Alter Ego Progress

Alter Ego has been around forever, and it's about time I finished it up! In order to light a fire under myself to get it done, I actually hired an artist and graphic designer to start working on it...

So last week I brought Alter Ego out again with my playtest group. Looks like it's been about 2 years since it hit the table! I think the overall structure of the game is solid, but there are still a lot of details I think need work. Here's some stuff that's happened just in the last 2 playtest sessions:

Deck Size

I have always used a starting deck size of 12 cards -- 4 each of Job, Family, and Support cards. Actually, since I added "character" cards (each with a unique fight icon and a specific starting deck configuration), the decks started with 13 cards. The game takes about 5 rounds to play... I could lengthen it, but I think it would drag a bit. However, this means that you only add 5 cards to your deck, which isn't very many for a deck learning mechanism...

I don't have much in the way of deck thinning in this game. There are a couple of equipment cards that do it, but mostly I had decided that instead of thinning your deck, players could focus on Family, thereby drawing a ton of cards instead. This is equivalent in some way to deck thinning, and it means that if you want a "thinner" deck, then you have to focus on Family. If you focus on other things and neglect Family, then you will suffer from deck bloat.

I think I chose 4 of each card (plus or minus) so that you could reasonably have 3 of them at a time. If you play 1 Family card, you avoid a penalty and draw +2 cards next turn. If you play 2, then you draw +4 cards. But if you commit 3 of your 5 cards to Family in one turn, then you draw + cards AND you get a Teamwork token, which is valuable.

Similarly, if you play 1 Community card, you avoid a penalty and draw 1 extra henchman to choose from. 2 is a little stronger (draw +2 henchmen to choose from). 3 Community cards means you draw + 3 henchmen to choose from AND you get to call the police on one of the henchmen in play.

Job cards are a little different in that you gain $ tokens, which you don't have to discard. Playing 3 at once doesn't do anything too special, but most of the equipment costs about 3 to obtain.

Anyway, because of all that, I wanted to make sure players had enough cards to invoke those more powerful plays if they wanted to. However, I might try reducing the starting decks to 3 of each (10 cards if you include the character). Then if the game lasts 5 rounds, then at least a larger portion of your deck will be changed. Also, with the changes below, it's possible I could add a few rounds to the game, further impacting the amount your deck changes over the course of the game.

Villain Format

Since the games inception, the Arch Villains would sit there, out of play, until one (or more) of them were triggered to enter play. Part of the point of the game was to make sure the "right" one came into play, the one you'd have an easier time beating based on the cards you'd taken into your deck throughout the game.

Last week I tried a slightly different format, which I think has a lot of good things going for it. Instead of being "out of play," the three Arch Villains could be in play the whole time. When henchmen come into play, they are placed in front of their affiliated villain, in a way protecting them. During the game, you can't attack an Arch Villain if there are henchmen in front of them. Theoretically, this could lead to more interesting decisions about which henchmen to defeat (you want to save certain colored civilians so you don't lose, you might want particular trophies, you might want to defeat what you can afford to defeat, and you might want to "dig" toward one of the Villains in particular). This way you could also have to face decisions mid-game such as "do we defeat this henchman over here, or do we hit that villain while we have the chance, since he has no henchmen in front of him?"

This format seemed to work, though it'll require some tweaks and changes to fully implement. I think it feels more like a real game this way. It might mean cutting the few henchmen that are affiliated with multiple different villains, and I'll have to decide if unaffiliated henchmen are in front of no villain, or all villains.

Turn Structure

It had come up before, more than once, that the turn structure was not intuitive. I have considered changing it, maybe even tried changing it once, but never liked the results. After playing a couple games with my regular testers, I finally conceded that the turn sequence needed to be different. What I had was this...
1. Income phase: collect $ based on what you have in play
2. Support phase: draw cards based on what you have in play (now you have cards in play, a hand of cards, a draw pile, and a discard pile)
3. Patrol phase: draw henchmen based on what you have in play
4. Fight phase: spend icons in play to defeat henchmen. Once in a while you maybe have a card you can play from your hand, but mostly you have a hand at this point to help decide what to do this turn based on what you could maybe do next turn.
5. Recoup phase: discard everything in play, play new cards from hand to use next turn, then discard hand.

The long and short of this was that players were having several problems:
* Confusion between the hand, draw pile, discard pile, and display
* Planning the turn, then having to re-plan the turn once new henchmen were revealed (in the patrol phase, right before fighting)
* Confusion between cards in play that they could use this turn, and cards in hand that they can't use until next turn

There had been suggestions of putting the Support phase right before Recoup, so you draw cards right before using them. I think I even tried this once, but it didn't really solve the problems, and I didn't like it.

I have finally decided to re-organize the turn to actually address those problems. The new sequence is:
1. Support phase: draw cards and play some of them into your display
2. Income phase: collect everything you collect ($, teamwork tokens, penalty tokens)
3. Fight phase: use icons in play to defeat henchmen currently in play
4. Patrol phase: NOW bring new henchmen into play
5. Recoup phase: note how many cards you're supposed to draw, then discard EVERYTHING, hand and display.

So now you still technically have a hand, display, draw pile, and discard pile, but you don't access them at weird times. You draw cards ant the beginning of the turn, use them during the turn, and then discard them at the end of the turn.

Putting Patrol after Fight means you only have to plan each turn once. This is not only less confusing, but it speeds things up quite a bit, and makes a lot of sense. It also approximates other cooperative games in which players get a turn, then the AI they're fighting against gets a turn.

So we tried that a couple of times, and it definitely seemed smoother. I personally sort of missed the ability to know what you would be able to do next turn, but I also didn't have a problem with the old turn sequence. Other players weren't using the info about next turn, and were getting confused, so the obvious right thing to do seems to be reorganizing the turn like this. Also, while you don't know exactly what you'll be able to do next turn, you DO know the general contents of your deck, so you should know what's likely or possible.

On the down side, this new structure introduced a new issue. Now you plan out the turn at the beginning, and then you resolve it. As nothing changes between when you play your cards and you resolve them, there was something a little off about the very end of the game. When you could win, you would know it during the planning stage, and that felt bad somehow. You're sitting there figuring out your turn, making your plans, etc, and one of the other players just says "GG guys, we win this turn." So anti-climactic.

Sure, at SOME point in every game there will be an instant when you've realized you will win. But that should really be you're resolving the action, not when you're planning it. What really ought to happen is that you play the cards, then something happens such that you don't know for sure whether you'll win or not. In the old format, you'd plan your turn, maybe see that you can win this turn, then you had to add new henchmen which might lose you the game before you resolve the fight phase. that wasn't perfect, but it was enough to counter that anti-climactic feeling which appeared as soon as I changed the turn sequence.

So, how to solve this problem, while keeping the improvements of the new turn order? Well, I need something that happens between card play and resolution that could change or foil your plans...

Villain Events
Fortunately, there's something I've been meaning to add to the game anyway: effects each villain could have, which make the game harder, and make the villains feel more different from each other. I hadn't designed those, but I had a few ideas for some effects. For example, the Sadist could kill civilians (you don't get them back when you defeat henchmen), and the mastermind could block access to some of the rules (no calling the police, for example).

So I made a small deck of cards for each villain with some effects on them. At the very beginning of the Fight phase, before anything else happens, you'll flip the top event card for each villain. Their effect will occur, which may be immediate, or may be a static effect that stays active until the next turn's fight phase when a new card replaces this one. These effects could very well foil your plans, making them exactly what I need to keep the game interesting. For example, if you plan the turn and decide that you're able to win this turn, and then all of a sudden, the Anarchist makes you draw new henchmen, and they happen to go in front of the villain you were going to defeat, then you'll have to wait until next turn. Or perhaps the villain you were after suddenly requires 1 more Strength icon to hit -- can you still afford it? Or perhaps they take an extra hostage - can you hit them one more time? Maybe next round...

Further, I wanted to make sure it wasn't all about picking 1 villain, and just piling up the other two with henchmen while you beat up the chosen one. Therefore I put 3 effects on each card, each more severe than the last. The effect in play depends on the number of henchmen in front of that villain. The first tier is currently "no effect" for 0-1 henchmen, but it could also be some small, mostly insignificant effect. This way, if you have the villain's henchmen mostly under control, then the event won't hinder you that bad.

The 2nd tier (2 henchmen) is a bigger effect, often local to the villain and his henchmen. Things like "my henchmen cost an additional Smarts to defeat" or "I cannot be attacked". This has the potential to mess with your game, but not in a huge way.

The 3rd tier (3+ henchmen) is an even bigger effect, often global, affecting all villains or henchmen. Things like "ALL henchmen cost an additional Smarts to defeat" or "no villain can be attacked this turn".

I brainstormed enough effects to make 5 cards per villain:
* The Mastermind effects mostly limit your access to rules (can't call the cops, can't use Teamwork, Equipment costs extra to buy/use).
* The Sadist mostly deal with henchmen and hostages (bring new henchmen into play, rescued hostages are removed from the game, remove civilian tokens from the game, take extra civilians hostage).
* The Anarchist has wild or chaotic effects (players take penalty markers, players draw fewer cards, players draw fewer henchman to choose from)

This is just the first draft, but I'm excited to try it out tomorrow. Assuming the structure works, then I think a little testing and development of those abilities will really make this game feel like a proper co-op.

There's A Dinosaur Cloning Game For Everyone

Crowdfunding, pre-orders and limited print runs are rapidly becoming the standard for game publishing, and it is because of this that I had to decide whether I wanted DinoGenics before I was able to play Dinosaur Island. Based only on information from their respective crowdfunding campaigns the two games look very similar, and honestly, how many dinosaur cloning games does one person need?

If I'd been looking at both games at the same time I most likely would have only chosen one, and that one would have been DinoGenics, based on its more conventional illustrations and graphic design -- the obnoxious look of Dinosaur Island remains one of the few things I don't like about the game. Unfortunately (or perhaps fortunately) I had to make a decision on DinoGenics after I had committed to buying Dinosaur Island, so I ended up with copies of both games. In the end I'm glad I did.

The two games are similar in that they are both worker placement games about building a zoo filled with cloned dinosaurs, but that's where the similarity ends. DinoGenics is a much more traditional worker placement game, with players competing for spaces on the board so they can get the resources they need to clone dinosaurs, build appropriate enclosures for them, and add enough support buildings to accommodate an increasing number of guests. And don't forget to feed those carnivores, or they'll break out of their enclosures and you'll likely spend a lot of your next turn making repairs...

The game design is solid if not overly innovative, but where DinoGenics really shines in in the quality of its components. The graphic design is excellent and does a much better job of evoking Jurassic Park than the much more stylized Dinosaur Island. The meeples are wood rather than plastic (in my opinion plastic meeples are a disturbing trend in game publishing and a scourge upon mankind), done in very nice greens, browns and greys that make it easy to tell the different types of dinosaurs apart. The cards and tiles are sturdy with high quality printing -- the only thing I don't like is that some of the text on the building tiles is very small and difficult to read.

If I had to choose between DinoGenics and Dinosaur Island, I would probably choose DinoGenics, although I do think the game play in Dinosaur Island is a bit more innovative. In the end the games are different enough that I'm happy to have both in my collection.

Rating: 5 (out of 5) This game features more traditional worker placement style game play than its competitor, but the much more lavish graphic design more than makes up for it.

Leap Day Cha'alt Sale!!!


Every 4 years, right?  Lots of sales going on, so here's mine...

Get the premium, luxury hardcover book of Cha'alt for $40 (shipping inside the USA included, otherwise, it's an extra $30).  Normally, Cha'alt retails for $60.

Not familiar with this eldritch, gonzo, science-fantasy, post-apocalyptic campaign setting + megadungeon?  Here's a text review and this is a video review.

Each book is signed and numbered (limited to 2,000 and I'm almost out - no reprints!)... plus, since it's leap day and all, I'll "ultra-personalize" it with an amateur drawing of some tentacled monstrosity.

This offer is only good until midnight tonight, so don't delay!

You can paypal me the money using my email address: Venger.Satanis@yahoo.com

Enjoy,

VS

p.s. Of course, if you order the hardcover, you'll get the PDF for FREE

Save 15% Off The Best Value VR Headset For Half-Life Alyx - Eurogamer

Save 15% off the best value VR headset for Half-Life Alyx

28Mm Village Sections

New Russian Villages:
I've made up a few Russian village sections for WWII (although they'd do fine for Napoleonic too) These are mostly MDF kits from "Things From The Basement" in the USA with a few more extra bits from the excellent Charlie Foxtrot models here in the UK
Love these...2 cabins, and high fences
All lovely models, easy to construct, and fun to paint. One of the things which attracted me to them was how there are very few lugs on display - most MDF kits have these rather unsightly points where the various bits fit together- These don't- makes them look so much better- I thought it would be more fun to put these together as based village units, to allow a little bit more detailing and customisation. 
Simple Russian barn, but will do for pretty much anywhere
Pigs.....
Couldn't resist this...the little pigsty base is from TFTB, pigs from Pegasus
Small cabin, rough fencing- Warlord Russians!
The bases are all slightly different sizes, but generally about 10' square, big enough to make an impact on the wargames table and to allow the addition of more "stuff" to pretty them up

Larger Villa with small garden
These are for sale....feel free to contact me if you wish for prices etc- I'm going to be making a lot more terrain and buildings over the next few months, if you have a specific request just ask, or keep an eye out here or look for CAC terrain on facebook

Smaller cabin and woodshed by Charlie Foxtrot, Everything else from TFTB. Love the well.


28Mm Italian Wars Papal Guard


It's been a three months since I added to the new Italian Wars Project and after the big push for the Analogue Hobbies Winter Paint Challenge (which the Papal Army won the Challenge Choice Award 😁) my painting output has slowed down dramatically. But after years of painting I know it will come back, I have a new job at work so stress levels are lowering and the figure output is starting to rise again.


Now before the purists have a heart attack, I know this is a later uniform than the Italian Wars, I was lucky enough to see the painting "The Mass at Bolsena" 1514 Raphael, on my trip to the Vatican so I know what that depiction looks like but honestly who can resist the modern blue, yellow and red uniform of the Guard.


So I totally agree it's a bit of a fantasy unit but I bet you it will easily be the most recognisable unit in my army. Just need a 28mm Pope figure for it to Guard now !



The figures are 28mm scale from TAG (The Assault Group) who sell a Papal Guard pack which form the bulk of the unit, I've added some of their Italian Command figures (and a rogue Perry Figure after the new dog ate one of the TAG figures !) To make up the 24 figures of the unit.


The figures are equipped with Polearms and will make a pretty ferocious unit on the table. Flags are as always from Pete's Flags.



Next up for the Italian Wars Project will be a unit of shot whilst I also have some 1/2400 WW1 ships on the go.



Important COVID-19 Update from Sage Traveling

 

 

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Dear settachai,
We have received several phone calls and emails this week from clients concerned about the Coronavirus, particularly the new issued travel bans and how it will affect your travel plans. We are monitoring the situation closely, and we would like to address these concerns.

First and foremost, the Sage Traveling team is concerned about the safety and welfare of our clients. We are doing everything in our power to keep you safe and informed with the information that we have.

By now, you have probably heard of President Trump's travel ban with the EU. This has caused widespread panic and confusion. We felt it would be great to clarify some of the crucial details:
  • The travel ban only pertains to foreign nationals entering the United States. This ban does not apply to US citizens.
  • According to the DHS, the restrictions will only affect most foreign nationals who have traveled through certain countries in the past 14 days. These countries are: Austria, Belgium, Czech Republic, Denmark, Estonia, Finland, France, Germany, Greece, Hungary, Iceland, Italy, Latvia, Liechtenstein, Lithuania, Luxembourg, Malta, Netherlands, Norway, Poland, Portugal, Slovakia, Slovenia, Spain, Sweden, and Switzerland.
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  • Not all flights from Europe have been cancelled for the next 30 days. However, flights are going to be greatly reduced and there are only a few airports that you will be able to go to. Once at the airport, officials will check you over for signs of the Corona Virus where a possibility of being quarantined is strong.
  • Corona Virus attacks everyone, but it is especially dangerous for the elderly and those with compromised autoimmune diseases. Precautions and knowledge is necessary in order to make the right choice for you and your family.
Due to the circumstances, Sage Traveling is offering a few new options regarding your trips. They read as follows:
  • Option 1- We can leave all travel plans as they are.
  • Option 2- We can reschedule your travel dates to a later date in 2020 with no additional service fees (only if you keep the itinerary the same). There might be additional or lower cost as the hotel pricing will be different than what we originally booked it for. There might also be a difference in price regarding transportation depending on the dates as some charge differently if the transfer is on a Sunday, local holiday or after hours. Please be aware, if you take this option, we will have to recalculate the currency conversion rates once all rescheduled bookings have been confirmed.
  • Option 3- We can give you a credit of the full amount you have paid, for travel later this year or in 2021.
  • Option 4- You can cancel your trip altogether and are subject to our cancellation policy.
 
The news isn't all bad out there. By China's last count over 36,000 people have been released from their hospitals cured of Covid-19! In Italy there has been a reported 1009 recovered and the numbers are rising daily! This is good news and we can expect to keep seeing an increase in success rates as awareness and preventative measures are taken.

Our team here at Sage Traveling are in constant contact with our suppliers over in Europe and will be more than willing to help you with any of your travel needs or concerns.
 
As Always -Travel Wisely,
John Sage, Founder and President of Sage Traveling


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