Potemkin Empire Designer Dairy #3

I assure you this building is thoroughly and completely real. *ahem*

I finished a round of edits and cleanup on the Potemkin Empire rules last night — it’s still testing really well; every group to play it ends up getting into the sarcastic tone, and preposterousness of the theme, though I must say, when I first put pen to paper for this, it wasn’t intended to look so timely with current geopolitics. Hopefully that won’t be a turnoff when pitching, or selling to customers, if there’s a feeling that it’s just chasing some soon-to-pass cultural zeitgeist. But! The theme is too strongly baked into the mechanics to worry much about that now.

One test group at Protospiel was made up of several hardcore “card game”-type players; folks who seek out “drafting” games as a genre, or have committed to memory their entire Magic:TG and Shadowfist decks because they play those games competitively. This group was unanimous in suggesting that Potemkin Empire needed a little more ‘meat’ to the strategy; suggesting that instead of only having cards which caused buildings to be “fake” or “real”, giving those cards alternative unique non-standard actions to make the Drafting Phase more interesting. I was nervous this might be too many moving pieces for a more casual audience (I think a big swath of my target audience for this has never encountered “drafting” as a mechanic), plus… if I’m honest, designing and implementing something like that scared me. It seemed like a lot of work to make sure I had created “balance” among them, and how would I decide whether an action like “Recover a killed spy” should be attached to a card that, if used to build, would be a fake building, or a real building? Continue reading

Potemkin Empire Designer Diary #2

Opening gambit of an unassailable lead.

Potemkin Empire was one of the designs I took with me to Protospiel Ann Arbor earlier this summer; one of my newer designs. It’s been on the table a few times in a previous iteration that crashed and burned spectacularly. After rebuilding essentially from the ground up, I felt it was good-to-go for Ann Arbor. I’m trying the Joshua Buergel / Grant Rodiek method of iterating in public on this design; in case you missed rules google doc come through my Twitter feed, here it is.

The suits remain the same as the first iteration: Government, Espionage, Science, Culture, and Industry, and their relative impacts on the in-game economy also remain largely similar; government is for ‘first player’ and final points, espionage is for attacking, science is for advantaging building, culture is for protection from attack, and industry is a secondary avenue to victory.

The first tabling at Protospiel revealed a large “runaway leader” problem involving combos with the Culture suit. Shannon McDowell identified the value of Culture’s unlimited protection from spying, and built an unassailable lead in that suit. This also proved that “exceed the current leader by 1” is too drastic a hurdle for a second-ranked player to ever overcome a current leader in any suit. With the shield firmly in place, she bluffed her way into an Science lead as well (for an additional card draw / building opportunity each round!), then went on a building spree of point-scoring Government buildings with total impunity as the other players spied each other to death. Continue reading

Protospiel Ann Arbor 2017

Take out that Storm Generator at all costs!

Protospiel Ann Arbor, the testing event that launched a thousand other testing events, is an easy stop on the annual circuit for me, (though I sometimes end up missing the anniversary party for one of my favorite Colorado breweries 😟), since I can combine with a visit to my hometown and the fam.

I’ve written about it before (maybe thrice), and got in a great set of tests this year as well — I got Valour tested, got a not-yet-public project I’m working on with Josh Sprung beat to hell, and got my new card drafting/bluffing game Potemkin Empire to the table twice: the second test was a great opportunity to shore up some issues that presented strongly in the first test. Fixed a runaway leader problem, and doubled down on the parts of the game players said were the most fun.

It really feels like Valour is rounding a final corner; the game only overstayed it’s welcome by one single Gaul turn this time, and a two hour playtest (Yay! Hit my target duration!) prompted a full hour of discussion among the players. Felt really good.

Josh and I also got some good news about an externality we were waiting on for our not-yet-public project, which I’ll either be talking about soon, or continuing not to talk about… So cloak & dagger🕵🗡!

Now that we’re over a hundred words into this post, what I really wanted to discuss was the Protospiel “Karma” system, which, as you might imagine from a gathering of game designers, is a set of casual game mechanics governing how the event itself run. How meta!

The crux of the system (the primary resource, if you will…) is time; The economy of time is how it’s spent on your designs, and how your time is spent on others’ designs. Since that’s zero-sum on its own, there’s a little bit of give in the system, and it’s overall purpose is to prevent people from being total moochers, rather than landing in an exactly perfect balance by the end of the weekend.

An all-truthful build strategy in Potemkin Empire v2 is no match for a wildly imbalanced protection mechanic.

If you test a one hour, five player game first thing in the morning, (a total of five person-hours) you ought to sit in on other players’ games for the next five hours. Pretty rad system. And if you’re doing the math on  above and wondering how I possibly got all that in in a three-day event, and still came anywhere close to achieving a karmic balance, a secondary part of designer registration is that you can bring along free “tester” attendees — one day my dad came by to check it out, and play a few games, so his time in-game helps push the needle to balance out my scale.

It’s pretty cool, and seems quite equitable if everyone is honoring the rules. I’m working on gathering a critical mass of designers for a playtesting ring in Boulder, and if I get a group together, I’ll definitely be using a system like this to keep it fair.

Designer Diary: Potemkin Empire

As I continue to grind Valour down into a polished gem ready for publishing, I’m occasionally working in some time on a few smaller designs; it’s nice to have a distraction that feels productive. One of these new designs, I’m calling Potemkin Empire; named after a concept we see around the world, especially in tinpot dictatorships like North Korea, called Potemkin villages, where a country is desperate to seem more powerful than they really are. They build buildings with façades facing outward that look to be real, and occupied, near the border, in order to give the impression of wealth and strength. They’re so-named for a Russian General who was the first recorded perpetrator of the tactic. The story is hilarious, but well outside the scope of this entry. This game is about doing the same, but on a national level.

Strong government, good culture, and a little bit of industry and spycraft. Looks like a great little country!

I’ve had the name in my catch sheet for a while now, and after a few conversations with other designers about how easy it is to fall into a “design comfort zone”, plus a conversation with Curt from Smirk & Dagger — whose favorite mechanic is ‘take that’. Other than the occasional game of Werewolf (where I usually try and moderate, rather than play), “deception” is not a mechanic I tend to gravitate toward as a player, so I’ve definitely shied away as a Designer.

Potemkin Empire’s first tabling… it only survived one playtest in this original form. 😆

So, as I was choosing designs to fill in the gaps this year, Potemkin Empire felt like a good place to really lean into designing a game I would likely be terrible at.

Stepping outside the comfort zone with deception and bluffing , it seemed fitting to go after a few other things I don’t often gravitate toward. I hate making tons of cards (I feel like a caveman banging rocks together every time I try and put multiple cards on a page InDesign), and I never really consider card drafting, (a la Bloodrage, though I quite enjoy that game).

Thus Potemkin Empire was born. The first iteration hit the table with some friends a few weeks before Origins, just to see if it would be worth trying to get it tabled there; it was okay, but the player’s objectives felt lacking, and the incentives for players take that-ing each other fell flat, and weren’t as fun as I’d pictured.

The basic premise is, your kingdom is in some sort of rough and tumble part of a pseudo-modern fantasy world, described with great hand-waving in the rules; An opportunity to join a lucrative alliance of wealthier countries has arisen, but only one kingdom will be allowed in, each player is attempting to impress the visiting diplomat who is arriving after a number of turns. Each turn, there’s a card draft, from a deck of cards that are either “working” or “duds”. After the draft, there’s a phase where players build with cards they drafted. If they drafted duds, they can still build a building with it, but if their bluff gets called later, they lose the building, and are penalized. Buildings come in some various suits (your standard kingdom-building fare: Government, Culture, Industry, Espionage, Science), each of which has a positive impact on your kingdom. By placing the “built” cards into little standees (binder clips, for now), it gives a really cool ‘table presence'[1] of all these cities facing each other.

I spent a day over the holiday weekend building the revised prototype and getting the dozens of (ugh…) cards ready, using Squib, which was quite pleasant. I’ll be writing a tutorial on getting started with Squib soon. I found the results to be far more satisfying than I’ve gotten from Paperize, and found it far easier to handle than InDesign.

So! Potemkin Empire is coming with me to Protospiel Ann Arbor this week. I’m excited to have the other designers there punch holes in it, and figure out how it’s broken this time around; I feel good that there’s likely something here, but I’ll find out!

Lies! Only one of this city’s government buildings is functional, and their intelligence network is a sham!

[1] Does anyone have a really great, succinct word for that? When a game just has a really striking presence on the table… like a quality that  garners rubbernecking at a Con or meetup; I’d love to have a word for this.