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Subject: Potential content for an expansion rss

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Juma Al-JouJou
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Quote:
UPDATE

I created a googledoc with all iterations for the playtested content so that it is easier for you to find the latest version of each item:
https://docs.google.com/spreadsheets/d/1Y-F-6dRe7nJmi9s5jEFR...


Hi everyone,

even though nothing is set in stone yet with regard to the expansion I am working on, I would still like to post some half-baked ideas to receive feedback. Some of the ideas I have tested a bit, some I have not tested yet.

So far I am more leaning to adding more clans, port and scoring tiles and maybe more terrain tiles rather than adding completely new mechanics that affect the whole game. Completely new and complex mechanics would rather appear in new clan powers. That way the increased complexity mostly affects the respective player and does not increase the overall complexity too much.

CLAN POWERS:

1) "Nomad" Clan:
You can move 1 worker or animal per move to a neighboring hex space at no cost (this is only possible of the new hex has a matching terrain for your unit). You can then expand on the emptied hex space without paying the terrain cost.

2) Glory Clan
Receive 8 pounds each time your glory passes 5 or 10 glory.

3) Goods Clan:
Receive 2 VP for each basic good and 4 VPs for each processed good and 1 VP for 5 pounds at the end of the game.

4) Highly-Skilled (Manager) Clan:
Their starting workers are 2 special workers (with advanced training) meeples that are for free but they need to pay the hex cost (can be placed on forest or mountain in the beginning). The worker can move according to their shipping range onto any hex with an own unit on it. Each unit with a special meeple on the same hex space would have an increased production capacity of +1 good (+5 pounds for workers) since the highly skilled worker is making it more efficient. A processed building needs 2 basic goods to be able to produce 2 processed goods. However, moving the special workers does cost 2 pounds.

5) Animal Clan:
Two animals of one kind of yours can produce 1 extra animal on a neighboring hexspace of any of those 2 animals for free (no unit and no hex cost).

6) Canal Clan:
Once per turn, you can spend 2 pounds to build a canal tile (or 2 tiles for 5 pounds) along a river (covering 1-2 edges of a hex space). All land hexes along a canal are considered reachable via shipping for you, even without shipping upgrades. You have 15 canal tiles available, 10 covering 2 edges and 5 covering a single edge. Each canal scores 1 VP at the end of the game.

7) Railroad Clan:
Start of Game: You have 12 grey cubes in your stock that represent railroad tracks.

You can build 1-2 railroad tokens per turn (in addition to your main action) adjacent to any of your units or any railroad token already placed. You can even place railroads on hexes occupied by you or your opponents' units. The cost for doing so depends on the miner (not necessarily your miner) that is closest. The cost is: distance * 2 pounds. All land hexes along railroads are reachable for you without shipping. Placing a grey cube across a river costs 3 pounds extra.

The hexes on which a railroad is built are not occupied by you until you deploy a unit there. You still pay the land cost.

When you deploy on a hex with a railroad: any opponents' units along the same raildroad are considered neighboring and you can use the neighborhood bonus for exactly one type of good and buy 3 (or 4 in a two player game) units of that good with a single merchant. All your units along the railroad are considered connected via shipping for the settlement scoring.

End of game: 1 VP per railroad token built.

EDIT: I tend to think that crossing loch spaces with railroads should not be allowed.


PORT TILES:

1)
When you fulfill a contract that requires processed goods, you can pay with any processed goods.

2)
-2 Upgrades
OR flip back 1 tech tile
+ 1 processed good
+ 2 basic goods

3)
You can reserve a hex space for yourself by putting a specific marker on it. If you expand on it later (you need to be able to reach it), you do not pay the terrain cost. No other player can expand on it. (alternatively a small VP penalty if the player does not expand on it to avoid screwage)

EDIT: I tend not to like this one too much anymore.

4)
Take back 3 merchants from the market into your stock (next to your player board).

EDIT: I nerfed this one from 4 to 3 merchants as 4 could be too powerful when used for high-speed trading in round 1.


SCORING TILES

1)
2 VP per unit in your biggest settlement.

2)
2 VP per different type of unit on the map (8 types)

3)
Receive 2 glory for each unit of the import goods you have most of.


ADDITIONAL FINAL SCORING TILES

These could give 12 and 6 VP to the two best players:

1)
Least units on the map

2)
Most goods in stock (processed goods count twice).

3)
Most glory


TERRAIN TILES

I like the idea of single hex tiles with special terrains.

1)
Bridge on Loch hex:
A loch hex, with a bridge connecting 2 sides. The two land spaces connected through the bridge are considered neighboring.

2)
Forest/Mountain Hex without any grass land.

3)
3 peat hex tiles:
they are placed on any land hex at the beginning of the game (in different map modules). A player who can reach the hex can spend a turn and place a spare worker on it for free. The worker is cutting peat. In the production phase the spare worker goes back to the player board and the player receives the peat tile. The land hex space beneath is now accessible for expansion for all players who reach it.

The player who gained the peat tile can use it to dry malted barley. That means the player can discard the peat tile when they sell grain on the market and receive +3 pounds for up to 2 grain each in addition to market price.

EXPORT CONTRACTS

1) flexible contracts: a few additional contracts may allow a certain flexibility which processed goods you need to discard. However, their average payoff should be a bit lower than average.

EDIT: Some contracts could also require to pay rare import goods.

2)
the building bonus could be an additional direct export bonus.


SOLO GAMEPLAY

I am working on a more sophisticated solo gameplay that also simulates the expansion of an opponent.

I am also thinking about a potential automa variant but I strongly prefer automas that are very easy to use.

I will post sth regarding this when I have made more progess.


Do you have any feedback? Which ideas do you like/dislike?

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Luiz Mendes
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Innovatormentor wrote:

1) "Nomad" Clan:
You can move 1 worker or animal per move to a neighboring hex space at no cost (this is only possible of the new hex has a matching terrain for your unit). You can then expand on the emptied hex space without paying the terrain cost.
I really like this idea. It needs a bit of preparation, specially with the workers, but I see it saving you a lot of money in the long run.


Innovatormentor wrote:


2) Glory Clan
Receive 8 pounds each time your glory passes 5 or 10 glory.

Compare to the other clans, this seems a bit underwhelming...

Innovatormentor wrote:

3) Goods Clan:
Receive 2 VP for each basic good and 4 VPs for each processed good and 1 VP for 5 pounds at the end of the game.

This can get you a lot of points in the end of the game. But there are two things I don't like: first, it calls for a game where you do less to have more stuff in the endgame. Plus, it doesn't do anything during the game.

Innovatormentor wrote:


4) Highly-Skilled Clan:
Their starting workers are 2 special workers (with advanced training) meeples that are for free but they need to pay the hex cost (can be placed on forest or mountain in the beginning). The worker can move according to their shipping range onto any hex with an own unit on it. Each unit with a special meeple on the same hex space would have an increased production capacity of +1 good (+5 pounds for workers) since the highly skilled worker is making it more efficient. A processed building needs 2 basic goods to be able to produce 2 processed goods. However, moving the special workers does cost 2 pounds.


Very unique and interesting. Would the specialist only be able to move on land to adjacent hexes? Also, could you put 2 specialist in the same hex?

Innovatormentor wrote:

5) Animal Clan:
Two animals of one kind of yours can produce 1 extra animal on a neighboring hexspace of any of those 2 animals for free (no unit and no hex cost).

Do the animals need to be adjacent? Also, simple and cool, with plenty of potential. Love it.

Innovatormentor wrote:

6) Canal Clan:
Once per turn, you can spend 2 pounds to build a canal tile (or 2 tiles for 5 pounds) along a river (covering 1-2 edges of a hex space). All land hexes along a canal are considered reachable via shipping for you, even without shipping upgrades. You have 15 canal tiles available, 10 covering 2 edges and 5 covering a single edge. Each canal scores 1 VP at the end of the game.

Awesome! Do the canals change anything for your oponents?


Innovatormentor wrote:

7) Railroad Clan:
Start of Game: You have 12 grey cubes in your stock that represent railroad tracks.

You can build 1-2 railroad tokens per turn (in addition to your main action) adjacent to any of your units or any railroad token already placed. You can even place railroads on hexes occupied by you or your opponents' units. The cost for doing so depends on the miner (not necessarily your miner) that is closest. The cost is: distance * 2 pounds. All land hexes along railroads are reachable for you without shipping. Placing a grey cube across a river costs 3 pounds extra and across a loch hex 6 pounds extra.

The hexes on which a railroad is built are not occupied by you until you deploy a unit there. You still pay the land cost.

When you deploy on a hex with a railroad: any opponents' units along the same raildroad are considered neighboring and you can use the neighborhood bonus for exactly one type of good and buy 3 (or 4 in a two player game) units of that good with a single merchant. All your units along the railroad are considered connected via shipping for the settlement scoring.

End of game: 1 VP per railroad token built.

Ticket to Caledonia!! My favorite idea so far. Is there any real life clan tied to the railroads in Scotland?

Innovatormentor wrote:

PORT TILES:

1)
When you fulfill a contract that requires processed goods, you can pay with any processed goods.

Does this mean any number? So, a contract that needs 1 cheese and 2 bread I can pay with 3 whisky? Seems pretty good.

Innovatormentor wrote:

2)
-2 Upgrades
OR flip back 1 tech tile
+ 1 processed good
+ 2 basic goods
Losing 2 upgrades for 3 goods seems a bit weak...

Innovatormentor wrote:

3)
You can reserve a hex space for yourself by putting a specific marker on it. If you expand on it later (you need to be able to reach it), you do not pay the terrain cost. No other player can expand on it. (alternatively a small VP penalty if the player does not expand on it to avoid screwage)
Awesome! I like the idea of the penalty as well, just to avoid being used only aggressively.

Innovatormentor wrote:

4)
Take back 4 merchants from the market into your stock (next to your player board).
Again, simple and great idea.



Innovatormentor wrote:

1)
2 VP per unit in your biggest settlement.

2)
2 VP per different type of unit on the map (8 types)

3)
Receive 2 glory for each unit of the import goods you have most of.
Love all of these.

Innovatormentor wrote:

ADDITIONAL FINAL SCORING TILES

These could give 12 and 6 VP to the two best players:

1)
Least units on the map

2)
Most goods in stock (processed goods count twice).

3)
Most glory


I don't get it, is this in additional or instead of settlement / contract scoring? In either case, more variety is super welcome.

Innovatormentor wrote:

TERRAIN TILES

I like the idea of single hex tiles with special terrains.

1)
Bridge on Loch hex:
A loch hex, with a bridge connecting 2 sides. The two land spaces connected through the bridge are considered neighboring.

2)
Forest/Mountain Hex without any grass land.

3)
3 peat hex tiles:
they are placed on any land hex at the beginning of the game (in different map modules). A player who can reach the hex can spend a turn and place a spare worker on it for free. The worker is cutting peat. In the production phase the spare worker goes back to the player board and the player receives the peat tile. The land hex space beneath is now accessible for expansion for all players who reach it.

The player who gained the peat tile can use it to dry malted barley. That means the player can discard the peat tile when they sell grain on the market and receive +3 pounds for up to 2 grain each in addition to market price.

Interesting idea, specially with the peat. But how will these be placed?



Innovatormentor wrote:

EXPORT CONTRACTS

1) flexible contracts: a few additional contracts may allow a certain flexibility which processed goods you need to discard. However, their average payoff should be a bit lower than average.

2)
the building bonus could be an additional direct export bonus.

I like the idea of 1, I don't understand 2.

Innovatormentor wrote:

SOLO GAMEPLAY

I am working on a more sophisticated solo gameplay that also simulates the expansion of an opponent.

I am also thinking about a potential automa variant but I strongly prefer automas that are very easy to use.

I will post sth regarding this when I have made more progess.


Do you have any feedback? Which ideas do you like/dislike?


Lately I've been playing this variant by
Christopher Thomas
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. It's very simple to handle, there's just 8 cards and you use the solo dice to choose where to expand. For me, simplicity is key to a good automa. Having to deal with additional bookkeeping, specially in a mentally intense game like this one, is not something I think it's fun to play.

Anyway, thanks for posting this here. I'm glad to be able to offer a bit of my insight to the game. Also, congratulations, Clans is easily my favorite game of 2017, and on my top 5.
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Christopher Thomas
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Innovatormentor wrote:
SOLO GAMEPLAY

I am working on a more sophisticated solo gameplay that also simulates the expansion of an opponent.

I am also thinking about a potential automa variant but I strongly prefer automas that are very easy to use.

I will post sth regarding this when I have made more progess.


Do you have any feedback? Which ideas do you like/dislike?

Juma, have you seen the automa I posted some time ago in the files section? I'm not sure it is as simple as you would aim for, but it would be my pleasure to freely offer anything there you might find useful.

https://boardgamegeek.com/filepage/160667/clans-caledonia-au...

Also, I'm very excited about all the new clan ideas and terrain types!
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john newman
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I am not an expert, with only 15 plays under my belt, but here is my knee-jerk reaction.

1) Nomad Clan sounds promising. It could help a clan reach crucial objectives on the board.
2) The perk of more money is nice, but I am Not sure I would want to play this clan. I would be afraid that I might be incentivized to do things to help in the short term that would hurt in the long term. This Clan’s success would be linked to the specific turn objectives each round. Seems like too much luck incolveed with this clan.
3) Goods Clan. Not sure how that would play out. You would be encouraged to forgo contacts to have goods at the end of the game. It’s hard to know if that will be too powerful or too weak.
4) Highly skilled Clan - Free money at the beginning of the game is very nice.
5) Animal Clan. This clan could specialize in the meat contracts. This Clan May help to free up contracts that might otherwise clog up the board. Good for the player, good for the game.
6) Canal Clan. I like the power, but it seems too cheap.
7) Railroad Clan - sounds good.

Port Tiles
1) Yes
2) I can’t envision myself wanting to give up a technology, except late in the game. I would say no to this port tile.
3) Meh. It can stop getting boxed in, but you should already be thinking about that in the initial set up.
3) Very nice and could be very helpful. Always need merchants.

Scoring Tiles
1) biggest settlement- sort of puts the game on its head. I like it. Now you could get more points for having the largest settlements as opposed to have many.
2) diversity. Looks like you are coming up with some scoring tiles that can give players a boat load of points. I like this one.

3) Is OK

End Game Points

No. It adds needless complexity. There are already many things to think about. These three make it too many.
 
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I like the current feel of this game, but am a little disappointed at the solo game.

Nomads sound good. I'd give them extra points for having a single long unbroken chain.

Glory sounds great. I would definitely want to play this clan. Will it also get the extra money if the clan pushes imports over the 5's and 10's. Come to think of it - this may be a new clan "importer" who gets benefits when imports move up.


Goods not very exciting

Highly skilled. I like the sound of this

Animal Very good

Canals not sure I understand how its going to work. Why give tiles when you could use sticks (stone blue stone?). Would this canal be impassable to other clans or can the others wade across? Why not introduce a dyker? Dyke jumping has long been an old feature, so maybe this dyker gets extra incentives, money and points for crossing rivers.

Railroad Not at all keen. Canals just about OK, but this is not a railway game. There aren't many in the Highlands anyway. I'd kill any living creature that crossed this terrain. After all, a train running every 12 hours is far too many for this tiddly area

Port Tiles like more variability. Perhaps you could make more of the import side of the game here like allowing players to push back or advance 1 import 5 spaces

Scoring Tiles, End Game Points and export contracts add variability.

Extra tiles I assume the tiles are placed by the players at the start. Or you could give us enough new tiles to make up/cover our existing board with variable tiles. Always following certain rules.

Very keen on anything you can do to improve solo play. An uncomplicated automa sounds the perfect way to go.

 
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Juma Al-JouJou
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Quote:
Would the specialist only be able to move on land to adjacent hexes? Also, could you put 2 specialist in the same hex?

As I wrote, they can move according to shipping range. No, only 1 specialist per hex.

Quote:
Do the animals need to be adjacent?

Yes.

Quote:
Awesome! Do the canals change anything for your oponents?

No. Maybe they should pay you a fee if they want to cross the canal.

Quote:
Is there any real life clan tied to the railroads in Scotland?

No idea, but I guess so.

Quote:
So, a contract that needs 1 cheese and 2 bread I can pay with 3 whisky?

Yes.

Quote:
Losing 2 upgrades for 3 goods seems a bit weak...

It is in the first round. But at the end of the game, flipping a tech tile only costs you 1 VP at max and can help you fulfill one more contract. Or in a round after an upgrade scoring tile, you might have upgraded shipping to 4 but you only need 2 so sacrificing 2 upgrades is basically not hurting you at all. What I like about this one is that it is not best at the beginning of the game, in contrast to most port tiles.

Quote:
I don't get it, is this in additional or instead of settlement / contract scoring?

Not sure. I feel the settlement scoring is quite essential so it should be included in all games. But from these 3 and the most export contracts scoring one could randomly draw 2 final scoring tiles.

Quote:
But how will these be placed?

Players just agree where to put them before any clans are chosen.

Quote:
Juma, have you seen the automa I posted some time ago in the files section?

I have seen it. I do have sth simpler in mind but I will give your automa a try.


Quote:
1) biggest settlement- sort of puts the game on its head. I like it. Now you could get more points for having the largest settlements as opposed to have many.

Well, it makes creative slaughtering attractive. You could try to have a huge settlement for this scoring and then split it up into 2-3 settlements through slaughtering to score in the most settlement scoring at the end of the game.




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Niko Pe
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Innovatormentor wrote:

CLAN POWERS:

1) "Nomad" Clan:
You can move 1 worker or animal per move to a neighboring hex space at no cost (this is only possible of the new hex has a matching terrain for your unit). You can then expand on the emptied hex space without paying the terrain cost.

2) Glory Clan
Receive 8 pounds each time your glory passes 5 or 10 glory.

3) Goods Clan:
Receive 2 VP for each basic good and 4 VPs for each processed good and 1 VP for 5 pounds at the end of the game.

4) Highly-Skilled Clan:
Their starting workers are 2 special workers (with advanced training) meeples that are for free but they need to pay the hex cost (can be placed on forest or mountain in the beginning). The worker can move according to their shipping range onto any hex with an own unit on it. Each unit with a special meeple on the same hex space would have an increased production capacity of +1 good (+5 pounds for workers) since the highly skilled worker is making it more efficient. A processed building needs 2 basic goods to be able to produce 2 processed goods. However, moving the special workers does cost 2 pounds.

5) Animal Clan:
Two animals of one kind of yours can produce 1 extra animal on a neighboring hexspace of any of those 2 animals for free (no unit and no hex cost).

6) Canal Clan:
Once per turn, you can spend 2 pounds to build a canal tile (or 2 tiles for 5 pounds) along a river (covering 1-2 edges of a hex space). All land hexes along a canal are considered reachable via shipping for you, even without shipping upgrades. You have 15 canal tiles available, 10 covering 2 edges and 5 covering a single edge. Each canal scores 1 VP at the end of the game.

7) Railroad Clan:
Start of Game: You have 12 grey cubes in your stock that represent railroad tracks.

You can build 1-2 railroad tokens per turn (in addition to your main action) adjacent to any of your units or any railroad token already placed. You can even place railroads on hexes occupied by you or your opponents' units. The cost for doing so depends on the miner (not necessarily your miner) that is closest. The cost is: distance * 2 pounds. All land hexes along railroads are reachable for you without shipping. Placing a grey cube across a river costs 3 pounds extra and across a loch hex 6 pounds extra.

The hexes on which a railroad is built are not occupied by you until you deploy a unit there. You still pay the land cost.

When you deploy on a hex with a railroad: any opponents' units along the same raildroad are considered neighboring and you can use the neighborhood bonus for exactly one type of good and buy 3 (or 4 in a two player game) units of that good with a single merchant. All your units along the railroad are considered connected via shipping for the settlement scoring.

End of game: 1 VP per railroad token built.

1) Sounds very interesting. Cool mechanic that could be used very strategically.
2) I understand it this way, that you will get 8p every time when you reach 5, 10, 15, 20, 25, ... glory. Is that right? So focussing on scoring tiles will give you an immense amount of money (i.e. 2 glory per worker you have w/ let's say 5 workers will get you 10 glory and so 16p?).
3) As mentioned by other users: could be very strong or very weak. I like the idea to not focus on export contracts (or just the right ones) and build up an engine to generate as many goods as possible and then score the hell out of it
4) Advanced clan, sounds interesting
5) Very very amazing idea. breading and slaughtering and breading again angry
6) The idea is cool and unique, would others benefit from these canals? I assume not but would be great to let others use your canal and charge them some fees ninja
7) Same as above. Cool new mechanic and maybe other clans can use your railway system and pay some costs to you ninjaninja

I like your clan ideas, especially these that break with the usual game flow: build up an engine to produce goods you trade for export contracts. Clans that make their points from other sources would be a fresh and clever alternative.

Innovatormentor wrote:

PORT TILES:

1)
When you fulfill a contract that requires processed goods, you can pay with any processed goods.

2)
-2 Upgrades
OR flip back 1 tech tile
+ 1 processed good
+ 2 basic goods

3)
You can reserve a hex space for yourself by putting a specific marker on it. If you expand on it later (you need to be able to reach it), you do not pay the terrain cost. No other player can expand on it. (alternatively a small VP penalty if the player does not expand on it to avoid screwage)

4)
Take back 4 merchants from the market into your stock (next to your player board).

1) Can't imagine what you want to say Can I activate this port tile when fulfilling a contract and then pay 2 bread and one cheese instead of 3 whisky?
2) Not sure if this is a good deal. Maybe at the end of the game. Don't know.
3) Nice. Could be a good tile early on to reserve a probably contested spot.
4) Great one.

More variety is always welcome!

Innovatormentor wrote:

SCORING TILES

1)
2 VP per unit in your biggest settlement.

2)
2 VP per different type of unit on the map (8 types)

3)
Receive 2 glory for each unit of the import goods you have most of.

1) Very cool. Changes the focus from many settlements to one big settlement.
2) Also very cool.
3) Also very nice. Breaks the usual play to collect imported goods equally distributed to import one good very often.

As mentioned above. Everything that breaks the usual flow of the game could be a winner and a very good chance to make this game even more awesome.

Innovatormentor wrote:

ADDITIONAL FINAL SCORING TILES

These could give 12 and 6 VP to the two best players:

1)
Least units on the map

2)
Most goods in stock (processed goods count twice).

3)
Most glory

I don't know if I am a friend of additional scoring tiles. Because, as mentioned by other users, could make the game fiddlier, because you have to look for so many things. But put them in, there are plenty of people who will need this addition.

Innovatormentor wrote:

TERRAIN TILES

I like the idea of single hex tiles with special terrains.

1)
Bridge on Loch hex:
A loch hex, with a bridge connecting 2 sides. The two land spaces connected through the bridge are considered neighboring.

2)
Forest/Mountain Hex without any grass land.

3)
3 peat hex tiles:
they are placed on any land hex at the beginning of the game (in different map modules). A player who can reach the hex can spend a turn and place a spare worker on it for free. The worker is cutting peat. In the production phase the spare worker goes back to the player board and the player receives the peat tile. The land hex space beneath is now accessible for expansion for all players who reach it.

The player who gained the peat tile can use it to dry malted barley. That means the player can discard the peat tile when they sell grain on the market and receive +3 pounds for up to 2 grain each in addition to market price.

Interesting. But at the moment I have no opinion on these.

Innovatormentor wrote:

EXPORT CONTRACTS

1) flexible contracts: a few additional contracts may allow a certain flexibility which processed goods you need to discard. However, their average payoff should be a bit lower than average.

2)
the building bonus could be an additional direct export bonus.

1) Ok, sounds good.
2) Dind't understand this.

Innovatormentor wrote:

SOLO GAMEPLAY

I am working on a more sophisticated solo gameplay that also simulates the expansion of an opponent.

I am also thinking about a potential automa variant but I strongly prefer automas that are very easy to use.

I will post sth regarding this when I have made more progess.


Do you have any feedback? Which ideas do you like/dislike?

Also welcome. The Solo Variant in the base game is superb but an Automa would be a great addition.
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Juma - please, please, please can one of the new Clans be Clan MacIntosh. I have a friend whose a McIntosh and he'd love it if his clan was represented.
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Juma, these all sound good. I especially like where you are headed with the terrain tiles and final scoring tiles.

A few suggestions:

- General: add an icon on all the expansion content so it is easily separable

- Glory Clan: I like the idea but it might be hard to balance (some arrangements of scoring tiles will yield higher points earlier in the game). Perhaps, allow the clan to swap out one scoring tile for an unused scoring tile after all clans are chosen?

- Goods Clan: Maybe make it a little more interesting during the game by getting a benefit at the end of each round for the goods and cash on hand?

- Highly-Skilled Clan: Do the special workers generate income as well?

- Additional Final Scoring Tiles: If you add these, can you also include tiles for the two basic final scoring methods? I would think only 2 or maybe 3 should be active in any particular game. I know you said that the settlement scoring should always be used, but it might be interesting without the settlement scoring in some games.

- Peat Hex Tile: Perhaps this is complicating it too much but instead of getting the bonus when selling wheat, maybe the peat could be used when producing whisky to make peated whisky. The peated whisky could be sold for a higher amount or new export contracts could specifically require peated whisky. If so, there should be a way to buy peat from the market.

- Solo: Yes, keep it simple. Ideally with minimal dice rolling.


If you are interested in other ideas:

- Port Tile: change the cost of 2 unoccupied land hexes (allowing you to make lands cheaper or more expensive)

- Port Tile: sell a production building (returning it to the supply and earning cash greater than the initial cost - a way to remove non-animal units from the board)

- Port Tile: manipulate one of the import goods markers (making a good more or less rare)

- Scoring Tile: Glory for each of the rarest good? (making the rarity of the goods more important during the game and not just for end game scoring)

- Export Contracts: I think the game could benefit from more variety in the export contracts. Not a lot, but a few to shake things up. I like your first idea, I'm not sure how to interpret the second one. A few other ideas:

-- Middleman contracts: a few contracts that require import goods as the cost and yield cash or goods. Essentially you would reduce the number of import goods you have to improve your engine (could also be used to manipulate the rarity of import goods). A player can't take this contract if they don't already have enough import goods to cover the cost.

-- Last-minute orders: Contracts that can be filled AFTER production but before the round scoring tile

-- Foreign investment contracts: when you take the contract pay a cash cost on the contract. At the end of each round, add additional cash to the contract. When you complete the contract take back all the money on the contract.


- Solo: A set of achievements (high score on a specific arrangement of scoring tiles, contracts, map layout, ports, etc. or with a restriction).
 
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Richard Dewsbery
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One question - and I’m sure that I’m not the only person thinking it.

How the heck will the new bits fit in the box??
 
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Alexander Bergenstråle
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RDewsbery wrote:
One question - and I’m sure that I’m not the only person thinking it.

How the heck will the new bits fit in the box??
Lets pray they come in their own box! cool
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James Patterson
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Lots of great ideas here, both in the original post and by others. I won't comment on all of them, but here are a few thoughts.

I like the idea of railways. One way to represent them on the board could be like the roads in Catan where they run on the hex edge rather than in the middle so they don't get in the way of other tokens. Presumably, they could cross rivers but probably not lochs.

I really like the port tile to pull back your merchants so you can use them again.

I also like the suggestion of a port tile that lets you sell back a unit for the building/worker cost. Could be a great way to get some extra cash while opening up your settlements, especially if you have cheese houses but just slaughtered all your cattle.

I, for one, think that mixing up the end game scoring, even not always using the settlement bonus, could really add to replayability. Along those lines, I also like the scoring tile for largest settlement.

We love the game, and would be excited by some new clans and other content.
 
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James Patterson
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And while we lobby for clan names, here's a vote for Clan MacGregor, from which I am descended. The name was actually banned until 1774, but they never lost their pride in who they were. Maybe they could be the Glory Clan? Doing things to reestablish clan pride (and profiting from it) seems like it would fit.
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Steve Clark
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I still like the idea of new map tiles...the combinations do get a bit samey after a while. (and they're very solo-unfriendly)

Quote:
1) "Nomad" Clan:

Oddly enough I actually created a clan like this a while back...my version had you moving up to 2 units 1 space each for free (as an action), but only once per round. Seemed a bit un-natural (cos of moving settlements) but my biggest score (179) was recorded with it.

It has great potential but could also get OP, so it would need something to keep it in check.

Quote:
2) Glory Clan

This clan wasn't bad when I tried it a while back...it encourages glory hunting and also makes the full-worker strategy worth a bit more. (does depend on having decent round tiles though)

Quote:
3) Goods Clan:

Not a bad idea (an anti-contract clan), but I don't know if it would stand up to the conventional contract-hammering strategy though.

Quote:
4) Highly-Skilled Clan:


Interesting, and has quite a depth to it...seems quite a departure from the norm, though.

Quote:
5) Animal Clan:

Again, this one didn't seem too bad when I tried it. (also leads to a meat/cheese focus, which is different)

Quote:
6) Canal Clan:

Interesting idea...the whole "can't ship along a river" thing still catches some people out. Would make more thematic sense to have it require river shipping, though. (or give them it for free)

Quote:
7) Railroad Clan:

Don't like this one...sounds more like Steam or Trains than CoC.

===================

Quote:
1)
When you fulfill a contract that requires processed goods, you can pay with any processed goods.

Flexible is nice.

Quote:
2)
-2 Upgrades

Seems a bit weak, unless you have no use for upgrades at some point.

Quote:
3)
You can reserve a hex space for yourself by putting a specific marker on it.

Land Claim hasn't been explored yet in CoC, but it would have no value in solo. (unless a bonus is gained when building on it)

Quote:
4)
Take back 4 merchants from the market into your stock (next to your player board).

This would actually be quite useful at the end of the game, when the merchants are stretched.

===================

Quote:
1)
2 VP per unit in your biggest settlement.

This one is great, as it's another "do the opposite" tile. (the more of those there are, the more paths there are to victory)

Quote:
2)
2 VP per different type of unit on the map (8 types)

Very nice also, encouraging diversity. Particularly good at the end, when all you have left to do is build stuff for little gain.

Quote:
3)
Receive 2 glory for each unit of the import goods you have most of.

Don't like this one...contracts already have enough rewards in this game. (even the existing tile for import goods is going too far IMO)


========================

Quote:
These could give 12 and 6 VP to the two best players:

1 seems a bit odd, but 2 and 3 are good. Again, they are all "do the opposite" type stuff that rewards going off the beaten track. Best thing to do here IMO is to emulate TM's successor (GP) and have randomised endgame tiles.

===================

Quote:
I like the idea of single hex tiles with special terrains.

These don't sound too bad (particuarly as they'd create slightly different map layouts each time), how would placing them be handled though?

===================
Quote:
1) flexible contracts:

2) the building bonus could be an additional direct export bonus.

Flexible is good. The building bonus does seem a bit weak at times, so maybe an extra bonus is needed. (even if it was just "take the contract for free")

===================

Quote:
I am working on a more sophisticated solo gameplay that also simulates the expansion of an opponent.

I am also thinking about a potential automa variant but I strongly prefer automas that are very easy to use.

gimme gimme gimme
 
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Doug Stewart
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Would the removing-4-merchants port tile cancel the “no high-speed trading” effect, essentially allowing you to wildly distort a good or four inside a single round?
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Making a wish for new map tiles and fifth player.
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Guillaume Amiel
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All these ideas seem very interesting, Juma!

Being mainly a solo player, I am particularly interested in creating an Automa. Maybe you could cooperate with Master Morten Monrad Pedersen!

Having bought realistic resource tokens and little boxes for each type of them, I would also be in favor of a slightly larger box to hold all the material.

Thank you for your work on this great game!
 
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Scoring for the largest settlement seems to be a good idea
 
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Eric C

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I started to comment on each one and realized I really like all the ideas. I agree, I like the main mechanics and don't want to see that altered. we have been saying for a while we would like to see more clans, port and bonus tiles. I particularly like the Nomad and bonus goods clan (4 and 2 at game end)
Juma, will you be at Essen? I would love to play maybe 2 rounds of Clans with you so I can see your first round moves :-)
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Lisa Ostrander
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I also wanted to make comments on each item separately but decided that in all honesty I would purchase ANY and ALL expansions for this game. I love it, currently one of my favorites. We definitely need more bonus tiles and few more clans and port bonuses I don’t care which. I also like to play this solo so more solo options would be nice. I am so excited about the possibility of having expansions!! Thank you! Oh also more scoring sheets. We have to photo copy them and cut them out. Unless there is a place to purchase them that we have not found. Thank you!
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Richard Ayres
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Hi Juma,

I am not an experienced Clans player, so please take this idea with a pinch of salt:

I've seen a few comments regarding the local market and relative lack of movement at lower player counts. Do you have any ideas, variants etc, for making the market board a little more dynamic between player turns - for when the players themselves aren't creating price changes?

* Maybe the market board is directly influenced by certain export contracts - exporting creates local scarcity?
* An alternative market board with different rules?

Perhaps you don't think it necessary - just thought I'd ask.

Cheers.



Edit: formatting.
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Juma Al-JouJou
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Quote:
2) I understand it this way, that you will get 8p every time when you reach 5, 10, 15, 20, 25, ... glory. Is that right? So focussing on scoring tiles will give you an immense amount of money (i.e. 2 glory per worker you have w/ let's say 5 workers will get you 10 glory and so 16p?).

Yes.

Quote:
Can I activate this port tile when fulfilling a contract and then pay 2 bread and one cheese instead of 3 whisky?

Yes.

Quote:
- Peat Hex Tile: Perhaps this is complicating it too much but instead of getting the bonus when selling wheat, maybe the peat could be used when producing whisky to make peated whisky.

I think this would benefit Clan McKenzie too much. Also the peat was used to dry malted grain which was also used for Ales. Thus, I prefer making the peat interact with grain only.

Quote:
Would the removing-4-merchants port tile cancel the “no high-speed trading” effect, essentially allowing you to wildly distort a good or four inside a single round?

Yes and that might be too strong in a particular situation: if Clan Stewart buys 4 whisky through neighborhood bonus in the first round and then immediately sells it again they would make a profit of 24 pounds which would give them too much of a headstart. So maybe it is better to formulate the port tile differently:
You can do one trade action to buy or sell 4 units without any merchants. That way you would not remove any merchants already placed on the market and thus you would not enable high-speed trading. What do you think?

Quote:
We have to photo copy them and cut them out. Unless there is a place to purchase them that we have not found.

You can download the scoresheet for free and print it:
https://boardgamegeek.com/filepage/159193/printable-scoreshe...

Quote:
I also like the suggestion of a port tile that lets you sell back a unit for the building/worker cost.

How about: Take back a production unit from the board onto your player mat. Gain the unit cost and the hex cost.

That would be much better late game.

Quote:
I've seen a few comments regarding the local market and relative lack of movement at lower player counts.

I observed that new players hire too few merchants and that the market is much more dynamic the more experienced players get.

You could roll dice to make the prices move like in the solo game. Or define that a trade of 2 units of one type of good would move the price by 3 steps instead.
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Steve Clark
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Innovatormentor wrote:
Quote:
Would the removing-4-merchants port tile cancel the “no high-speed trading” effect, essentially allowing you to wildly distort a good or four inside a single round?

Yes and that might be too strong in a particular situation: if Clan Stewart buys 4 whisky through neighborhood bonus in the first round and then immediately sells it again they would make a profit of 24 pounds which would give them too much of a headstart. So maybe it is better to formulate the port tile differently:
You can do one trade action to buy or sell 4 units without any merchants. That way you would not remove any merchants already placed on the market and thus you would not enable high-speed trading. What do you think?

It's not as flexible, though - you might not want to buy/sell 4 things in one go. (you might need to save some for reacting to a building bonus or other players grabbing contracts). It also penalises Stewart by forcing them to trade just once, and also takes away their early advantage of having 5 merchants. (other clans would have 6 with this tile in round 1)

Perhaps it would be better to say "the player has to leave a marker on the respective market rows" when he takes the 4 merchants back, so they can't do high-speed trading.

(it's a rare example of a port that is better used at the end of the game, making it 1-trade-action-without-merchants turns it into another early tile, along with removing the need for 4 merchants in the first place)

edit: while we're on the subject of taking merchants back - isn't it possible to high-speed trade anyway, if you use free upgrades to take merchants back?
 
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Eric C

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I forgot to mention, my sister and I play a lot together but we also play solo...any Solo variants would be great!!! One thing would be nice is variants to the AI set-up. With the fog covered and all the “1s” I fond my strategy in solo game is totally different than in multiplayer- I would like to see a way for the games to be a little more similar and as stated some 1 player “challenges/quests perhaps??
Such as - end the game with certain production buildings or reaources, etc.
 
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Juma Al-JouJou
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Quote:
edit: while we're on the subject of taking merchants back - isn't it possible to high-speed trade anyway, if you use free upgrades to take merchants back?

Yes but you need to fulfill a contract first and at most you would get 2 merchants back so you can't abuse it to get a huge headstart at the beginning of the game.

I just realized that my last proposition would not avoid high-speed trading because a player could first use the port tile to buy a good without merchants and then use merchants to sell the same good.

Quote:
Perhaps it would be better to say "the player has to leave a marker on the respective market rows" when he takes the 4 merchants back, so they can't do high-speed trading.

That would be possible but it would not be very elegant and would probably be played wrong very often.

A solution may be: You can do a trade action where up to 5 merchants can trade 2 units each. Thus, you can buy or sell up to 10 units in a single turn. That way high-speed trading is not possible and it can result in big price changes which I believe is sth many players would enjoy. Since it is hard to make full use of 10 merchants in a single turn, it might be reasonable to allow to buy AND sell different types of goods in that trade action.
 
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