Board games that tell stories

You can follow me on Twitter at @trzewik. This is BGG copy of my blog BoardgamesThatTellStories.com

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Robinson Crusoe - I did it justice

I remember being a kid and being honestly perplexed when my school friends were complaining about Robinson Crusoe. Thick, boring book, with no dialogues. They whined. In Poland, Robinson Crusoe was mandatory reading in school. Every kid was complaining. For me, it was the novel of my life, even though my life was like ten years long at the moment. I loved it.

Years passed. High school. College. Life. I was a book worm, and geek, and a gamer. I discovered RPG, found a game company, wrote few RPG games, started a family. Robinson Crusoe was with me all the time. I read it few more times, watch all the movies about it, even designed an indie RPG game about castaways that never got published.

Then I discovered board games. I designed Witchcraft (2008), Stronghold (2009), 51st State (2010), and Pret-a-Porter (2010). Early 2011 I felt I am ready. I felt I have enough skills and knowledge about game design to do Robinson Crusoe justice and make it into the best board game I can ever design.

It was 10 years ago.

As for today, the game has nearly 100k logged plays on BGG. It sold in more than 200k copies worldwide. Released in 12 different languages all over the planet. And exactly today, on Sunday, April 11th, 2021, the new edition of the game, this full-blown fantastic Collector’s Edition, passed 2 million USD on the Gamefound platform. Quite the milestone.

And even though the design is 10 years old, I still look at it with pride and satisfaction, and I strongly believe I did Robinson Crusoe justice.

I like to think that this 10 years old Ignacy would be pretty darn proud of me right now.

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***

Link to Robinson Crusoe campaign: https://gamefound.com/projects/portalgames/robinson-crusoe-c...
My vlog: https://www.youtube.com/c/PortalGamesStudio/videos
My Twitter: https://twitter.com/trzewik
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Sun Apr 11, 2021 11:10 am
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GDJ#4 - Technology tree in Robinson Crusoe

For the Robinson Crusoe Collectors Edition campaign that is happening right now on GameFound I write a short story about the rules of the game - how they work and how I developed them. I thought I will share them on my blog too. I hope some of you find them interesting

Today we will be discussing Inventions in Robinson Crusoe. But before we talk board games, we will talk books...

And we will start with the Positivism movement in the literature:

"The English noun positivism was re-imported in the 19th century from the French word positivisme, derived from positif in its philosophical sense of 'imposed on the mind by experience'."

Julius Verne lived in the second half of the XIX century. The era of great technological progress, great minds coming up with life-changing inventions, and bright minds of the era bringing one revolution after another. Verne, like many others, was fascinated by it. He strongly believed in science and knowledge.

Mysterious Island is a few hundred pages adventure that on every single page praises science. Characters change their dramatic situation into safe and comfortable with their knowledge and science coming up with new inventions and tools in every chapter.

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I had to bring it to Robinson Crusoe. Technology tree, creating tools, using resources found on the island to create items - that was essential for the genre!

In the game, we have 5 different terrain types (Mountains, Hills, Rivers, Plains, Beach) and each of these types unlocks a chance to build different tools.

If you find Mountains, you will gain access to Fire because you will find flint among rocks.

If you find River, you will gain access to Map, because it is easier to draw a map of the area, when you go along the river and won't get lost.

If you find Plains, you will gain access to Cure, because on plains there are herbs you can gather.

If you find Hills, you will gain access to Bricks, because there is clay on the hills.

And so on, and so on.

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And when I say technology tree, I mean it.

If you build Bricks and Fire, you can now build a Fireplace.
If you build Cure, you can now also build Poisonous Weapon.
If you build one item, you can unlock access to another Invention. As you play you decide what Invention to build not only based on the function of the tool and how it helps you, but also by what other inventions you will unlock and get access to. It's a pretty cool choice for all players.

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I might be wrong, but I believe that if Julius Verne could play the game, he would like it. I did my best to appreciate the spirit of his novels.

***

Link to Robinson Crusoe campaign: https://gamefound.com/projects/portalgames/robinson-crusoe-c...
My vlog: https://www.youtube.com/c/PortalGamesStudio/videos
My Twitter: https://twitter.com/trzewik
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Sat Apr 3, 2021 11:13 am
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GDJ #3 - Island tiles

Let me invite you all for one more journey. Let's talk about Explore action in Robinson Crusoe! It is essential in all novels about castaways. They always end up on the beach, on the distant shore of the unknown land and they have to discover the land. They explore.

When you explore, you draw the top Island tile from the stack, reveal it, and put it on the map of the Island. How these tiles differ?

They represent different areas. You may reach Mountains, find River, get to the Hills or Plains. Each tile has a Terrain type, and that unlocks your chance to build tools (I will discuss it tomorrow).

The tiles also have other features. You may find tracks of the beast. If so, you will take a beast card from the deck and add it to the Hunting action space. You have tracks of the wild animals so Hunt action becomes available.

The tiles have sources. It may be a nest of birds (food source), a fishing area (food source), or a dense forest (wood source). Depending on where you stay, where is your camp located, you will have access to different sources, which is crucial to surviving on the Island.

You may also find Discoveries. If so, you will draw a Discovery token and they represent so many different things. It might be a goat you will take to the camp. It might be an old gun lost by some pirate. It might be herbs that you will use for a cure. It might be worms that you can eat and feel like Pumba. It might... There are like 20 or more different findings in the game! Always a surprise!

On some tiles, there is also a Totem icon. If you find a tile with that icon, you check the scenario sheet and see what happened. In each scenario, Totem means something else, dedicated to this particular story. It might be a village of cannibals. It might be a cursed swamp. It might be the lair of King Kong! These icons build the story and theme of each mission!

Overall, as you see, the explore action is essential for the theme of the game. You landed on the island. You are on the beach, you have a wall of trees in front of you. You make the first step, you enter the woods, and see what happens. Tracks of wild animals? Unexpected discovery? River?

Trust me. Everything can happen!
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Tue Mar 30, 2021 8:25 pm
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GDJ #2 - Companion characters in the game

For the Robinson Crusoe Collectors Edition campaign that is happening right now on GameFound I write a short stories about the rules of the game - how they work and how I developed them. I thought I will share them on my blog too. I hope some of you find them interesting

Today I'll explain how I came with the idea of a Friday companion and how this character works.

The first question is super simple. I stole it from Daniel Defoe. Friday is an essential character in the book, he is Robinson Crusoe's companion, and of course, I had to have him in the game.

That was fast, right?

So how does he work in the game?

Friday character is used in a solo game, two-player variant. He is also used in other variants (3 pl and 4 pl) on easy mode. Friday is non-player character, a companion that is managed by players together. Unlike player characters, Friday has only one pawn.

Friday can support players - you add his pawn to player pawn in an action space to have successful action (see yesterday's article). It is simple and thematic. You work together; it goes nice and smooth.

Friday can also do an action on his own. And that's a tricky part. While playtesting the game, it was really weird when I was rolling for his actions, he had adventures, I read them, and in many cases, flavor text made no sense in a context to Friday's character (who is a native on the Island).

And that's when I did a twist - each time you roll for Friday, and you roll Adventure, you don't draw a card, he just gets a wound. Simple. And so thematic. How so? Let me show you the scene:

Diary, day 17,
It is late in the evening. Friday left camp before lunch and was supposed to do some fishing and bring food. He is not back. I worry. I don't know if something happened to him.

Diary, day 18,
Friday showed up in the camp in the night. He was wounded in the leg. I tried to ask him what happened, but he couldn't explain. I need to teach him English for more hours a day. He was pointing at a tree, making some weird noise, and showing his leg covered in blood. I had no clue what he meant. After few minutes of this dreadful mummery and poor acting, I pointed at my head and made an expression I don't understand. He got frustrated and went back to the woods. I need to teach him English. I really do.

So as you can see, in terms of the theme and flavor, Friday has some adventures, but we have no clue what happened to him because he cannot explain. So just a wound and no story!

The game comes also with a dog character. You also use him as an additional character that can help. The dog though cannot do action alone. He is a companion character. On his card there are listed green and red human icons - that means he can be used as a companion character in green and red actions, that is - Exploring the Island and Hunting.

Obvious, right?

I told you, I am not that great designer. I just took the book and made it into the game. It's all super easy to grasp if you understand the theme!



***

Link to Robinson Crusoe campaign: https://gamefound.com/projects/portalgames/robinson-crusoe-c...
My vlog: https://www.youtube.com/c/PortalGamesStudio/videos
My Twitter: https://twitter.com/trzewik
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Mon Mar 29, 2021 7:56 pm
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GDJ #1 - Robinson Crusoe and dice

For Robinson Crusoe Collectors Edition campaign that is happening right now on GameFound I write a short stories about the rules of the game - how they work and how I developed them. I thought I will share them on my blog too. I hope some of you find them interesting.



Our friends from Awaken Realms, who keep their fingers crossed for the campaign, told me yesterday: "Ignacy, what about you tell backers a few words how the game works? It's obvious for you, but for them, it is a brand new game!"

I admit. I sometimes forget that there might be players who never played Robinson! Today - because of this epic stretch goal we unlocked - the Dice Tower! - I'll talk dice!

In Robinson Crusoe, each player has two pawns. They represent two parts of the day. What did you do before lunch, and what did you do after lunch. For instance, you put one pawn on the new Island space to show that in the morning you go Explore, and the other pawn you put on the wood source, and that means that in the afternoon you were collecting branches for a fire! The other day you may put both your pawns on the camp space to mark that for the whole day - before lunch and in the afternoon you were building camp.

Simple? Yep.

What's the difference in rules? What happens when you put two pawns on space and what happens when you put pawns on two different spaces?

You know, I am not that brilliant designer, to be honest. I didn't come with something original. I just designed rules to show exactly what happens in real life.

If you put two pawns on one space and spend the whole day on one action, it means you were focused, determined and nothing interrupted you. You have automatic success. The action succeeded! Yay!

Now to the bad news...

If you put only one pawn on a space, it means you were rushing. You wanted, you know... two birds and one stone... You wanted to do too much. In this situation you take dice tower, you take 3 dice, you throw them into dice tower, and close your eyes...

One die represents success. You may succeed or not.
The other die represents adventure. You may have an unexpected adventure (and draw a card) or luckily no adventure.
The last one die represents danger. You may hurt yourself and get wound, or nothing happens.

Simple? Simple.

Try to do everything slow and safe, spend two pawns, spend the whole day on the action. But then, later in the game, it turns out time is running, scenario goals not ready, you must rush things. You must risk. You must roll.

And funny things start to happen...


***

Link to Robinson Crusoe campaign: https://gamefound.com/projects/portalgames/robinson-crusoe-c...
My vlog: https://www.youtube.com/c/PortalGamesStudio/videos
My Twitter: https://twitter.com/trzewik
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Sun Mar 28, 2021 5:57 pm
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The power of different angle!

'I don't like it', I said when Joanna approached me with her idea for the newest expansion for 51st State. 'Try it though, give it two or three weeks, see what happens. It won't work, but you need to see it by yourself.' I said and gave her green light.

***

It was early March 2020, and her idea for the expansion was a semi-coop variant for the game. Moloch attacks all players at the table, and they need to fight against each other, as usual, and additionally against Moloch cards. It makes perfect sense for the theme of Neuroshima world, but I really hate semi-coop games.

I had so many bad experiences with semi-coop games that I am basically done with this genre. It is tough to design a game that keeps everyone equally engaged for the whole game and to keep players who know that they have no longer a chance to win interested in the game.

So I said Joanna, I vote against the idea, but she should try it anyway.

***

COVID hit, we all ended up at home working in home office mode, and the playtesting process became super difficult. After few weeks, Joanna said she finally have it ready to show and that she built the prototype on Tabletopia.

I am not a fan of playing board games on the computer. Back then, in March or April 2020, when it all was new to us, I really was not a fan of the tool. But that was the only tool we had. So we played.

The test took us more than two hours. Operating on Tabletopia was a dreadful experience, talking over Skype, trying to understand the prototype, trying to understand Tabletopia, trying to keep my dogs silent for more than 5 minutes. It was 2 hours horror, but...

'It's not that bad.' I said. 'Maybe I was wrong. Keep working on it. You might have here something.'

***

Joanna worked on the expansion for another few months. We all struggled with playtesting, the brainstorming was difficult on Zoom, creating new versions of the prototype was taking much more time than the regular pen and paper method when you can scribble on the card, tweak one or two words and continue playtesting with the new version.

At some point, after months of work and many iterations, it was ready. It was much better than I expected. And what's more, it was everything I would never create by myself. I would never create a semi coop expansion. I would never create an expansion with double-sided cards. I would never do an alternative co-op variant in 51st State.

Moloch changes the game. Adds a new angle. Throws at players new challenges and choices. It's manifest of Joanna's talent and manifest in general of diversity in design. The beauty of different approach and ideas. It's like First Martians and On Mars and Terraforming Mars, three great games, three different methods, three examples of the power of design.

I was wrong when I said semi-coop is a bad idea. But man, I was so right that I let her work and do what she wanted. She did something I would never do.

So the bottom line, kudos to both of us, right?
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Fri Feb 19, 2021 8:00 am
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He smiled

I remember this moment very vividly - Przemysław is sitting in my office, it's 2018, a few weeks before the Detective release. The game is already printed and will soon debut.

'I want you to write me a spy thriller. Cold War era, players taking the role of CIA agents sent to Europe and dealing with some epic KGB operation. Would you be interested?'

He smiled.

***

At that moment, we were after the first demos of Detective at various conventions, and I was pretty confident we have something exceptional here. I knew we would need a follow-up. Changing the role of detectives into spies sounded really cool. New theme, new challenges, different angle and mechanisms.

***

Przemysław Rymer, the writer of the plot, was in heaven. He is a long-time fan of all those books by Frederick Forsyth, Ken Follet, and Tom Clancy. I guess I should also mention his fascination with the political history of Europe. He can quote books by Suworow or le Carre on the fly. He was born ready for this task.

He started building a plot. Based on real Soviet agendas and goals, set in real places and involving historical figures. He was the right man to create the most immersive spy-themed thriller the tabletop industry ever saw. Trust me, he took it seriously.

***

I got the script a few months later. It was around 30 pages long. I was reading it, and it was - believe it or not - sitting on Google at the same time checking the facts and names because the mix between the fictional story and real events and characters was just insane. It was a perfect immersive blend that took me to Europe in 70 in the middle of a secret Soviet operation.

I green-lighted it without any single comment. 'I love it,' I just said, and we were able to move to the next stage. Make a game around it.

***

It took us months to write the Vienna Connection. Intense, immersive spy-themed thriller as nothing before seen in the hobby. I read a dozen books about the Cold War era and got into it deeply. The year 2020 was, for me, the Cold War-era year. Books, comic books, movies, TV shows, even podcasts! I consumed it all. I even began to run RPG games with my friends set in Berlin of that period. It was crazy.

***

I have a fantastic job. I work with super talented people and create games I always dreamed of. Vienna Connection is on pre-order now, and if you ever wanted to play as a CIA agent in operations against the Soviets, you must play it. I said it. You must play it. It's great.

And Przemysław? A few months ago, at the beginning of 2020, I invited him to my office again. I asked him to write me another story. And, yes, he smiled again...




***

Link to Vienna Connection pre-order page: https://portalgames.pl/en/vienna-connection/
Link to Portalcon with new titles announcement: https://portalcon.pl/en
My vlog: https://www.youtube.com/c/PortalGamesStudio/videos
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Fri Jan 15, 2021 11:08 am
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How Tabletopia changed the industry

I wouldn't say I like it.
I use it only when I have to.
Every day I hear many of you complaining that virtual tabletop is no match for a real experience. Every day I nod my head and say that I couldn't agree more.

And yet.
And yet, I must say that Tabletopia is probably the single best thing that happened to the board games industry this year. Let me explain.

***

The way the industry worked for decades was pretty much the same. One publisher has a great game - he looks for a partner to license the game in another country. To do that, he either prepares and sends the prototype to an interested company or -much more common- releases the game and then ships a sample copy.

That's why between games released in Essen and the release of the same title in North America, Poland, France, Italy, and others, it often takes a good few months. Publishers were going to Essen, getting all the samples, coming back home, playing samples, evaluating them, negotiating a contract, translating, preparing files, and then bum, long months after Essen the local or US edition hits the market.

This year Tabletopia made a difference. It changed this old fashioned, decades in works dynamic into something new.

Before Essen even started, my team could play most of the releases we were interested in. We played them on Tabletopia. Original publishers prepared e-prototype, send the link, and taught us rules through discord.

It changed everything. No sending prototypes. No waiting for samples. So much smoother and faster - log in, play, negotiate. I cannot see myself and my team doing it the old way. Tabletopia made a significant difference making it easier to discuss co-production, to find new partners, and to present games to new licensors. It's one link that publisher can send to dozen of partners worldwide and have their game tested and considered for a local edition and once.

And that's just the beginning. The same is true for young designers looking for a publisher. We already started receiving prototypes in e-version—the same for designers from different countries cooperating and playtesting together. Bruno Cathala and Seji Kanai together? With Tabletopia it is so much easier. It's also easier for publishers who want to create initial buzz - release the game for free on Tabletopia for a 2 weeks window, have people play it and get some word about it!

***

When COVID is over, and we all rush to meet face to face, to play games in pubs and on conventions, when we finally get rid of all those e-version of everything, I am pretty sure numbers for Tabletopia will go down drastically.

And yet, I am pretty sure, Tabletopia will stay in that or another form. It will stay because the industry needs it. Because it helped so many of us to sign, discover, and secure new titles.

I wouldn't say I like it.
I use it only when I have to.
And yet, it happened. Tabletopia changed the industry.



What's your opinion? Will we use Tabletopia when COVID is over? Will Tabletopia be with us in 2023?




***
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Mon Nov 23, 2020 10:04 am
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Spiel.Digital as a manifest of virtual limitations

Now we saw it all.
We saw Origins "Epic Failure" Online.
We saw Gen Con "XLS of somebody's else events" Online.
We saw the Dice Tower "Marathon of Gameplays" Spectacular.
We saw BGG "Not Paid Promotion of Discord" Virtual con
And this past weekend. We saw Spiel "Alternative BGG website" Digital.
So, yes, we saw it all.
We are ready to sum up the whole virtual thing now, but before we do, let me today discuss only Spiel.Digital

Vast exhibitor hall
I saw comments on the Internet that it was too much, too much of clicking, browsing, checking, people were saying that the whole website was too big, they were lost, they were tired after clicking on the site.

That is an interesting shift of perception. I myself dedicated 3 hours on Friday to check as many booths as possible, visiting them one after another. After those 3 hours, I was able to check more than half of the booths at Spiel.Digital in the Expert category.

In a real Essen Spiel, after 3 hours, I would probably be done with one hall. One of eight huge halls. I would just barely touch the event.

I found Spiel.Digital much easier to navigate than crowded halls where I am lost after every 20 meters of wandering. Here it was super simple, click, check what they have, click next, check what they have, next, click what they have... After 3 hours, as I said, I already checked half of the whole show. Super easy.

Hidden games on booths
Although wandering through the halls was much easier than in a real life, finding about the release was so so so much harder. In real life you walk by booth, you see game set up on demo tables, you see components, you can stay for 2 minutes and watch people playing and get some idea about the gameplay. Just look at the tables and get a first impression.

In the virtual world, you enter a booth, and you see a link to Tabletopia. No you are logging in, seeing an e-version of the game, and no gameplay in progress, just you and the table. What do you need to do now? Read rulebook? Look for some players to play? Ask for help? You log out. It is as simple as that. You won't bother.

I heard yesterday a very interesting point - no hidden gem exploded this Essen. No Aquatica, no Spyfall, no other game that was on nobody's radar before the show and exploded during the show. Small independent publishers had no chance to become supernova of the fair.

It is very simple - we did not try the new games on a massive scale as we do in the real physical world. No viral recommendation happened.

An Introvert's dream come true
Visiting a booth at Spiel.Digital was an experience suited for an introvert. You enter booth. Nobody chit chat with you. Nobody asks if you need help. Nobody asks you to join a game. You are alone, nobody talks to you, you can read a description of the game, browse through photos, check videos with gameplay or reviews.

No rush. No crowd. No noise. Only you and the complete information about the game in front of you. Personally, I loved it.

But! But then there are publishers. And publishers...

...Publishers disrespected players
More than half of the booths I checked had no materials dedicated to their releases. It is freaking mindblowing. Publisher pays for the booth. Publisher participates in the biggest virtual show of the year. And he is too lazy to upload a freaking photo of the product. Too lazy to upload a single video. He doesn't even link a review of the product from Dice Tower or any other YouTuber.

I cannot believe how not prepared most of the publishers were. How disconnected they are from the ways and tools of promoting the product in the XXI century. How lazy their marketing teams are.

Many booths at Spiel.Digital were a sad manifest of complete disrespect to attendees.

Buying games was easy
Spiel.Digital did something revolutionary for geeks who buy games - you were able to buy most of the new releases from one general webstore. Instead of buying games at each separate booth (which also was an option), you were able to check Spiele Offensive and Pegasus Spiele webstores, and they had in the offer most of the new releases. In a few clicks, you were able to buy 20 new releases from all these small and big publishers and have it boxed in one package and shipped to your home.

So efficient. So easy. Click, click and you have a new game from Portal, Kosmos, Amigo, Board & Dice, Hobyworld and all other publishers - packed in one box, shipped to your home.

So much better than holding these insanely heavy IKEA bags through the halls and pulling them to your car in the far, far away parking lot.

But...

Buying games lost the charm
You see the crowd at the booth, people holding the new game, the line of gamers excited to buy the new one hot thing is long, and the energy is here, and the need to be in the line, to buy the game, to bring it home, to have it in hand, to open it in the evening in the hotel, to discuss it in the nigh at restaurant, to show it to other geeks what you bough, discuss it... It didn't happen at Spiel.Digital, right?

When you go to Germany, when you travel to Essen, you want to bring memories from fair. You buy stuff, because it is Essen, it is celebration of new releases, and you want to bring memories home.

Spiel.Digital lacks of this element. When you sit at home, at your desk, when you browse the catalog, there is no charm. No geeks pressure. No hype. No crazy energy. No people proudly holding the game. No need to have it and to have it now!

You can order it two weeks later from your fav online store. Buying games at Spiel.Digital makes no difference from buying on Amazon.

So why care?

The conclusion
Spiel.Digital by far was the best virtual con of the year. Spiel.Digital by far prepared the most epic infrastructure and gave us tools to enjoy virtual board game convention. We were given so many features to have a great time at the con. The site was mindblowing with all the booths, live streams, Tabletopia integration and all other possible features. It's a stunning effect of hard work and months of preparations. No other virtual con so far was even close to what we received here. I applaud and respect what was achieved here.

Spiel.Digital did all there is to provide board gamers an event to enjoy.

The question remains, though - was it enough?
And even more important question - is it even possible?




Please, let me know in the comments what's your take on the virtual cons and Spiel.Digital in particular.
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Mon Oct 26, 2020 11:53 am
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Imperial Settlers: Rise of the Empire - Managing provinces (GDJ #2)

Managing provinces in the campaign mode

Rise of the Empire introduces three pillars that add new gameplay elements to the Imperial Settlers. The first one is well known for all fans who played Imperial Settlers solo variant I published as a free expansion back then in 2014. I will discuss this element today as an opening material for this short series of articles.

Playing Imperial Settlers in the solo campaign mode (free PDF can be found on BGG) or with the Rise of the Empire expansion, you'll have a series of games that conclude with a special phase at the end of the game - Managing your Provinces. In terms of the theme, it's the time to manage the growing Empire - taxes, investments, new constructions, and others!

When playing Rise of the Empire campaign, each player receives a dedicated sheet that represents their domain. On this sheet, there is a map where you mark lands and provinces you already conquered. After each game, you mark one new territory. Each of these has a different cost - the cost you must pay to support and keep the province in future games. That's why the first thing you must do after finishing the campaign game is paying the maintenance cost of each Province you already have in your Empire.

It's the first of many important choices you must take. When playing Rome, will you conquer the Provinces that have a stone in the maintenance cost? It's easy to pay for you, sure, but if you spend stone on keeping Province, you won't have a stone to score points during the game.

As the campaign progresses and you must pay a dozen of resources to keep the Empire intact and keep all Provinces under control, you start to feel like these Roman Emperors, who struggled when the Roman Empire reach the point, when the collapse was the only answer.


After you pay the maintenance cost, the much more fun stuff happens - you draw a new Province card. In the Rise of the Empire, you will find 55 new cards that represent different Provinces. All of them are Production cards, so they boost the Empire's resource engine. When you play the campaign, you start with all your Province cards already on the table, so the more Provinces, the more strong start in the first turn. The cost, in the end, balances it out in a big way, though...

That's the first pillar. Gain new Provinces after each game. Get them into play right from the start and have a fantastic start. Have Japanese faction start with the production of Gold and Stone. Play Barbarians who produce a ton of Apples. Command Romans that have a few additional Swords in production from the start... It's time for your Empire to rise. Eager to find out how it ends!
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Sat Jun 27, 2020 11:08 am
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