Testing
I heard my friend in Ontario might have played a game over the weekend, so I'm excited to hear how it went. Unfortunately, he's playing with cards from about 10 revisions ago. I have a spare deck I have to mail him this week along with the latest rule book.
I played 3 games with my wife over the last 2 weeks. Mana Spirits works as a 2-player game, but really shines with 4-6 players. That being said, these last 3 games with the latest cards and rules were very close and extremely dynamic. I'm not sure if it was just luck that the cards we drew happened to balance out with each other. As usual, it needs more testing to make a call.
The new rule about being dealt 10 cards and forming a starting hand from 7 of them is definitely here to stay. Too much of the game had been decided by poor starting hands, and this efficiently fixes that problem. I'd like to think that had a big impact on us having such close games.
The third game was really great. She played as Xal'Thoros - the Necromancer [left] and I played as Molaro - the Wizard [right].
These are the Ultimate sides of the cards. You have to level up to Level 4, 5 or 6 to get access to the Ultimate Abilities (text in a red outline).
In 1v1 games there is a lot of blood. Since Minions are dying constantly, her Passive kept her at 20 Life Points nearly the entire game. But my Ultimate being up so often (the text with the red outline) let me cycle Spells that kept me alive. After being at 2 Life Points for so many turns without being able to be killed, I decided to take this picture:
Current score: 12 - 2
Eventually I managed to come back and win. My wife had 6 draws on her last turn to top deck the one card that would let her win, but she missed. I took some random pictures throughout, but there's no real rhyme or reason...
Early Game - Both doin' fine.
Mid Game - I'm on the edge of losing.
Late Game - Comeback complete. Look at that board presence!
Design - Simplifying Card Text
The rules and cards are now something like 98% set in stone. All that is left is to tweak any cards that seem unnecessarily complex. I'll give you a couple examples that I've highlighted for myself.
Phantom was a Minion that seemed simple in concept. If someone attacks it, after you resolve the combat, they place the card under their control.
Goodbye my old friend.
Unfortunately, this caused a decent amount of confusion in testing. There was always unease about what happened when Phantom attacked, when it was killed, when it was targeted by Spells, etc. So he will be back with a completed different Passive in the next revision.
Similarly, I'm still reworking these two cards. I like the idea of Assimilation - two Minions are fighting, kill them both. The hard line of text explaining when to cast the Spell is just extremely jarring. I think there must be a better way to provide a similar effect without complicating it.
Psychosis is just a miss from a design perspective. The thought was to give a player two ways to use the card: punish your opponent by forcing them to lose a level, or sacrifice a level yourself so you can draw 3 cards. In practise, the 3 cards are way too valuable to ever use this card on another player. And losing a level isn't really that big of a hindrance anyway. Further, I don't really get any sense of satisfaction using this card against an opponent. Just a miss on all fronts.
Soon to be replaced...
I have a few others on my list, but nothing as pressing as these three. More testing will tell.
"How to Play" Video
Last Blog I talked about how making a "How to Play" video was my biggest priority. Well, it still is, but I haven't make any progress on that front.
I played a mock game against myself, taking 166 pictures. Next, I drafted a 110 page storyboard writing a script for each picture. Unfortunately, as I finished, I realized this kind of video wouldn't work. The pictures are too static and too zoomed in. No one would be able to follow the board state or understand where we are looking. So I kept the script, scrapped the pics, and started working to animate the script in Flash (since that's really the only program I know to animate anything). It's going to be slow and painful...
At least the text is still useful...
This is especially frustrating because this video is absolutely a prerequisite to approaching board game club members in Calgary and to posting Mana Spirits on BGG. I don't want to get this out there without some sort of video showing how a games played.
Project Management 101 - Issue Tracking
In my day job, I'm a Project Engineer for an oil and gas company. I coordinate the engineering, procurement, and construction of pipelines and simple facilities. Thankfully in this economy, I still have my job. In each blog, I'm going to try to highlight one aspect of designing Mana Spirits and how it was similar and/or different from running projects in my day job.
Disclaimer: I am not the foremost expert on project management principles. I'm speaking from experience, not from training. Some of the things I write may be fundamentally wrong!
Ok, so you've got a project. You start with a scope of work, and use that to build a organization, a budget, and a schedule. As things progress and change, you update the scope, organization, budget and schedule to reflect the changes. And, since you're such a go-getter, you document all these changes through a management of change system.
Eventually, a big change hits. You were going to build a road along a certain routing, but one major land owner wouldn't agree to the terms and blocked construction on his property. Now you have to recycle your design, increasing the schedule. The new routing is significantly further, and will massively increase the cost. Your boss is pissed. "Why didn't you see this coming??"
Well, the thing is, you did see it coming. But the problem is, with no formal way to capture what might be coming, all it did was keep you up at night without driving any other action. These are called risks. A risk has a probability of occurrence, and a consequence if it does occur. Large projects will typically have ways of weighing the consequence, but for smaller jobs estimating the cost, schedule, and organizational impacts with a 1-5 rating is enough. The probability x consequence is called the severity. Risks with high probability and high consequence end with "high high" severity, and should be your top priority. Conversely, "low low" risks are likely not worth acting on.
If you've ever run a project in a major company, you might know that they love tracking risks. They generate registers and registers of risks. That's great, it's the first step, but it's not the point. The point of the risk register is to track all the actions that are going to prevent the risk (reduce the probability) or mitigate the effects (less the consequence). The point of tracking the risk is to ensure people are actually taking action against them!
For interest's sake, the opposite of a risk is an opportunity. Opportunities can be tracked on the same register, but their consequence will be a positive one, such as cost savings, or better organizational reputation. In these cases, the actions will help increase the probability of the opportunity being realized, or to improve the positive outcome (consequence doesn't really fit here).
There's a third side to this also worth tracking, called Issues. Issues are events that have already happened. In other words, the probability of all issues is 1.
At my day job, I track risks and opportunities regularly. Besides tracking actions, they help shape how much risk there is in a project, which provides a basis for budget contingency rates, and schedule float. But I never, ever track issues. My projects are small and short enough that if a risk becomes an issue, I'll fight the fire and then move on. There isn't much value in tracking it, other than making sure I don't repeat the same thing again.
Throughout Mana Spirits, I've only tracked issues. So I set up a simple issue tracking spreadsheet. Here's a look at the original issue that kicked it off:
Let's run through the spreadsheet format before jumping into the issue itself:
- We've got a revision number, which is total inaccurate, but good in theory. I only really update this when I email the form so I have some version control.
- Update date. Why not? It's not that useful.
- Colour key, since I couldn't remember what all the colours meant.
Okay, now on to issue #1:
- We have the date it happened on. I record this so it can help jog my memory about the situation.
- Who raised it. Mostly this is for memory jogging too, but also to contact them if I ever need to follow-up.
- What's the issue? Since this list is only for me, I try to keep it simple.
- What are the solutions? I often have a few potential solutions for each issue.
- Then I try to list the pros and cons of each solution.
- And the big point - What's the action / outcome? In this case, I hadn't seen enough from that one game to make a decision. And unfortunately, the situation hasn't come up again in the last year, so the issue is still open and low urgency.
Let's take a look at one that actually drove a decision and is closed:
The problem was that having a scoring board didn't fit the theme of the game and was frustrating to use. This was the issue raised by my friend that started the change to the tracking stands I'm now using. He actually also suggested the potential solution.
Here are two more that drove major decisions:
The second one was a no-brainer. The game requires bottle caps to be on theme.
I think Issue #8 summarizes the answer to the fair question of "Why do you do this?" There was a major issue with players hoarding Mana (the games "currency") and then unloading it to keep control over the board state. The best potential solution found was to implement a maximum Mana cap.
But it's not a stand-alone issue. If the maximum Mana was to be implemented, I had to check that it worked with the tracking stands we discussed in issue #4. That's the major reason I track all these:
1. I need to see how decisions to solve issues are going to impact past decisions.
2. I need to ensure all decisions are aligning. It doesn't have any benefit if 5 actions simplify the game, and 5 other ones add complexity.
3. I need a record of decisions I've made so the design doesn't spin in circles endlessly.
Anyway, that was way drier than I thought it would be when I started. Sorry about that haha. Congrats if you made it this far!
Next Steps & Future Blogs
- Receiving latest card order
- Creating a 15-minute "How to Play" video.
- Setting up local testing for feedback through Calgary board game clubs.
- Navigating the quotation process with manufacturers
- Working in a team
- Contracting & purchasing
Thank you for reading!