Sunday, 30 June 2019

Who runs Bartertown ?

Aunty Turner. Makes you wonder why there aren't more
actual Mad Max games kicking around instead of clones of it.

This week the glorious El Duderino ( or just Dave if you prefer ) brought along the fairly rare to be seen game The Pioneers Program a kickstarter game all about building up your base of power in a post apocalyptic wasteland whilst fending off mutants and other players alike.

This game had a very modest kickstarter back in 2016 ( to the tune of a little over £16k ), before being released to the wider public as a very low print run kinda game. If you've never heard of it or seen it before, that'll be why.

Gameplay wise you'll be building your own little tableau - your base - and filling it with structures - such as farms, armouries and schools - as well as personalities and varied items. Some of these things will supply you with resources - food, money, research and "response" -, and some of these things will demand you spend resources on them or have them leave your compound in disgust about not being paid.

Along the way you'll also probably be picking up cards to beat other players over the head - stealing their stuffs, or having hordes of mutants attack them - or even allowing you to conduct a raid in person on their settlement, either to burn their crap down, or steal their stuffs for your own gain.

Played over a variable number of rounds - from 7 to 9 - the game is won when either one of the players is on 4 victory points at the end of the round, or the final game round plays out - in which case whoever is furthest up the VP track wins.

To go with its more Euro tableau, lightest of light engine builders the game also unashamedly has one foot in the Ameritrash camp. Combat is settled by dice. 2d6 to be precise, with a light helping sprinkle from the modifier and reroll fairies. And the game also rather aggressively relies on players beating the crap out of each other to prevent a win. Munchkin style.

Throw in a truckload of post apocalyptic flavour, characters ripped from a number of IPs, a dusting of Borderlands, some mutants, attack dogs, katanas and automated turrents and that's pretty much it.


Which all sounds pretty good if you're into your post apocalyptic take that kinda gaming. Really good. There are some issues with the game however that prevent this from being a truly great game. Despite the simplistic mechanics and easy setup the pacing is questionable, the game getting in the way of you actually enjoying yourself or being able to do much of anything. Like a lot of kickstarters that roll down the conveyor belt, I was left with a feeling of a combination of nice ideas and theme, but when you get down to the brass tacks of crunchy design - how the game performs once you take away the theme and chrome - it's design has warts and you feel like its either had arse all playtesting, or the playtesting has not been critical enough ( I suspect the former here ).

Overall pacing wise the game probably breaks down into 12 or so meaningful actions in a game. This is a ludicrously small number of actions in a 90 minute game, and really is the core of the feeling you get of struggling to get anywhere. *

Progression from a small HQ to a medium HQ or gasp a large HQ also gets embroiled in pacing issues. It's going to take you between a third and half of the game to reach a medium HQ if you absolutely single mindedly dedicate yourself to this pursuit and are *lucky*. Which then has a knock on effect on Research - it's only really viable at Medium HQ or bigger, and even then is going to take 3 or so actions ( a turn and a half out of those 7 - 9 ) to finish. All the whiles someone could have beaten you there and made your research useless, or you've been attacked and had some of your stuffs stolen / burned down - or in game mechanics terms, you now get to repeat a couple of actions / turn again. Why this matters is simple - a bigger HQ gets you a Victory Point - and increases your storage and income. And getting a research project finished gets you another point.

You can palpably feel the drag in the game. This game caters for up to 6 players, but boy oh boy, when your single action consists of *literally* just picking up a card from a deck, or even worse, just giving you a couple of response tokens as you take the "plan" option, my god, the downtime and lack of interesting choices.

Gahhhhhhhhhhh.

Interestingly with five of us playing this, the game is supposed to have a line in attacks from mutants and ascended from the wastes - but because of the limited number of turns you get, and therefore a very limited card draw we didn't see * a single attack *. Not one. Zip. Nada. Which I think gives a good insight between the intention of the game, and where it actually falls because of some of its design choices getting in the way. This was actually a repeating criticism at the end of the game - that half of the things on the box art just never made it into our game. Pacing. Issues. The game haz it.

Apart from pacing there are some other really questionable bits of design going on that feel like they've been lifted from other games without any real understanding of how that works in *this* game. The market being one of them. Like many games a selection of cards is on offer in the market giving you a number of structures or much more rarely a personality that can join your compound, and like many other games the cards are priced depending on the position they are currently sitting in. The problem is that the prices range go from 0 to 6, where getting anything beyond 2 money at a time in the game is a herculean effort - more likely it's gonna take you multiple *turns* to get more than 2 money. The discrepancy between how much a card costs to buy, and how much you've got to spend just seems... utterly random. Like mashing mechanics together and never checking how much income you're likely to get and whether those costs on the cards are actually feasible. Bizarre ! Given how the game runs you've got to say that the pricing progression of cards in the market is just plain wrong and should probably run something like 0 to 3, in a 0,0,1,1,2,2 kinda deal. Often in the game with money being so tight, the free market card would disappear leaving all the other players with shit choices of cards they can't really afford. The market also doesn't clear every turn - instead just shuffling one step down at the end of a turn. Given the game can be just six turns long... yeah... you're probably only ever going to see a very small spread of cards from the whole deck at any given play.

With all that being said, lets backtrack this a bit. Pioneers Program is not a bad game. Far from it. It's a kick back and enjoy the ride kind of a game with a really rich and lovely theme that does a good job of pulling you into the whole thing. A post apocalpytic Beer and Pretzels kind of a game - one that's not going to take too much thought about strategy, has some laughs rolling dice and stealing your mates money, and has a brutal kick your neighbour mentality to spice up the table talk. And in my opinion is definitely worth a play or three.

But patience is required and it's just a shame that for such a well presented game and background theme, the game doesn't do a better job of upping the action and really making the fur fly. All too often you're left sitting on your ass waiting for the next turn already. This is one game where I would definitely like to see a few house rule tweaks to increase the flow of cards at the very least.

But then I feel this is often the fate of Kickstarters. Vanity projects without any "mean" editors ready to slice up your lovely design or tell you just how shit that downtime is. I feel like this is probably the biggest problem with almost everything that rolls off the Kickstarter conveyor belt - lack of lengthy feedback and true constructive criticism tackling the ugly parts of someones dream game. In fact I'll go one step further given the abundance of mediocrity that gets shoved out the door, I'm going to say that you actually need someone to just be downright super mean and overcritical with game design - so that by the time you've ignored half of it because it upsets your sensibilities, maybe you'll take to heart some of it and end up with a tighter game. If there's an overemphasis on being nice and not having critical editors maybe you need a hard compensation the other way, and roll in the super picky game review troll. Ultimately I think all games could do with a bruising round or two with the game review troll.

I guess in the end such games serve a dual function - one is giving the gaming public a new game to play, good, bad or just meh, and the other is about fulfilling a designers dream of pushing out their idea into the world. You can totally fulfill a designers needs without having anything like a good game. Designer is happy. The gaming public less so as they pick over yet another mild disaster in a colourful box.




* Crunchy technicals on pacing. I've spent a fair bit of time with a bunch of Euros analysing how many turns / actions they give you, what feels short, what feels long, yada. Take something like Agricola, something of a gold standard in Euros. The minimum number of actions there is 28. The maximum number is tricky to ascertain, but is most certainly North of 45. At the other end of the scale - same designer - take something like the much shorter and less involved Glass Road. Theoretically you'll get to take a minimum of 12 actions - but whilst possible you've got more chance of hitting that than winning the lottery. In actuality you probably end up on average with around 22-24 actions. And Glass Road feels short. Very short due to that compressed number of actions. Or lets look at Broom Service. A push your luck game that if you play terribly can be brutal and see you taking no actions for the entire game ! Again although theoretically possible, this isn't going to happen, unless you really are playing to lose on purpose, and in practice you probably get to play something in the low 20's action wise, with a maximum of 28 actions.
Any game in the low 20's in terms of actions is gonna be short, or feel short in terms of development. Next time you play a game of any reasonable length, count how many actions you get to take for the game.

The problems with Pioneers is that the game give you two, count em, just two, actions to do in a turn. And remember the game lasts from 7 to 9 turns. This means you're gonna get a minimum of 14 actions and a maximum of 18 actions in the entire game - not supposing you pick up a much coveted bonus third action in a turn - which to be fair you can probably expect to do at least once during the game ( but overall even a few of these don't change the length that much ).

In terms of Stuff You Get To Do 14 - 18 actions is a very small number of actions for something sorta riffing on a Euro tableau builder that lasts for 90 minutes and worse still is that a fair number of those actions will be taking filler actions just to prep for some other action - to play cards for instance you need to spend a response token. How do you get response tokens ? By taking an action just to get your response income - 1 to 3 of them. That's right. Spend one of your precious actions just taking tokens so that in your next action you can actually play a card from your hand. And how do you take a card ? Spend an action to pick up a card. So 14 - 18 actions is not *meaningful* actions. I'd probably guess you get something like 10 - 13 meaningful actions in a game.

Eesh.

I think one of the key design mis-steps here is the mechanic of requiring a token in order to play a card. This puts a nice hurdle in the way of picking up a card - oh cant play it, I need to take a turn to pick up some tokens first. Particularly as other people can steal those tokens away from you. I'm really not sure why this needs to be a thing - letting people play cards as and when they get them, or saving them and then playing them would do no harm to the game. Potentially - without any kind of hand limit, there might be a scenario where you could pick up cards all game long, then spam them out at the end, but this is easily solved either with a hand limit, or limit the number of cards that can be played in a turn. Having tokens keyed to just being able to use a card is a needless step here. Even the spend an action to pick up a card feels needlessly slow - my whole turn is just to pick up a card from this deck ? Oooookkkkk. Ooh look. It's a piece of crap that I can't use. Well don't I feel special now. I think another design tweak here where you just automatically pick up a card on every turn - and if you want to you can spend an action to ooh, I dunno, look at the top 3 and pick one - would have done tremendous things for the pace of the game. It also starts to make sense why the winning VP count is just four. Because you're struggling on your ass so much just to do anything, seeing 4 VPs is quite the thing. I think increasing the card flow, allowing people to play cards as they like, and maybe doubling the VP count would massively increase the interaction and cool things to do in this game.. and... allow you to actually see most of the aspects of this game rather than missing half of it.


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