There's only 24h to go for the awesomely successful Kickstarter campaing in which 1987 Channel Tunnel is included
This is last diary entry, hope you like them!!!
Previously on 1987 Channel Tunnel Design Diary (1) , (2) , (3)...
We went to Protos and Tipos 2018 with the changes we had in the last post and we didn't stop demoing for the whole weekend. The plays followed one after the other and each one of us liked the way it was working.
At the end of the fair, Pedro Soto took the prototype under his arm and soon gave us the great news that it would be the first game of the 19xx series that would not be designed by Perepau. As you can understand, this was huge for us.
But that's it? What is this, the end of Game of Thrones? No! The diary doesn't end here. Once Perepau finished the development of 1906, he started with the development of 1987. He reviewed the cards and added a few little things that have given him the feeling of a complete game. We were able to test a version of that prototype in Essen in 2018 and we practically didn't need any additional rules to play. Shamely, it was the only game we played in the Spiel, but it was so special that we didn’t even notice. This game was a special illusion
Among the changes proposed to us by the chief developer were the financing as an action and the misalignment of the tunnel boring machine, which is a side effect of tunneling. Like when you drill a wall and you twist the hole (true story).
Since this change made the game was a little longer, they eliminate a section of the tunnel (before there were 7 cards, now there are 6, divided into 3 portions) and that made the game 10’ shorter. In addition, when you added the misalignment of the tunnel boring machine you had one more spark of uncertainty about when the end of the game would come, and we liked that very much.
The player's boards and tracks were also modified, which was to be expected since the model we show at Protos and Tipos was a "we need something functional" version. Let us explain ourselves. Sometimes in order to reach a fair, or a goal, you have to have something that works even if it is not perfect, it has to be functional. And that's what we did with the tracks and the board. We had to get to the Protos and Tipos and we didn't have the time to design a proper board. Perepau added financing as a requirement for the advancement of the tracks.
They gave us a first version to test the changes made by Perepau and between comings and goings we finished the development together. We want to highlight the documentation that the guys from Looping did added thematic decisions like the one that UK starts with less warehouse because they did not have where to store the rubble or that the cost of financing is different on the boards because each country faced it in a different way.
These modifications together with the misalignment and the asymmetry of the warehouses form the final version of the player boards. And the best of all is that everything is documented and has a reason!
And with this, some previews of images made by Pedro, a successful Verkami campaign with a lot of work, a lot of documentation and more enthusiasm behind it, we arrive at what you are seeing now. If anyone still wonders if the 19xx are made with love, bear in mind that they have 4 people who make a team. Víctor, César, Perepau, Pedro: Thank you for this opportunity!
For our part, these are the last lines of this 1987 Chunnel diary. Shortly, the following entries will be written by you playing this project that we love so much.
We hope you like it! See you at the table!.
Shei & Isra
A blog about what we (Llama Dice) play and sometimes design.
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