The clarity of “up to”

I’m an ardent supporter of clarity in games, to allow players to focus less on what they can do, and more on what they want to do. A big part of this is to only add rules when they are necessary, to keep the structure as light as possible.

This week, playing Arkham Horror LCG, I found one rule I think you should always add: the “up to”. Compare these two cards:

Pictures from ArkhamDB.com

These two cards are very different, but both share the “Gain X, where X is _____” format. I love those so much, mainly because of how satisfying they are: the timing aspect gives it a push-your-luck vibe, and you feel like you’re getting away with something when you get it to the high values! You feel clever, there are opportunities for awesome combos, and your game is memorable.

Such cards are hard to balance (but, remember, balance schmalance), because the timing aspect is very limiting, but the value is also very variable. However, it feels good to pull off a high number on these, so I’d assume they are balanced assuming you’ll hit pretty close to that maximum value.

Crack the Case is based off of your location’s shroud, which usually hovers between 2 and 5. Search for the Truth is based off of the number of clues you currently have, which is almost limitless, and therefore, they put an upper limit: “up to 5”.

You could say that both are more or less the same. Crack the Case has a similar cap of 5, but it’s hidden: you need to have played a few games to understand what those shroud values usually are. Putting the upper limit on the card feels less elegant, because it’s a rule they have to spell out rather than let you learn, but it also raises the barrier to entry. If an experienced player uses it on a 3 and reveal a 5 on the following turn, it’s a “fun” frustration: you played it safe and shouldn’t have. If a new player does it, it’s just frustrating, because they weren’t shown what these values could be.

Still, you can just say that this is part of your learning process: your second game will be more satisfying, and that’s just part of the depth of the game. Sure.

However, one place where calling out the limit makes it clear is by pushing you towards action. Without a limit, you can spend turns and turns boosting up a single action, which leads to a static, stale game. Sure, that one action will be cool, but will it be cool enough to warrant that big of a warmup?

By putting this hard cap, you tell players exactly when they should stop planning to boost it. Without a limit, players start planning dozens of turns ahead, which means they plan dozens of possible outcomes for each, which quickly pushes them towards AP. With an “up to” clause, you tell your players that they can plan… up until this exact point.

When they get to that point, they use their cards, and then get planning cool combo #2, looking 2, 3, 4 turns into the future instead of 20.

Identical vs Equivalent

I often say that board games are the combination of psychology and mathematics. More exactly, they use mathematics to induce specific psychological reactions: tension, angst, euphoria, excitement, satisfaction, all just because your number will be lower than your opponents’. Fascinating, isn’t it?

Now let’s take that vision of games and look at them through a game design lense. A game’s elements (be they components, theme, or mechanisms) are not the point: they are tools to create a specific experience. Sure, all of these elements are important pieces, but the sum of the parts are what’s important.

This sheds light on one easy pitfall of design: to look for identical alternatives rather than equivalent: too often, I hear playtesters suggest alternatives, and designers turn them down because of some minor mathematical differences. This is especially true when we talk about streamlining, about suggestions that could simplify an entire system but are turned down because that one action would now give 4 rocks instead of 3. Is that a meaningful difference?

I talked about one similar situation in this blog’s very first post, when we had included 5 different ways for tokens to score, and 4 different mini-games, which were technically different, but did not affect the game’s experience or the players’ decisions at all.

Another example is from the roleplaying games side: in 13th Age, players roll obscene amounts of dice for damage. The designers strongly suggests to instead either (a) take the average damage, (b) roll one die and multiply it by the number of dice, or (c) roll two or three dice and take the average for the rest.

These are all mathematically different: the static number obviously stands out, but even multiplying one die leads to much swingier results than the standard die roll, which itself is swingier than just rolling a few and averaging the rest. However, while all are mathematically different in how extreme the results will tend to be, the game does not change much between the two. You could have a group where each player chooses a different way of calculating damage, and it wouldn’t make much of a difference: while not identical methods, they are by and large equivalent.

When designing, every design element should be there for a reason. During your process, it’s important to look for equivalent alternatives, which could fill the same role in the design, without being identical.

For example, High Rise, Lords of Waterdeep, London, and Cleopatra and the Society of Architects all have a Corruption mechanism: some things you do are stronger, but come with this negative token you then have to manage, and try not to have the most of. They all have a different associated mechanism, but they all have the same impact: give some actions a delayed, and uncertain cost. If you took any two and switched the Corruption mechanisms, they would mostly still feel the same. There would be differences, but I’m not sure they would be that meaningful.

Of course, the difference between identical and equivalent is very subjective, and highly context-dependent: you might disagree with my example above. Yet, I would still suggest you err on the side of openness, especially early in your design process: it’s so easy to try something, and, if it doesn’t work, to just CTRL+Z the change.

Balance? Schmalance!

Today will be a very short blog post, more an anecdote than my usual too-long, not-structured enough babble. Today is about the first piece of feedback I received from the publisher who signed Cartographia, my first design.

Cartographia is a mid-weight Euro with multi-use cards where you have to explore and map out the Earth during the Age of Discovery. It features a card drawing mechanism similar to the one in Cleopatra and the Society of Architects, where when you draw, you pick one of the four piles to add to your hand, and then add one card to each pile (including the now-empty one).

These are obviously a very very prototype components.

At set-up, there are four piles of 2 cards each (as pictured above). First player picks 2 cards; second player usually chooses a pile of 3; then third a pile of 4, and fourth a pile of 5. After nearly a hundred playtests with that drawing mechanism, we found that regardless of player count, there was no statistical differences in average scores nor win rate based on player order.

Fast forward to 6 months after we sign the game, the publisher sends us an email: they had playtested it a lot and felt the “first player edge” was too much. I forward them my data, with a long explanation of why it isn’t. I get another email within minutes:

I’m sorry, I think I wasn’t clear: the players who are last in turn order feel behind throughout, and that they never can catch up because of the race elements in the game.

And that, my data never accounted for. It is one of many examples of a fundamental part of board game design: people talk about balance, but they don’t actually care. What they want is to feel like the game is balanced, like they win or lose because of their actions, not because the game gives some players what they perceive to be an unfair advantage, and that, no spreadsheet can solve, only playtesting.

Which is why I ask my favorite playtester question at the end of every test:

In the end, we gave a tiny, teeny bonus to those later in turn order. Negligible, really, not enough to switch the balance the other way, but enough that turn order is not what they point at when they lose.

Psychology of final scores

There’s a lot of talk in design circles about balance, and how the real focus should be on the illusion of balance, rather than balance itself. I have a cool story about that!

My first game, Cartographia, got signed in 2017. It does new things, but one wheel we didn’t reinvent is “most points wins”. When we pitched it to the publisher that signed it, the final scores were something like 120-80-50. A lot of people who finished in second place felt like they got blown out.

After agreeing with the publisher to change it, we gave everyone an extra 50 points. Not “you each start with 50”, just increasing the value of stuff so that, on average, everyone has higher scores. Scores were now 170-130-100. Suddenly, even though the lead was just as hard to catch up to, players felt better about those scores.

We then halved everything: what gave 4 is now 2, 12 is now 6. You’re smart, you know how halving works. Scores were now 85-65-50, and the point spread was never brought up again.

It would be easy to point to the fact that last place still has 50, and what used to be 70-pts behind is now 35-pts behind: of course they’re okay about that! But in reality, those 35 points now are as hard to get as the 70 before. But the odds of a comeback are not what we care about: the hope is. And that’s emotion, and that just requires re-framing.

All in all, points are a way for the game to compare players’ performances to establish the winner, but players will also compare themselves through it.

It also reminds me of my first game of Heaven & Ale, which is a game I automatically fell in love with. In it, most of your score is your resource that’s lowest on a track (representing how much beer you can produce) multiplied by your beer’s quality (which, IIRC, goes from 2 to 6). But the track starts wayyyyyyy below zero: at the beginning of the game, your lowest resource is at like -12. So, of course, one of my friends finished the game with one resource under 0, and a score of 0. In reality, he scored 0 because you start with -24 points. I think they numbered the track that way to limit the multiplication to lower numbers: you have to play pretty badly to score 0. But when comparing points, it kind of throws everything off, sort of like a graph that doesn’t start at 0.

Do you have a special story about a game’s scoring system, either from a designer or a player perspective? Please share it below, I’d love to read them!