Here I Stand, and big decks
I have this hypothesis about GMT's card-driven
games: while the individual cards in these games were designed to evoke period
flavor, the
number
of Strategy Cards included is essentially arbitrary, and dictated by production
issues rather than game-design or pacing questions. Here is my
evidence:
GMT Games that just happen to include 110
Strategy cards: Here I Stand, Twilight Struggle, Wellington, WWII: Barbarossa to
Berlin, The Napoleonic Wars, Thirty Years War, Paths of Glory, For the
People.
GMT Games that have some number
other than 110 cards: Wilderness War (70), Empire of the Sun (165), Sword of
Rome (156).
In addition, the two games
of this type on the P500 list, Kutuzov and Unhappy King Charles, are already
slated to have – you guessed it – 110
cards.
I would consider it a monumental
coincidence if all 10 of these games, from two-player single-deck games to
two-player individual-deck games to multi-player games, covering conflicts from
the Reformation to the Cold War, with game lengths running from 3 to 20 turns,
all just happened to have worked out such that they really required 110 cards to
work properly. I find it far more likely that the designers were told, "you've
got 110 cards to work with on the press sheet", and they used all these slots up
by picking their 110 favorite events from the period and figuring out how to
express them in game terms. Don't get me wrong here, these designers are all
smart guys and I'm sure every reasonable effort was made to fill these 110 slots
in a sensible manner with interesting cards. It just seems pretty clear to me
that not
every
game of this type is going to function best with 110 cards, and I do wonder if
issues of what deck size will produce the best pacing, tension, and level of
chaos have been thoroughly considered in all cases. Hannibal, for example (which
I think we can all agree was a pretty good game despite its near-total lack of
exactly 110 Strategy cards), had only 64 cards, despite dealing out, over the
course of the game, 142 cards – 71 per player. Successors had only 56
cards in its deck, of which each player will see 25 in 5 turns. By contrast,
Here I Stand has on average about 70 cards in the deck for the first 5 turns
(trying to weight for additions and removals), of which each player is likely to
see 20 in total (some will see more, some less, but not by a huge amount). Not a
vast difference from Successors, but still, the deck is 25% larger while players
receive 20% fewer cards. For a much starker example, in Wellington players will
see maybe 24-30 cards from the supply of 110 over the course of the game. So the
deck size has almost doubled while the number of cards players see over the
course of the game has increased only
slightly.
The problem here is that more
cards means more randomness, without necessarily improving historical flavor. As
we have learned from Betrayl at the House on Hill, randomness isn't really
flavorful, it's just random. For randomness to impart flavor, there has to be at
least the outline of structure to the chaos: players need some feel for what's
coming down the pike, but for it to show up in surprising and interesting
ways.
In your average card-driven game,
some of the events in the deck just add some light, thematic flavor to the game.
Then some more are events that are important to the underlying mechanics of the
game (like the Force Marches and Campaigns in Hannibal). But a number are also
critical cards in terms of driving forward the "story". For these cards, a
reasonable level of predictability is desirable, because they represent the
game’s momentum, its direction, its “soul”, if you will. In
Hannibal, it's cards like Syracuse
Allies With Carthage or the various Allies
Desert; in For the People, it's the
Emancipation
Proclamation; in Here I Stand, it's a number
of the Mandatory Event and "remove after play" cards like
Master of
Italy, the English monarch cards, or many of
the Reformation/Counter-reformation cards. In Hannibal, you realize Syracuse's
loyalty is sketchy, it's going to switch sides at some point – probably an
inconvenient point, if you're Rome – and this factors into your game plan.
The modestly-sized deck, large numbers of cards dealt out over the course of the
game, and somewhat limited reshuffling gives the randomness some structure and
predictability. In Here I Stand, though, a key card like Master of Italy (which
gives VPs for dominating the Italian scene) may or may not come out at all over
the course of any given 4 hours of play – so how do you plan for it, or is
it just a basically random 1 or 2VP bonus to a player who is otherwise pursuing
a specific strategy anyway? And if you're England and through bad luck are
saddled with Mary, who cripples your position by giving half your card plays to
the Pope, are you going to be happy about the fact that progressing to Elizabeth
I (the best monarch in the game) is a bit of a crap shoot? At that point in the
proceedings, she's 1 card in 80 or so. You're only likely to be dealing out
25-30 cards per turn, and if you don't get it this turn, the odds won't improve
much for next turn since you reshuffle between every turn. And that's for a
mandatory event, which anyone has to play if drawn. If you, as England, are
looking for an important historical event like Dissolution of the Monasteries,
you're only drawing 4-ish cards to get it from an 80-ish card
deck.
This was my main difficulty with
Wellington. With the huge card deck, 4 players, and a comparatively small number
of cards dealt out over the course of the game, there is no sense of direction
at all. It's a lot closer to Munchkin than Hannibal (in fairness, I kind of
liked Wellington and would even play again. It's short. But as a design, it
really felt slapped-together to
me).
All this raises further
complications for cards that provide the game’s flavor or plot in
multi-player games, because not only do you need to deal out these cards in the
first place, you also need to get them in the hands of a player who will play
them, plus you need more of them, tailored for more positions. Here I Stand at
least partially approaches this problem of "misallocation" of cards (having a
card dealt out, but to the wrong person) through diplomacy and deal-making.
However, this seems only partially successful because in practice it's hard to
properly reward someone else for playing one of "your" cards on your behalf. For
a specific example, take the Sale of
Moluccas card. This card allows the (one)
player who has successfully circumnavigated to draw two cards; it's a 3 CP card.
If I've drawn the card and you've circumnavigated, we can make a deal: I play
the card on your behalf, you draw two cards; enabling this sort of deal will
help events find the right players. But the math is tough. I give up 3 CPs to do
this. You get two cards, which, on average, nets you about 5 CP-equivalents. So
in order to make this deal work, you need to give me stuff worth exactly 4 CPs.
We would then both come out ahead by 1CP. This is hardly worth the effort of
figuring out how to do it. Maybe two cards from the deck are worth a little more
than 5 CP, on the chance that it might be a cool event for you which is worth
dramatically more than its CP value, but this really is not a great bet.
Regardless, this is a very small profit margin for either player, and, given the
risks involved in a blind draw of two cards and the difficulties involved in
getting the deal to work within these narrow parameters, probably not worth the
amount of time it will take to work it out. So deal-making is at best a partial
solution to the problem of "misallocated" cards, unless the upsides for both
players can be made more significant (in some cases in Here I Stand they are;
this is just an example of a card that’s going to be tough to play except
for the fairly rare case of being dealt to the right person at the right
time).
So, while intuitively you might
think that more players would argue for a larger deck of Strategy cards in this
sort of game, because so many more cards are being dealt out in total and you
can make more cards tailored for each individual position, it's not clear to me
that this is true. The fact is that individual cards will have a harder time
getting to the players who can use them, and each individual player is usually
drawing fewer cards (if only for practical playing-time reasons). This would
actually seem to argue for smaller decks as numbers of players increase –
and Successors does in fact have a smaller deck than
Hannibal.
All this is a long way of
coming to the point that I played Here I Stand again. I still like it. I'm much
more comfortable now saying that while the rulebooks is long, the complexity
isn't too bad. But I have the feeling that the card deck is still a bit too
chaotic with not enough focus. It's leagues better than The Napoleonic Wars or
Wellington, but it still falls short of the mark achieved by Hannibal or
Successors. Most of the events that actually get played are the comparatively
generic ones (Mercenaries Desert, Treachery, Foul Weather); the events that push
forward the game's "story" seem hard to play because the odds of the right
player having them at the right time are not great and deals are hard to strike
because of their narrow parameters of profitability. And so some of the flavor
that is the game's great strength is not as effective as it might
be.
I had two thoughts about how this
might be addressed.
The first idea I
had was to fiddle with how the cards come out. Perhaps add a new category of
cards, maybe called "key" cards. Cards that reflect important, highly-specific
events that should have a reasonable probability of happening in a timely
manner, something less than a Mandatory Event but more than a generic event. At
the end of the turn, any of these events that were played for CPs (i.e., not
played as an event), are re-shuffled into the deck. Then instead of reshuffling
all the cards each turn, you just keep drawing until a specified "reshuffle"
card is played (maybe Treachery, that's a highly-distinctive event). This would
then be combined with more "remove" events; a number of the events in the deck
seem like reasonable one-timers (Fountain of Youth, for example), but are not.
As it is now, too many of the "remove" events are hard to play and so the deck
starts to bloat with the large additions of cards on turns 3 and 4. The idea
would be to keep all the existing cards, but combine a greater rate of card
removal with a quicker cycling of key cards to give interesting cards a better
chance to be at the right place at the right
time.
This, though, would require
non-trivial re-tuning of the design. It might be a promising idea for the next
game, but retrofitting it would be too much
work.
The easier answer is just to thin
the deck. So that's what I decided to experiment
with.
The goal was to target two kinds
of cards for elimination. Firstly, cards that are generic and weak, such that
they are unlikely to ever be played as events (because the ops are generally
more useful) and their loss is unlikely to be missed in any event; and cards
that are so highly-specific that getting them into play is a once-in-many-games
kind of thing. I realize that sort of very infrequent event has a certain
appeal, but if there are too many of them, they're crowding out the important
stuff and making the game more chaotic without a payoff in "normal" games. I
think that with the multi-player games, for all the reasons so far discussed, a
harder line has to be taken against low-frequency cards. All this has to be
combined with maintaining the current CP balance in the
deck.
In summary: keep the CP
distribution the same, but "punch up" the deck by removing low frequency-of-play
events. This will (hopefully) make the individual events more attractive because
we've both a) made it more likely that specialized events will be in the right
place at the right time by reducing the probability that they are sitting in the
deck undrawn, and b) made it more likely that a player's hand will contain
useful events. All this will also help with c) making the appearance of
individual thematically-important events come out in a somewhat more reliable
manner.
So, the core deck has 10 1-CP,
20 2-CP (including 4 mandatory events), 21 3-CP, 7 4-CP, and 6 5-CP cards. My
idea is to remove 2 1’s, 4 2’s, 4 3’s, one 4, and one 5. This
isn't quite ops-neutral, but it's close. It would remove 12 cards from the core
deck, taking it from 64 to 52. There are heavy additions to the deck on turns 3
and 4, but we'll deal with those later; most of them are “remove”
cards, so a smaller deck going into turn 3 will see more of those cards played
as events and removed, which will hopefully prevent the deck size escalating too
badly.
Before continuing, I should say
that this wasn't easy. When I went through this same exercise trying to trim
down the bloated card deck in The Napoleonic Wars, finding 20 cards that I felt
should be toasted was not a stretch. In comparison, in the main deck for Here I
Stand, there were really only a couple no-brainers. But I think thinning the
deck would have enough salutary effects to make it worthwhile to remove a few of
the non-obvious ones.
Anyway, here is
what I came up with:
1:
Arquebusiers
– Not a terrible card, but a couple 1's needed to go, and this card was
the least interesting, and who's going to miss
it?
1:
Venetian
Informant – Most games have a variant on
this card (except Hannibal and Successors). The chances of it being useful in
Here I Stand are rather remote, and removing uncertainty is not necessarily a
good thing anyway. If the Channel 4 News Team has a hard time accurately
predicting Foul Weather, I’m not turning to a Venetian
Informant.
2:
Tercios
– Tiny probability of play and, as a combat card, it is very weak compared
to more general combat-related 2-ops response cards like Foul Weather, Surprise
Attack or the Mercenary-related cards, cards that aren't restricted to a single
faction. This is a no-brainer.
2:
Scots
Raid – This is a little gratuitous, I
felt, and it has a frequency of play that's a bit too low. The English already
have enough incentive to crush the Scots; the presence of this card just makes
it almost mandatory. If the timing is bad on this it could be devastating to the
tiny English hand early in the game; but otherwise, Scotland is likely to be
conquered. This is the card I am least comfortable in suggesting be removed,
however.
2:
Fountain of
Youth – One of these exploration-hosers
seems enough given the deck-thinning we're doing, and Search for Cibola is the
more general card. Also, the exploration process is already very random, and the
Hapsburgs rely on their explorers to make up ground in points – this card
is really a straight VP kick in the teeth for them. Not just that, but it
potentially lowers the number of VPs which they can possibly achieve during the
game, which seems much harsher than the other hoser cards. The Hapsburgs already
have a lot of problems.
2:
Mercenaries Grow Restless
– The hazard of this whole
enterprise is that I'm messing with the game balance, possibly seriously. In
this case, the putative removals are changing the value of mercenaries vs.
regulars. The deck is being thinned by a little under 20%. There are four
mercenary-hosers in the deck. So I selected the weakest one with the lowest
frequency-of-play to remove.
3:
Threat to
Power – This card is gratuitously
violent. Remove a minor leader for the
entire
game?
Aren't these second-in-commands really just generic, in that the ruler would
just appoint someone else? Permanent removal of any of these leaders seems a bit
harsh.
3:
Fuggers
– This effect is uninteresting and very minor. You get a card you would
have gotten next turn anyway. It's a no-brainer to play, but why
bother?
3:
Ransom
– A nice capability to have available, but it has a tiny
frequency-of-play.
3:
Sale of
Moluccas – This was already
discussed.
4:
Foreign
Recruits – The presence of this
capability does add an interesting variable to the game, but the yo-yo effect of
Sprint Deployment/Winter Return means its frequency of play seems just too low
(certainly the English, Protestants, and Papacy would virtually never have any
cause to play it). The capability would still be present with Charles Bourbon, a
rather more interesting card.
5:
Diplomatic
Overture – This had the distinction of
being the most narrowly-focused 5 card, so it gets axed. It's actually not a bad
card which I wouldn’t mind keeping, but other game mechanics seem to cover
the same ground. It's just hard to use to do something you couldn't do normally
with a deal in the diplomacy phase, and has some of the same
problems.
Considered but
rejected:
5:
Sack of
Rome – The frequency of play on this
sucker is going to be really low. How often is this going to be a) available in
someone's hand, b) playable, and c) worth giving up 5 ops for? Hardly ever. But
it's a hoser for the Papacy, of which there are few it seems. And it's a nice
historical event.
3:
Pirate
Haven – Again, a rather low frequency of
play. It would have to be drawn a) after the Hapsburgs have actually taken
Algiers, not a trivial undertaking, and b) by someone who is willing to spend 3
CPs hosing the Hapsburgs, c) when the Ottomans aren't winning if the Ottomans
don't draw it themselves. This would easily fall below my frequency-of-play
threshold, but it seems like you need some sort of backup if Algiers actually
gets taken by the Hapsburgs/Papacy. It's also an interesting self-referential
problem: the existence of this card makes going after Algiers not a great
option, meaning that Pirate Haven itself is unlikely to ever get
played.
Cards that are added to the
deck later are predominantly "remove" events with decent frequency of play, so
trying to work out some to cut doesn't seem to have as much upside. Still,
Lady Jane
Grey seems like she has a ridiculously narrow
application (even though a game on the period seems like it needs a card for
her), and Halley's
Comet is fairly specialized although with a
decent payoff if you can set it up. But more of these cards seem like
Dissolution of the
Monasteries, which is a fairly nice card. It's
similar to Sale of
Moluccas (in that one specific player draws
two cards), but has a much better shot at getting played because it benefits two
players (the Protestants also get three reformation attempts, which benefits
both them and the English) and it has significant enough upside for all
concerned to be worth dealing for. I wish there were more cards like this and
Cloth Prices
Fluctuate, which affect multiple players and
so are both more likely to be played and could more easily be used as the basis
for diplomacy.
What is the result of
this whole thought experiment? My initial impression of the Here I Stand deck
was that there were just too many cards, and as a result not enough interesting
and flavorful events were being played. My first couple games have seen very few
of the "remove" cards played, resulting in a huge draw deck by turn 4. Having
now pored over the deck, I have to say, it looks better on close inspection than
it did from a distance. There are lots of good events that should see fairly
regular usage, the core at-start cards seem to have found a nice spot, generic
enough to be generally playable but specific enough to have flavor. But I still
do worry that it's too hard to play a lot of the core thematic events
(typically, the non-mandatory "remove" events), resulting in a big deck that
doesn't thin that much, aggravating the problem when more cards are added. It's
close. But I'm pretty convinced that the Here I Stand deck should be at least a
bit smaller.
Posted: Monday - May 01, 2006 at 06:08 PM