Manoeuvre: Distant Lands – My Playtesting Experience

August 24, 2011

Months ago, game designer Jeff Horger put out a call for playtesters for a Manouevre expansion. I immediately signed up. Not only is Manoeuvre one of my favorite games it would also give me a small glimpse into how a game gets made. Now that Distant Lands is on the P500 list I can finally talk about my experience.

Behind the Scenes
One of the reasons I signed up was to get a feel for what goes on with making games. I was sent a bunch of files that contained the rules and components for the Japanese army. The first thing I did was look through the rules and immediately had some questions. The new rules were pretty straightforward, but I wanted some clarifications. My other concern was with some of the components.

These don't look like the originals.


These are what I'm used to.


The new maps used completely different graphics and the units didn’t have the infantry and calvalry symbols on them. Instead they had a single box white box to represent infantry while two boxes represented cavalry. You’ll notice the Japanses don’t have any cavalry.

Japanese Army Tokens


The response I got back on the new map graphics were that he had been using the different graphics for many years and that “[he was] so used to it [he] didn’t think twice about it.” I think this is one part of game design that is key: have several people that are not familiar with the game and components play it. They will point out mistakes and missing information very quickly.

I then printed and cut out the units and cards. I was thankful for my wife’s scrapbooking supplies which I used to adhere the units to some chipboard. Then I sleeved all the cards. Plain pieces of paper in card sleeves worked very well for the small size of these cards.

The components I made turned out pretty well. I should note that I changed the colors of the cards to use less ink for printing. I would assume the final components look much more like the original game.


Once all of that stuff was out of the way it was time to play.

Playing with a New Army
I tend to like expansions for games – they can breath new life into a game that hasn’t made it to the table in a while. Or in the case of the Distant Lands, they can force you to rethink your best strategies.

My wife and I sat down for our first game and both instantly liked the new rule: Advance to Contact. In your first turn of the game you are allowed to move up to 3 different units, in the 2nd turn you can move 2 units. After that it’s back to normal. This change gets both players engaged much more quickly.

The two Japanese map tiles contained more marsh and lake features. The new ‘cluttered’ maps helped to slow down cavalry. The Japanese units were mostly unaffected by this. I’m curious to see just how many new map tiles come with this expansion. Although the base game already has enough for 6 simultaneous games.

The deck of cards had some unique features as well. Here is the breakdown of the Japanese deck:
• 40 Unit Cards
• 3 Forced March Cards
• 3 Supply Cards
• 2 Committed Attack Cards
• 2 Redoubt Cards
• 2 Death with Honor Cards
• 8 Leaders
Two things will stand out right away: eight leaders and the Death with Honor cards. The Death with Honor cards allow you to eliminate a unit and then inflict hits on every adjacent unit. Normally in Manouevre you try to surround a unit to eliminate it more easily. Now if you play against the Japanese you have to be careful that surrounding a unit isn’t exactly what your opponent wants you to do. I my games I usually only used one of these cards. Inflicting up to 4 hits can be powerful but losing a unit isn’t a decision to take lightly.

The leader and unit cards also act slightly differently. The other armies work together to drive their opponents back. However, each Japanese unit is self contained. They each get 2 normal attack cards and their bombard. They also get a volley only card and an attack card with a pursuit roll. These five cards are supposed to represent the “samurai, ashigaru, cavalry, artillery and teppo” in each of the clans. The 6th card for each unit is actually a leader. The leaders for the Japanese can only command the 1 unit they lead. Only one of the leaders, the Shogun, can unite up to four of the clans. Although the units start at fairly high strengths of 6, 7 and 8, the Japanese are weaker than the other nations because of their deck. A handful cards containing a leader and a few different unit cards for most armies was quite useful – with Japan it was a disadvantage.

The strength with the Japanese was keeping the units somewhat isolated. It allowed you to march single units to your opponents side of the board. Each unit was self contained. I cycled through my deck quickly while building up attacks with each unit separately. If things started to get bad for a particular unit I would sacrifice them while doling out hits.


Conclusion
Overall I really had a good experience. It got me really excited about the new armies for Manoeuvre (Chinese combat rockets!). I am also proud to have been able to help out in the creation of what I’m sure will be a successful expansion. I was a bit overwhelmed at just what has to go into making a game – and this was just an expansion! The amount of time and thought that has to go into creating a set of rules and components is massive. And then the refinement after playtesting… But it certainly gave me a jolt to get working on my own game ideas.


Game Design: Research

December 8, 2009

It’s a common gripe among the contributors to this blog: we don’t have enough time to pursue our hobbies. This has been especially true in the last few months, as Russ and I juggle graduate school and full-time jobs. As Russ previously mentioned, there is a correlation between how complex life is and what corresponding games get to the table. Two weeks, I ran myself ragged planning lessons and grading papers at work so that I could go off to my four-day Thanksgiving vacation without any work obligations. During the vacation, I spent a lot of time riding in a car to see my in-laws and extended family. This allowed me the time to do a bit of leisure reading, which I used doing some research for a game I’d like to design someday.

I am loathe to disclose any details about this game right now, but I am working with a historical period which has remained virtually untapped for board game ideas. There are all sorts of possibilities about what type of game could come out of this. I’d like to  sporadically update where I am at in the whole process of game design, but also to describe some of the successes and failures that others might find helpful in their own design process. I have found relatively few resources which describe the process (but if you have found some, please post links!).

The first step in the process is, of course, research. I am working on a political/war game, so this was the obvious place to start. I contacted an acquaintance who is a native of the region in which my game will be set, and who has also earned a PhD in a related academic field (history). This correspondence yielded a few book titles which I am slowly working my way through. I am also lucky enough to be working with a time period that has a recognized book which is considered the “definitive history” of the era. That alone is a huge help.

As I work my way through these books, I am highlighting and taking notes in the margins, focusing on key decision points (where things could have easily gone very differently) and personalities. Every few days, I try to gather my thoughts in a notebook, describing possible mechanics, maps, titles, etc. When thinking about a historical game, there is a natural tension between “the events as they happened” and “things that might have been.” After all, a game needs to be true to history in some respects but also fun and balanced! I’m looking carefully at games that have done a good job of this–Twilight Struggle being a good example. Every time I play that game, I can look at the map afterward and say, “Well, that’s not exactly how it played out in the Cold War, but I can see how that might have happened.”

I hope to update every few months on the process, and once I’ve narrowed down the exact theme of the game, reveal exactly what it is I’m working on.