Black Sun: Annotated Notes
February 01, 2006
Black Sun is a custom-made hex boardgame, made earlier this year. This is one of a set of three posts about the game.
This one covers how the game was created, focussing on a direct transcript of the notes in the notebook used to plan the game, allong with some annotations for clarity. It is probably only of interest to you if you want to look at the design process behind the game. You may prefer to read the rules before looking at the designer's notes.
Premise: use Fimo to make sets of pieces; placement and position of pieces
is all the game, along with a scoring track with events. Set in stellar system
– pieces shuffle…
Comments: I stuck very closely to this premise. I threw out the
idea of a scoring track with events, and went for scoring counters in the end
because it was simpler. Reading this again, I’m thinking of bringing back the
scoring track, though, as the scoring counters are a touch clumsy.
Next,
I began thinking about which hex pieces I would need:
Terrestrial Planet x 3
Terrestrial Binary
Terrestrial Trinary
Gas Giant x 3
Asteroid Cluster x 6
Comments: There is a diagram here of the basic shape of the
board, so I could count the number of hexes that would be needed. I went
straight to how the board would be set up, as I knew this would have to be
simple if the game was going to be fast enough to play:
Setup:
1. Place sun
2. Add Gas Giants to 5 Space Hexes
3. Lay out in ring (6 of 8)
4. Use space hexes to move GG’s 2 away
5. Remove six centre space hexes
6. Shuffle all remaining hexes
7. Deal to fill 3-wide hex pattern
8. Add (up to) 3 hexes to complete each Gas
Giants orbits
Comments: There were a couple of diagrams to accompany this
setup description. I’m impressed at just how similar the final setup was! The
only significant difference is that the hex pattern is five hexes across, not
seven as originally envisioned, and it is necessary to add 5 hexes to a Gas
Giant not 3 because of this.
There
followed a revised list of required hexes:
3 Suns (use 1) – Sun, Red Giant, White
Dwarf
6 Terrestrial Planets
4 Terrestrial Binary
2 Terrestrial Trinary
3 Gas Giant
6 Asteroid Cluster
24 Space
Comments: Just decided recently to remove 9 Space hexes, making
it 15 Space hexes. Other than that, this is how the final game went. The reason
for the overestimate of space hexes (I have only just realised) was that I was
originally looking at a 7-wide hex pattern, not a 5-wide hex pattern, and this
required more hexes.
I
then began thinking about the factions the player would be able to play. This
went around for a while before settling down.
Factions
– Types
Battle –
can fight
Relief
Supply – cannot be fought
Rogue
– mercenary thief
Military – get many units, one powerful and
slow
Supply – get many units, all weak
Rogue – get few units, all fast, or one
unit fast and strong
Race
& Class
Class
Captain – 1 ship, fast and powerful
General – very many ships (slow and
reasonably powerful) + 1 big ship
7
destroyers + 1 battleship
Medic – many ships, fast but weak
4 ships + 3 medsats
Governor – few ships, good quality + 1
planet
Comments: The Governor didn't make it to the final game.
There are some scribbled notes at the bottom of the
page as I started to think about the properties of the ships.. I started to
work on a points value system for balancing their values, which was eventually
abandoned.
Indestructible (x3)
Fight (1), (2), (3)
Move (1), (2), (3), (4)
Move 0 = ½
Cost = m x f [x4]
24 points per side
Comments: There followed some attempts to employ this system,
which failed. It was too rigid. Balancing by instinct, and then adjusting in
the final game became the new order of business. However, you this formal balancing process undoubtedly did influence the final distribution of pieces and their attributes.
Captain: move 3, fight 2, indestructible
(24)
General: 5 x destroyer (m2, f2) (20)
1
x battleship (m1, f4) (4)
Medic: 3 x medsat (m0, f0), indestructible
4
x rescuers (m4, f0)
Rebel: 7 gunboats (m1, f1)
3
destroyers (m2, f2)
Dictator: move 2, fight ??
Comments: And now the first attempt to tabulate this data
Military
Factions
Loyalists (General) 7 destroyers
(m2, f2), 1 battleship (m1, f6)
Rebels (General) 7 squadrons carriers (m3, f1), 3 destroyers (m2, f2)
Supply
Factions
Medics 3 ambunauts (m3,
f0), 3 medsats (m0, f0*)
Syndic 8
transports (m2, f1), 1 yacht (m4, f0*)
Rogue
Factions
Smugglers – Lone 1 freighter
(m4, f2*)
Smugglers – Gang 4 cutters (m3, f1), 1 gunsat (m0, f3)
* = indestructible
Attack on D6 – 5 or 6 is a Hit
Can survive as many Hits as Dice
Defending player chooses casualties.
Most
of these stats are the same as in the final version. The most noticeable difference is the Gang of
Smugglers (Gang of Brigands in the final version) have a Secret Base which can
move, not a gunsat as it says above, and only have 3 ships instead of 4, and
they were eventually called Raiders, not Cutters.
Moves
Comments: There’s a diagram here which shows the idea. In the
end, checking to see if a ship has more dice than the moving ship was removed
(to save time as much as anything else) so the final rule was that every ship
that you cross over adds 1 to your movement cost. This won’t make too much
sense until you see it illustrated, but you can see it clearly in the rules
(which follow or precede, depending whether you are reading this on RSS or on
my blogsite).
The
basic idea being espoused here is that players can ‘blockade’ areas by putting
their ships in the way, thus adding to the number of moves that the other
players have to make to get their.
On
the next page, the names of the factions reach their final versions:
Alliance General Blue Military
Rebel Commander Orange/Red Military
Syndics of the Merchant Guild White Guild
Medics Guild Green Guild
Lone Smuggler Captain Grey Rogue
Gang of Brigands Black Rogue
Counters
Red Crisis
counter = need supplies/relief
Yellow Need
counter = need supplies
Any vessel destroyed = Crisis
When a Supply vessel leaves orbit = Need
Military 0 --> Need Need -->
Crisis
Supply Crisis --> x (Need --> x)
Smuggler Need --> x Can carry Crisis tokens
2,
3, 4, 5, 6, (7), 8, 9, 10, 11, 12 =
11
3,
4, 5, 6, 7, 8, 9, (10), (11), 12, 13, 14, 15, 16, 17, 18 = 16
If already Needy, causes Crisis
Military destroy 1 rebel = score 1 point
(can relieve crisis +1)
Medics: relieve Crisis = 2 points
Syndics: relieve Need = 1 point
Smuggler: relieve Need = 1 point, run
blockade = 1 point
Rebel: Need --> Crisis or Destroy Alliance
Medics: Crisis
or Sacrifice
Syndics: Need
Smugglers: Need
or run Blockade
Comments: This next section shows how I identified a problem with the game, namely that the Alliance and Medic player requires either the Rebel player (to make new Crisis counters) or an alternative source of Crisis counters. I start fishing around for ways to add Crisis counters.
Syndics: always
work
Smugglers: always
work
Alliance: Requires
Rebels or source of Crisis
Medics: Requires
Rebels or source of Crisis
Rebels: always
work
When no Crisis, next die roll causes
Crisis
Alliance
Destroy
Rebel Ship = Points value
Peaceful
Turn = 1 point (i.e. no Crisis without ship present)
Destroy
Smugglers Ship = Points value
Rebel
Destroy
Alliance Ship = Points Value
Crisis
Turn = 2 points
Syndics
Need = 1 point
Medic
Crisis
= 2 points
Sacrifice
= 1 point
Smugglers
Need
= 1 point
Run
Blockade = 1 point
Brigands
Need
= 1 point
Raid
Transport = 1 point
Comments: There were some slight changes in the final game. The
Alliance player doesn’t get points for destroying the Smuggler’s ship; it’s
indestructible, so it would be captured, meaning the Alliance player would just
be constantly picking on the poor smuggler. The ‘Crisis Turn’ (meaning a turn
with a Rebel ship at a Crisis) is only worth 1 point in the final version. The
Medics do not get a point for sacrificing their ambunaut – but instead, when an
ambunaut is destroyed, they get to place a Crisis token. And although Crises
were worth 2 points for the Medics Guild, this has recently been changed to
being worth only 1 point. I think the original fear was that there wouldn’t be
many Crisis tokens, but of course the rule requiring a Crisis token to be
placed if there isn’t one on the board changed this.
looks to me like you go
from basic narrative (basic verbs & nouns)
to structural nouns
to attributes and adverbs (detailing the final set of verbs in relation to their subjects and objects)
to finally designing progression as a set of procedures generating contingencies and conflicts of interest
but also opening up a decently broad avenue to resolution / winning,
so in the end you try to adjust the challenge to the players just so that it remains fun (or flow) for your target audience
Posted by: translucy | November 01, 2006 at 12:10 AM
Well I would say I started with a premise, defined the nouns and verbs of play, then filled in the details and determined the causal relationships. Basically, my usual top down design method. :)
Posted by: Chris | November 01, 2006 at 10:46 AM