Every once in a while I review The List and take stock of my active, back-burnered, and abandoned game projects. Early this year, in an effort to make progress on some of the stale games, I solicited co-designers - this has borne fruit in a couple of cases:
Kilauea was picked up by Thiago Jabuonski, who follows this blog. He had some great ideas to revive that, one of my oldest designs on the list. He made some prototype files of his new version, and I imported them into Tabletop Simulator, and we're going to meet online this week to discuss it.
I've probably posted before about Mike Brown coming on board for Automatown, and he made some big strides forward. I've played his latest version with my testers on the TTS mod he made for it, and he entered it into a contest recently where it unfortunately didn't fare too well in the first round.
And I've definitely discussed how Rick Holzgrafe has helped immensely to bring Apotheosis from pretty-well-thought-out-idea to basically-finished-design (to the point I've pitched it to a couple of publishers).
In addition to getting co-designers on board for some of my old games, I have decided to revive some of my old favorites on my own as well. At the tail end of last year, I finally revisited the first real design I ever worked on: All For One. It was fantastic to get that one back to the table and fix some niggling problems I've had with it for literally years!
More recently I got another couple of old favorites back to the table: Reading Railroad, and Exhibit: Artifacts of the Ages.
I had a rare playtest opportunity with Michelle a few weeks ago, so I brought out Reading Railroad for the first time since probably 2008 when I submitted it to the KublaContest (it didn't go over well in the contest as I recall). The rulebook in the box didn't sound quite like I remembered it, so we played the way I remembered -- I'm not sure that made any real difference though. The game went OK, but revealed a few things worth changing, or at least looking into:
* I could use some more buildings (like Factories) that do different things. As Factories are "size 4" (they take up 4 City Tile spaces), perhaps I should have a building of each size 1, 2, and 3 as well. I may be over enamored with symmetry :) I'm sure I could figure out 3 more effects to add... for example, "treat one of your City Tiles as wild."
* Maybe allow buying ANY letter, not just vowels. This would make the word building even more forgiving, but it would still be much more efficient to use the tile you've drawn. This could even be a building effect!
* Instead of 1 letter per turn, players should probably draw at least 2 -- that would speed up the recharge and make the game more consistently fun, I think. You'd still get additional letters for every 4 City Tiles you have collected.
* Michelle suggested having multiple different endgame word sets, which could be worth doing, though I'm not sure if it will actually change the game at all.
* I'm unsure whether it would be better to "take 1 City Tile from each city you add to your network" or "take 1 City Tile each tine you build track" (this was the rulebook discrepancy I mentioned). The implication of the former is that you can get 2 City Tiles in a turn by starting a new network, but you can never get 2 Tiles from the same City, which might be annoyingly frustrating. The implications of the latter are that you CAN get 2 tiles from the same city, but only ever 1 Tile per turn.
I enjoyed playing this one again, and having made a TTS mod for it, I was excited to play it with my playtesters as well. Sadly, a TTS error made it so I couldn't play Reading Railroad with my playtesters after all, so last weekend when I got the chance to playtest, I revived another old game instead: Exhibit!
Exhibit is kind of a finished game, I even signed it with a publisher at one point (7 years ago!), but it never came out due to dumb reasons. At this point I think it's been long enough, it's time to revive this one, and maybe see if I can't get it signed once again!
I played Exhibit with Dave and Aaron on Saturday, first time since 2014. The game still worked, went well, and felt good. I've been hemming and hawing over the Art effect (+1vp vs +2vp), unsure whether one is too little a reward to matter or the other is so much it will destroy the set collection mechanism. During this last game, I thought of an alternative... instead of additional points, maybe art should score as if the set had +1 tile. This would make art worth +2vp on a 1-tile exhibit (on par with what I was already considering), and +3 or 4 on a bigger exhibit. This might overvalue Art in the late game, but I'm not sure that's necessarily bad. I'll give that tweak a try next time I play, but other than that, I think this game could be considered finished.
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