18IA: Building Iowa's Railroads

When the railroads came to Iowa, what rail baron ended as the richest? Now you decide. Based on the 18XX series of rail games, 18IA is a 2-5 player game that should take about 3-4 hours to play.

Tuesday, January 29, 2008

Getting a copy of 1870 in Math Trade on BGG

I am trading off some old GURPS books for a copy of 1870 on BGG. I'm excited to add another 18xx game to my boardgame collection, even if it's unlikely to be played anytime soon. I also am getting Navia Drapt and Starship Catan, both of which include some unusual mechanics.

Other than that, I am still looking at a long list of design choices. Are red off-board hexes really necessary? I am considering a second map. Naturally, this would cause the payouts to go down and the board to be more crowded, but I'm not sure that's a bad thing.

Thursday, January 24, 2008

Map draft almost done

The new map drawn in Inkscape is looking pretty sweet. Vector graphics make for tiny file sizes, and the quality is superb. My only regret is that Cedar Falls doesn't fit nicely into my grid format, so it's a bit north on the map of the actual location.

I'm hoping to get together a better rough draft than my current one, so I can do a limited web playtest release. My current trains are just numbers drawn into rectangles, I don't have any money, and my tokens are just numbers with colored circles.

I'm making good progress so far and haven't gotten too hung up on anything... I was getting frustrated about lining up hexes but have figured out how to use the coordinate system to align them much more precisely. Definitely fun stuff.

After tokens and trains, it's back to tiles.

Sunday, January 20, 2008

Inkscape work proceeds

I've re-created most of the map in Inkscape, and just need to put some labels on the towns for it to be ready to chop up and reprint as a PDF.

Next up will be probably be tokens.

Monday, January 14, 2008

A promising first playtest with Larry

Larry and I had a good time playtesting 18IA. He's never done any 18xx game before, having been turned on to Eurogames by me a few years ago. We regularly play Power Grid and we've done Caylus before, so he's got the chops for train games.

We actually managed to spend about two hours on the testing. Remember, this is having to learn all the 18xx concepts up-front, including basics of an 18xx stock market, my novel auction system, how corporations actually operate in an operating round, and so on. He was a real trouper, and had a good time learning the basic framework.

We made it through a simplified setup (dealt out the private companies 4 for him, 3 for me), and then tested my overbid system on the railroad corporations. Larry ended up with 3 presidencies, and I ended up with two. Of these, 4 out of the five companies floated during the first stock round, although I think I could have edged Larry out of one with a little work. By the luck of the draw, he had the two "best"/most expensive private companies, and I had 3 token-placement companies, including Iowa State University.

We ran through one operating round, where Larry sold off a couple of private companies and I sold off one. He had floated one corporation at $85, and had the last corporation's par value set at $100, but easily had the cash to float it. (In fact, I started us with $1200 each, which may be too much.)

I'm very happy with the auction process for the corporations, which I will describe in a later post. It worked exactly as designed - the results were a little random, but overall, the player most interested in running a particular corporation set the par value, and in some cases, the other player got an additional share. I am curious to see how the mechanism works in a 4 or 5 player game, or if the results are almost totally random.

So far, I've also spotted that one of the tokens, as written, is almost entirely pointless. It was written where it only gave a bonus for trains running through the town. It also went away after the first 4 train was purchased, making it only really useful for perhaps half the corporations for one to two operating rounds. I'm considering just dropping the token and making it a no-power dividend. Not everything has to involve extra chrome all the time...

Larry and I finished the evening with a lively discussion of the auction results. He was happy with them, and felt that they are well-integrated with the rest of the game setup, without feeling tacked-on. He was enthusiastic about trying again in two weeks, to see how far into the game we can get. We also trimmed and cut out a few more station markers and trains.

I also have been following with interest a discussion on the Houston Gamers website about the merit or folly of the entire existence of private companies. Lewis Wagner and Ray Mulford are both experienced gamers, but Lewis is against private companies, and Ray is stauchly for them. Iowa has a rich history ripe with smaller railroad corporations, so there's historical precedent for a game involving 6-7 major and almost any number of minor companies. My problem there is setting up mechanisms for acquisitions and mergers. If I get this version to the point where I like it, I might consider a reworking, but I'm trying to stay close to vanilla 18xx as possible; For me, network-building is fun, so maybe to incorporate Lewis' idea, I see a game where building with minor corporations is made more interesting, perhaps by scaling the building costs based on distance. Juggling shares back and forth in multiple mergers isn't my goal at this time.

Sunday, January 13, 2008

First two-person playtest later today

I now have a full home playtest version of 18IA and will be trying it out later on with my friend Larry. We've got enough time for a short game session, so I'll haul the draft version over to his place so we can stomp on it and see if it breaks.

The trains look particularly half-baked, and I don't have the stock certificates color-coded yet. My map is half-done, and so on.

Once I've given Larry a chance to give me feedback, I think the Houston Gamers is the next step. There are several avid train gamers who are drooling at the prospect. My regular Thursday night crowd is on hiatus until mid-February until we get the hang of having 3 kids in the house. The new baby's thrown off 18IA development, among other things.

Friday, January 4, 2008

More PostScript work on ps18xx

I am much closer to producing tile sheets now that I'm getting tips from the 18xx Yahoo group. There is much poring over of the tile encyclopedia to be done.

I have town tiles that I like, and need to create tile definitions. Part of the beauty of ps18xx is the ease of creating tiles similar to other ones. I still think there's room for improvements for designers. If someone (like me) created a file with all the known tile definitions, you could have a big, poster-sized file. The space savings achieved by cutting up the file is negligible, so it looks like to me it would have been easier to keep all the definitions intact.

Ideally, someone would put together a big, cross-referenced frontend so you could set up your own variant files just by clicking on tiles you wanted, as opposed to the cut-and-paste work I'm doing now. Ah, well, that's the future for you - not here yet.