of this was necessary. The Bluefin and Mollusks went back to scoring almost identical to the original.<br><br><strong><span>FACTION SUMMARIES AND CHANGES</span></strong><br><br></gg-markup-safe-html><gg-markup-styled>
<div style="text-align: center;"><gg-markup-content class="markup-centered"><gg-markup-safe-html><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Nick4_600x600.jpg?v=1658331011" alt="Bluefin Squadron Player Board" style="float: none;"></gg-markup-safe-html></gg-markup-content></div>
</gg-markup-styled><gg-markup-safe-html><br><br>The Bluefin saw easily the least amount of changes during development, like the cats in base Root their sheer numbers and presence shift the landscape for others. Every time their flagship ends movement they deploy a patrol, constantly spilling out sharks wherever they go. These sharks provide 1 value for purposes of control and when cannons are armed (die assigned to playerboard) enemies must fight them whenever they enter. With a specific action for bombarding away Mollusk comrades and one more die than the other players their goal is simple: control the ocean with pure might.<br><br>One of the few changes the Bluefin saw was the introduction of Strongholds. Strongholds can be built on an island by removing two patrols and do four things.<br><br>Count as 2 for purposes of control.<br>Are always treated as having cannons loaded and get +2 in combat.<br>You may recruit from an island with a Stronghold as if your flagship is there.<br>Enemies may not pick-up, deliver or recruit from there.<br><br>This provided the Bluefin more ways to interact with the market (and therefore the smugglers) and also create more interesting choke points on the map with an extra strong piece that always fights.<br><br></gg-markup-safe-html><gg-markup-styled>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Nick5_600x600.jpg?v=1658331036" alt="Mollusk Union Player Board" style="float: none;"></div>
</gg-markup-styled><gg-markup-safe-html><br>The Mollusk Union on the other hand is about resource management and in development I tried to highlight that. Initially the faction had a pool of ~20 comrades and could access them any time, Assembling some at their location or Inspiring them out in the field. This just felt a little too easy, and didn’t ask players to engage with the map in the ways I’d like. If you’re trying to start a revolution you probably have to move around a bit and you don't have infinite people. Players now start with a few but will need to gather more comrades onto their board by stopping at islands or Rallying. It's a small change but it creates much more planning especially with how certain Plan cards are better with more Ready Comrades. If the Bluefin is about might the Mollusk is about agility, they can change the game state faster, sharper but they need to be careful they don't find themselves stranded with nothing.<br><br></gg-markup-safe-html><gg-markup-safe-html>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Nick6_600x600.jpg?v=1658331073" alt="Red Smuggler Player Board" style="float: none;"></div>
<br><br>Now I’ve already talked plenty about the Smugglers so I’ll keep it shorter here. The Smugglers are all about optimizing, finding the best/cheapest way to get something done. With the ability to carry only two deliverables at a time players must maintain an active delivery loop. The reward system supplied a lot of grease here, now as a reward for combat players can claim a reward on their chart. This creates these complicated schemes of running into a patrol, winning the combat, taking a reward that lets you move further so you can deliver a good to take a reward to take a crew…and so on. The Negotiate action was added as a means to manipulate the market and Mollusk comrades, be careful though, recruit too many crew and you may find less options for delivery than you’d like!<br><br>One of the final things was polishing the market deck. Taking a note from Oath I wanted to make sure each card was interesting, maybe funny and provided new means of play. Only 2-3 are better versions of actions already in the game, the focus was on creating new opportunities. While the deck is much smaller than Oaths you’ll still find the game shift dramatically based on what Crew are recruited. We also did work to provide suit identity when dividing up the powers. Compasses typically provide movement related crew white Sword’s provide one around combat and so on. The uniqueness of the powers combined with the suit identity gives some nice grounding to the world. While I’d love to spoil all my favorite crew I feel like I have to leave something for y'all to discover on the open water. May you have fair wind and following seas!<br></gg-markup-safe-html>
<p> </p>
<p> </p>
<p>- Nick Brachmann</p>
<p> </p>
<p>Find the original post on <a href="https://boardgamegeek.com/thread/2902329/ahoy-design-diary-2-diving-development" target="_blank" title="Ahoy Development Diary on Board Game Geek" rel="noopener noreferrer">Board Game Geek</a>.</p>
<p><a href="https://ledergames.com/products/ahoy" target="_blank" title="Ahoy product page on Leder Games' webstore" rel="noopener noreferrer">Pre-order Ahoy</a> starting August 1st!</p>
<p> </p>]]>
    </content>
  </entry>
  <entry>
    <id>https://ledergames.com/blogs/news/ahoy-designer-diary-pirates-the-past</id>
    <published>2022-07-13T10:59:17-05:00</published>
    <updated>2022-08-01T09:54:30-05:00</updated>
    <link rel="alternate" type="text/html" href="https://ledergames.com/blogs/news/ahoy-designer-diary-pirates-the-past"/>
    <title>Ahoy | Designer Diary - Pirates &amp; the Past</title>
    <author>
      <name>Brooke Nelson</name>
    </author>
    <summary type="html">
      <![CDATA[<span>I’m so excited to get to reflect on the history of Ahoy this week! In the first part of this piece, I’ll go a bit more into the nitty-gritty of how the game developed between the time I first started conceptualizing and when I turned the prototype over to Nick for development. In the second part, I’ll share a bit about my own life and how it impacted the game’s journey.</span><p><a class="read-more" href="https://ledergames.com/blogs/news/ahoy-designer-diary-pirates-the-past">More</a></p>]]>
    </summary>
    <content type="html">
      <![CDATA[<p><gg-markup-safe-html>I’m so excited to get to reflect on the history of Ahoy this week! In the first part of this piece, I’ll go a bit more into the nitty-gritty of how the game developed between the time I first started conceptualizing and when I turned the prototype over to Nick for development. In the second part, I’ll share a bit about my own life and how it impacted the game’s journey.<br><br><strong>I. Mechanical evolution</strong><br><br>In 2013, I played Christian Marcussen and Kasper Aagaard’s Merchants &amp; Marauders exactly one time. I was enthralled. I couldn’t stop thinking about it. The game’s open possibility space, the sense of exploration and wonder, the ecological interactions of the players and the non-player governments just set my brain on fire. But my usual gaming groups were not down for something as long or component-heavy as Merchants &amp; Marauders, so my self-imposed design brief when I started working on this game in 2015 was “Merchants &amp; Marauders, but shorter and lighter.”<br><br>In 2015, I started making the game that became Ahoy. I ordered square blank tiles from The Game Crafter, spray-painted them blue in my apartment building’s laundry room, and put stickers on them to represent the “terrain” types. I knew 1) that I wanted to make a pirate game, 2) that I wanted it to feature LOTS exploration, and 3) that, based on no information whatsoever, I would use 100 tiles per game kit. I planned to make 3 kits for playtesting, so I ordered and spray-painted 300 tiles. I still have about 250 of them in my attic.<br><br>I remember two important design aspects of the first version of Untitled Pirate Game, one of which survived into Ahoy. First, I had the idea to use cards for actions. I started with a standard 52-card deck, and assigned suits: Clubs for cannons, Spades for movement, Hearts for crew, and Diamonds for… something else? I don’t even remember what “crew” did. But I wanted to get right to prototyping, and I knew I had a couple decks of cards. That central action mechanic survived until the game’s Kickstarter attempt, and it provided the architecture that underlies Ahoy’s dice-placement actions.<br><br></gg-markup-safe-html><strong></strong></p>
<div style="text-align: center;"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Greg1_600x600.jpg?v=1657727423" alt="" style="margin-right: -41px; float: none;"></div>
<p style="text-align: center;"><gg-markup-safe-html><strong>Untitled Pirate Game on the table</strong><br></gg-markup-safe-html></p>
<p><gg-markup-safe-html>But the other key design principle is what really survives into the design: building the map as you go by laying tiles. I was really inspired by Betrayal at House on the Hill in this. It was (and still is!) one of my favorite games to play, in large part because of the central action of the game: Move your piece off the edge and add a tile. This leaves a tangible record of the game for you to enjoy between turns, and once the game ends. Board games, for me, are largely about a sense of exploring space, and while I appreciate economic, euro-type games where the players explore a system, an abstracted “decision space,” games that I really vibe with are games where that exploration maps itself directly onto the table space.<br><br>So, while it doesn’t make a ton of thematic sense that the factions in Ahoy are “exploring the seas” (wouldn’t the Bluefin Squadron already know where the islands are?) it taps into a gameplay element that was really important to me when I was designing. I like to handwave the narrative by saying that of course the seas have always existed in the configuration represented by the tiles, and the players are new recruits / smugglers, mapping the region for themselves for the first time. But it doesn’t really matter—just like in Betrayal, the simple act of moving a piece to the edge and then placing a new tile drives this game on a visceral level.<br><br>Of course, placing new tiles means that the board grows, and in my second or third playtest of Untitled Pirate Game, that became a problem. My friend Wes, thrilled with exploration, drove his ship to the edge of the table, and spent the entire rest of the game coming back to the central island to deliver his cargo. “Your pirate game needs hyperspace,” I remember him saying to me, and so, after a few playtests, I re-themed the game.<br><br>Hyperspace Smuggler used the conventions of sci-fi to narrativize long-distance fast travel. But since space games are a dime a dozen, I brainstormed with my local game design group (shout out to the Philly Game Makers Guild!) for a few alternate settings to mention in my pitch meetings with publishers. Weird West came up, with mystical gold mines as the hyperspace stand-in, as did high-fantasy wizards riding around on dragons or ships, Earthsea-style. Magic or magitech was always the solution. But that’s not what Nick &amp; co. landed on with Ahoy, and I love the solution that the “Tailwinds” action provides.<br><br></gg-markup-safe-html><gg-markup-geekimage><gg-geekimage class="tw-block"><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/greg2_480x480.jpg?v=1657727556" alt="" style="display: block; margin-left: auto; margin-right: auto;"></gg-geekimage></gg-markup-geekimage></p>
<p style="text-align: center;"><gg-markup-safe-html><strong>SSV Corwith Cramer, taking advantage of some tailwinds</strong></gg-markup-safe-html></p>
<p style="text-align: left;"><gg-markup-safe-html><br>Rather than saying “Your ship magically moves waaaay across the board in an impossible amount of time,” as the aforementioned narratives do, Tailwinds says “<em>to your opponents, you appear</em><span> </span>to have moved waaaay across the board in an impossible amount of time.” This replicates a dynamic central to high-seas stories like Patrick O’Brien’s Aubrey/Maturin novels. Without radar or radio communication, age-of-sail ships had to guess at one another’s locations based on their knowledge of time and place of launch, winds, currents, and other conditions. This provides dramatic fuel for an enemy ship to suddenly appear on the horizon, which is exactly what Tailwinds (to my mind) represents.<br><br>Nick and the Leder Games team provided numerous insightful edits and re-workings like this, but I’ll leave it to Nick to describe those. I will conclude this section by describing a few more big changes that defined the life of this game as it evolved from Untitled Pirate Game to Hyperspace Smuggler to Ahoy.<br><br>The first big change was the introduction of asymmetry. Hyperspace Smuggler began life as a straightforward, symmetric pick-up-and-deliver game. Everyone was a smuggler. The game featured a tile you could discover that would bring a “space pirates” pawn on to the board, and control of this non-player antagonist would pass from player to player. In one two-player test, my friend Ken and I discussed how the space pirates were the most exciting part of the two-player game. “What if somebody just played the space pirates full-time?” I remember him asking.<br><br>Rather than a fully asymmetric game, Hyperspace Smuggler now featured one to three smugglers and one space pirate, which was quickly re-themed to the Evil Space Government. I showed this lightly asymmetric game to Jon Gilmour at Unpub 9, just outside of Baltimore, MD and his feedback was simple: “Amp up the asymmetry and show it to Leder Games.” That feedback drove development. I concepted a few ways to do the asymmetry. My first thought was to have all non-government players serve as drifters and space outlaws: smugglers, bounty-hunters, rogue agents, etc. But the existence of an Empire incites Rebellion, and so my four asymmetric roles were Government, Revolution, Smuggler, and Bounty Hunter.<br><br>I honed this version of the game in preparation for pitching at PAX Unplugged 2019, including at a local Unpub Mini, where the final, most crucial change was proposed. Unpub All-Star playtesters Jared and Kristi played Hyperspace Smuggler’s 30th numbered iteration, which was (I thought) in final tuning before I ordered some prototypes to give the publishers at PAX. But during the game, they made an important observation: “To the Smugglers, the board is really interesting and varied, but to the Government and Revolution, it’s pretty flat.” Control of each sector (now island) was worth the same amount. We brainstormed for a bit, and I proposed having delivery of cargo impact the value of a sector, stacking poker chips on the tile to indicate its value, but they were hard to parse in a stack. Jared grabbed some spare dice and set them on the tiles, and we played again. This final change, made just a few months before my final pitch, really tipped Hyperspace Smuggler into the game that would become Ahoy. The simple addition of texture to the map just rocketed the interactivity of the game off the charts. That Unpub Mini was my last big playtesting event, so I spent most of the nights between then and PAX Unplugged solo-testing the new game, playing three or four factions on my own in order to balance the point-scoring potential of the factions in this new environment. After tuning the factions, I finally purchased three prototypes to bring to PAX Unplugged. Each one featured a reasonable 12 (not 100!) tiles.<br><br><br><strong>II. See the watery part of the world</strong><br><br>I pitched Hyperspace Smuggler to Cole at a table in the PAX Unplugged free play area. “We almost certainly won’t keep the theme,” I remember him saying “but if you’re OK with that, I’d like to take this prototype and play it with the Leder team this weekend.”</gg-markup-safe-html></p>
<p style="text-align: center;"><gg-markup-safe-html><br><br><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Greg3_600x600.jpg?v=1657727623" alt="" style="display: block; margin-left: auto; margin-right: auto;"><br></gg-markup-safe-html><gg-markup-safe-html><strong>A late-stage prototype of Hyperspace Smuggler.</strong></gg-markup-safe-html></p>
<p><gg-markup-safe-html><br>I was of course thrilled. It was only the second copy of Hyperspace Smuggler that I’d ever handed over to a publisher. While I had no idea at the time that the game would become a pirate game, that setting was the game’s original instantiation (as I detail above). Tall ships and sailing have been and continue to be an important touchstone for me. I loved the first Pirates of the Caribbean movie when it came out (though I bailed on the series after the terrible second movie, and, for the record, fuck Johnny Depp). Pirates mean a lot of things to a lot of people. To me, as an older teen about to enter college, they meant playful anti-authoritarianism and wanderlust, and they evoked a sense of freedom and wonder about the world.<br><br>Instead of taking a semester abroad during my college years, I spent a semester at the Mystic Seaport Museum with the<span> </span><a rel="nofollow noopener noreferrer" target="_blank" class="postlink" href="https://mystic.williams.edu/">Williams-Mystic Program</a>. I took classes, sang shanties, worked in the museum, learned to blacksmith, and spent two weeks aboard a sail-training vessel (the SSV Corwith Cramer) on the east coast of the US. My college-age shipmates and I learned to sail a tall ship, even bringing her to safe anchorage and standing watch on deck through a tropical storm!<br></gg-markup-safe-html></p>
<p style="text-align: center;"><gg-markup-safe-html><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Greg4_600x600.jpg?v=1657727684" alt="" style="display: block; margin-left: auto; margin-right: auto;"></gg-markup-safe-html><gg-markup-safe-html><strong>Greg at the wheel of the SSV Corwith Cramer</strong></gg-markup-safe-html></p>
<p><gg-markup-safe-html><br>I spent the better part of the next summer sailing on a museum ship, the Fifie herring drifter<a rel="nofollow noopener noreferrer" target="_blank" class="postlink" href="https://en.wikipedia.org/wiki/Reaper_%28sailing_vessel%29"><span> </span>Reaper</a>, on the east coast of Scotland. I was a 20-something amidst a crew of Scottish retirees, sailing our century-old fishing vessel between what amounted to coastal county fairs, welcoming tourists aboard and teaching them about fishing and sailing.<br></gg-markup-safe-html></p>
<div><gg-markup-safe-html><img src="https://cdn.shopify.com/s/files/1/0106/0162/7706/files/Greg5_480x480.jpg?v=1657727742" alt="" style="display: block; margin-left: auto; margin-right: auto;"></gg-markup-safe-html></div>
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<gg-markup-geekimage><gg-geekimage class="tw-block"></gg-geekimage></gg-markup-geekimage><gg-markup-safe-html><strong>The Reaper under sail. Image courtesy of the Wikimedia Foundation.</strong></gg-markup-safe-html>
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<p><gg-markup-safe-html><br>I haven’t sailed since then, but I cherish those memories, and I’m so glad to reconnect with my oceangoing self via Ahoy’s new setting. Pirates and the sea continue to be important signifiers for me. I’m midway through my first viewing of Black Sails (late to the party, I know), and my partner and I devoured Our Flag Means Death when it came out. These stories present an important site for imagination, particularly a queer, anti-authoritarian political imagination.<br><br>Ahoy, too, has a political perspective, albeit one that is less obvious than those of Black Sails or Our Flag Means Death. In Hyperspace Smuggler, I was modeling my two central factions on Star Wars: The oppressive, fascistic Empire and the scrappy, solidaristic Rebellion. But the factions work in the magical-oceanic setting of Ahoy as well. The Mollusk Union cannot hope to match the Bluefin Squadron’s military might. The Union’s power, however, resides in its people — its Comrades (a name that Nick wrote into the game; in Hyperspace Smuggler, they were “Influence,” which is way too vague). Comrades enact Plans, replicating an important dynamic of real-world anti-fascist and anti-imperial organizing: overmatched on the field of battle, revolutionaries need to inspire, maintain, and rely upon networks of Comrades to undermine and surprise the oppressor.<br><br>I’m looking forward reading Nick’s thoughts on the development of Ahoy next week, and I'm thrilled that you’ll be getting this game into your hands soon-ish. Whether you’re playing the Mollusk Union or just living in this particular moment in the world, I hope you can find your Comrades, make your plans, and overthrow oppression wherever you find it. Fair winds &amp; solidarity forever!</gg-markup-safe-html></p>
<p>- Greg Loring-Albright</p>
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<p>See the original post on <a href="https://boardgamegeek.com/thread/2898575/ahoy-design-diary-1-pirates-past" target="_blank" rel="noopener noreferrer">Board Game Geek</a>.</p>
<p>Learn more about <a href="https://ledergames.com/products/ahoy" target="_blank" rel="noopener noreferrer">Ahoy</a>. (Pre-orders open August 1st!)</p>]]>
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