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Streamlining

It’s been a while since we’ve updated you on our progress, but we’ve been working hard. Most of the mechanics work has been focused on streamlining the game and making it more accessible to new players. I wanted to give you all an update on the things we’ve been doing to that effect.

We used to have a concept called “Storage”, which determined how many Relic cards you could have in play. Players started with a default storage of 1 and could get more by playing or buying certain cards. Storage was a value that would frequently change, which made it tough for players to keep track of and make sure they had enough storage for all their Relics. We wanted to get rid of this confusing concept while retaining the limiting factor on the Relics. Our current solution is to say that each Shrine can hold 1 Relic. This is a more natural progression and is very easy to visualize. It has the added bonus of increasing the value of Shrines and makes more sense thematically.

Previously, the mechanics wording on Influence cards were very flavorful. I was using a lot of keywords like “Discredit” and “Sacrifice”. To justify using these words, the rules had a glossary that players could use to look up their meanings. With the help of our playtesters, I came to realize how silly this was. By using direct and unambiguous language we make the game easier to learn and teach. Now instead of telling a player to “Sacrifice a Follower”, I tell them to “Remove a Follower you control from play”. It’s not very flowery and it’s much wordier, but a player can pick up this card and know what it does without having to cross reference the rules. We can just let the flavor text handle all the thematics.

One thing we are consistently working towards is reducing the amount of information we bombard the player with. We moved in the right direction with the Tribute changes, but we are now taking it a step further. Now whenever you draw a card, including at the end of your turn, you draw it face down. Face down cards can be spent, just like cards in your hand. At the end of your turn you can put these face down cards into your hand, up to a maximum of 6 cards in hand. This means that a player will only have to read, understand, and plan based on a maximum of 6 cards at a time. Since the players can still spend these face down cards, it doesn’t impact our existing economy. This also creates some consistency in how players draw cards, instead of having them sometimes draw face down and sometimes draw to their hand.

Lastly is a change that I will be trying out at our next playtest, so it may not stick. When we first introduced the idea of Prophecies I was very pleased with them. However, I’ve become less taken with them as time has gone on. The purpose of Prophecies was to make the game end dynamically so that players wouldn’t get an advantage based on turn order. While they perform this function well, Prophecies add quite a few rules to the game. I’ve also seen an unpleasant phenomenon where a player will need to completely calculate the current score of each player before they can feel confident playing the Prophecy that will end the game. In light of these issues I plan to do away with Prophecies and instead have Event cards trigger when a purchase pile is emptied or the Influence deck runs out and is reshuffled.

Combined, these modifications significantly reduce the length of my rules explanation. And while I’m not sure we will end up using all of these changes, I think we’re heading in the right direction. I’m looking forward to further playtests.

Influence Card Art

An art post has been a long time coming – so here’s a peek into what I’ve been working on lately.

There’s a lot going on in the world of our game, but I like to keep the art a little more on the simple side. To fit our theme, I felt we should add a lot of texture to the cards, and keep the images rather simple but colorful, and full of symbolism.

The cards below are all for the influence pile. All the idea cards fall into the categories of “Favor,” “Faith” or “Zealotry.” Since there will be a lot of idea cards, we’re going to use a consistent background for each to quickly visually identify that it is an idea card, and then vary the symbol used in the center of the card to quickly determine which category the idea falls into.

Favor:
favor

Faith:
faith

Zealotry:
zealotry

Another card that will share the same visual characteristics of the above three is the prophecy card. This symbol was a lot of fun to create – I drew on traditional symbolism used to represent a prophecy, as well as native imagery such as the Nazca Lines.

Prophecy:
prophecy

I’d like to work on the texture a bit more – it’s a challenge to create a texture that’s visible on a small image.

Most of the icons I used came from The Noun Project. This is a fantastic resource for icons of virtually any noun you can think of. In the future I’d like to customize our symbols a little more, but The Noun Project was a great resource that helped me pull this together quicker than if I had created each icon myself. Perfect for getting great art ready for future play-tests!

Prophecy Card Art

Hi everyone! I am finally introducing myself – I’m the graphic designer/artist for Cram Games. I’ve been working with Phil since the inception of this project, and I’m really happy to be able to show you what we have so far in terms of art. This is a really exciting project to be illustrating, and I’m beyond psyched to see how it all turns out.

The graphic look and feel of this game has evolved a bit over the course of the past year. We started out wanting a retro 50’s style, which evolved to a sort of neo-art deco, which has now turned into a Mexican day of the dead/renaissance/Neolithic cave painting kind of deal. You know, just something simple… At our last play test, Phil and Jesus discussed modeling our Prophecy cards off of tarot cards. I’m really excited to be working on the prophecy cards, mostly because they’ll involve a sweet icon and some prophetic absolute  jibberish that I get to illustrate.

I started with an icon for the prophecy cards. It needs to be something big and immediately recognizable, to signal to the player that it’s time for them to take an action. For awhile I didn’t want to use the classic ‘all seeing eye’ imagery, but in the end that won out… In a post apocalyptic environment with a reset in human culture, I’d imagine that an eye would be a powerful symbol of future forecasting. To add to that the imagery is already on all American money, so I’d also imagine the future humans would find it and ascribe some sort of meaning to it. I did jazz it up a bit with some directional arrows though.

prophecy sketches

The symbol in the bottom right won out.

Next I worked on incorporating the symbol into a card layout, just to get a feel for what might be surrounding it. I’d like to use simple symbols to represent the prophecy written out on the card. It’s not imperative to gameplay, but it’s fun and reinforces the idea that most of these super vague prophecies are…well, super vague and ascribable to most major events if you try hard enough. To pull from renaissance art/vintage tarot cards, we’ll keep the coloring a little pale. For now.

prophecy card sketch

Despite the fact that the colored pencils make it look like a kindergartner colored this in, I think it’s a good start. You’ll have to excuse my lack of proper artist drawing tools; we’ve just moved and our stuff is still in transit. I didn’t want to shell out the big bucks for fancy markers.

I did finally get Illustrator up and working, so here’s a quick idea of what the prophecy symbol might look like done properly:

prophecy icon

I’d also like to take a moment to mention that we’ve been hash-tagging all over the internets with #cramgames. So if you’re on Twitter or Instagram that’s another way you can keep up with us.

That’s all for now from the art department!

Prophecy Fulfilled

We said farewell to Cindy and Will a few days ago. That’s the bad news. The good news is that we were able to get in 2 solid 4-player games before their departure.

Cutting out the prototype

Cutting out the prototype

I had printed out a version of the prototype with the Prophecy changes shortly before Xmas. I tried it out over the holiday and quickly discovered that the Prophecies were coming up too frequently and the reward for playing them was too great. At the time, a player was given 2 Power (2 points toward their final score) and 1 Renown (draw an additional Influence card at the end of their turn) for playing a Prophecy. With the reward being so good, it became the focal of the game, which was not the intent.

So before our farewell playtests, I made some quick changes to reduce the number of Prophecies in the Influence deck and changed the reward for playing a Prophecy to just 1 Renown. I decided to keep the Renown, because I wanted to encourage players to play Prophecies early in the game. I feel that if I had chosen to keep the Power instead, then the player would probably chose not to play them and thus drag out the game. Power has no benefit until the end of the game, so playing a card that only rewards Power merely slows down a player’s early game.

The game in full swing

The game in full swing

During the playtests, I was really starting to feel things click. I dare say that I was even having fun. That’s a refreshing feeling after having spent so much time analyzing and tweaking. The Prophecy cards were definitely an improvement over the rounds based system that we had before. This was also the first time that we tried randomizing which Shrines and Followers would be available for purchase. This went as well as we could have hoped. The first and second games that we played were very different in terms of the strategies we were using. Everyone seemed to enjoy discovering what they could do with these new options and combinations. The randomizer is definitely going to pay off in terms of replay value.

I’d say the biggest challenge we are facing now is creating a satisfying ramp up. During the games, it was taking too long to get the engine moving. The first few turns felt really slow, because you couldn’t really buy much yet. And just when your strategy was just starting to kick in, the game would end.

Fixing this is going to come down to tweaking what the game is charging to complete an action. I plan to start with a dramatic reduction of costs across the board, which will likely swing the game to the other extreme. After I get a glimpse of what the game feels like with a speedy ramp up, I can start doing more careful nudging of individual cards.

It’s going to take some time, but we’ll eventually get the game to follow a satisfying progression.

The Kingmaker Problem

A kingmaker scenario is a situation in a game in which a player, having lost the potential to win for themselves, is able to decide which of the other players will win. This is undesirable, although almost unavoidable in competitive games involving more than 2 players or teams.

When this scenario arises it lessens the enjoyment of all players, with the possible exception of the kingmaker. The winner, chosen by the kingmaker, doesn’t get as much satisfaction for their victory. The losers may feel as though their performance was not accurately reflected in the outcome of the game.

I was concerned that this problem might be showing up in our game. So when the next playtest came around, I was watching for it.

Co-designers Cindy and Jesus

Co-designers Cindy and Jesus

On December 1st, after a fun filled day at the Museum of Natural History, we found a table at a nearby restaurant for some dinner and a game of Cult Leader. I was extremely pleased that we managed to play the game at our tiny table amidst our plates of food and drinks. I’d say we’re in great shape with our portability design goal. However, it became apparent to all of us that we had a problem akin to the kingmaker scenario. And more importantly, we knew why.

At that point in time, our game was played for a predetermined number of rounds. At the beginning of each round an Event card would be drawn. When there were no Events left, the game would be over.

The player who went last every round generally had a tactical advantage, especially at the end of the game. And since the game had a predetermined end, players could tell whether or not they could win. When a player knows they have no chance to win, they will be more likely to play the kingmaker.

Our first idea for fixing this problem was to modify the turn order every round based on the players current score. The player with the highest power would go first and the player with the lowest power would go last. This meant that the player who was doing the worst would gain a minor tactical advantage, which we felt would balance it out.

However, this would create a lot of overhead at the end of each round. Players would need to calculate their score every round and keep track of changing turn orders. This solution also didn’t really address the kingmaker problem, since the end of the game was still predetermined. It might even have made it worse, since player scores would become more apparent.

Our next set of ideas was to put the power of ending the game into the player’s hands. If the players didn’t know exactly when the game would end they may feel that they still have a chance to claim the victory, thus making it less likely that one of them will turn kingmaker. This also eliminates the last player advantage problem, since a player basically chooses to end the game when they feel they are in the lead. They still get an advantage, but it’s by their design rather than mere happenstance.

We experimented with a few different versions of this, but for now we’ve implemented it using a new card type called Prophecy. I think we’re going to have a lot of fun on the flavor for these. Our plan is to use extremely vague, Nostradamus style prophecies that could mean absolutely anything. They will poke fun at how prophecies will always come true given time and a flexible perception.

Overall, the changes to make this work were pretty minor. We eliminated the concept of rounds, but kept the Event deck largely unchanged. Events are now triggered when a player plays a Prophecy card. The Event triggers as normal, effecting all players equally. After that, the player who played the Prophecy card claims the Event and puts it into play under their control. Events increase the number of cards a player draws at the end of their turn by 1. We are still tweaking the reward for Events, but I feel this makes them appealing while not being to powerful.

The game will now end when the Event deck runs out or if 3 of the Follower and/or Shrine piles run out. The secondary condition gives players another way to end the game and will help prevent games from dragging on.

We will still be making minor tweaks to the cost, reward, and frequency of Prophecy cards, but I feel good about them. It has a strong and fun theme component and it does a lot to help mitigate the kingmaker problem.