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Leder games Oath chatter
www.kickstarter.com/projects/readyupstudios/oath
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boardgamegeek.com/article/33254384
It kind of reminds me of a little bit of a Crusader Kings vibe if you're familiar with that PC property.
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That would actually excite me a lot more than the sketchy high concept behind it, it's a game I can visualise and something I've wanted to see for a while - kind of a deck-selection mechanism instead of deck-building, further recursive deconstruction of card games. Totally hooked right now.
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"If there's a common thread that connects the designs I've worked on over the last several years, it's that they are preoccupied with “bad marriages” between players where one or more members must simultaneously work together and against their partners."
I think this is exactly what attracts me to Wehrle's designs but also makes his designs harder to get to the table in some ways than Eklund's. Eklund's Pax games are about very temporary cooperation or moments of synergy between two players that almost immediately break down again. Wehrle's games are much more interactive for longer terms. In that way, I actually think the Pax games by Eklund are better for pick up and play game group type situations where you won't play with committed people willing to politik a little bit.
I would actually love to get Wehrle's game design in the type of space Sidereal Confluence plays in with binding deals. It'd be a nice change of pace for for the probability of a deal being honored not being at the center of a Wehrle game.
Also, I'm intrigued by the rest of what he's talking about here, that just stuck out to me. He describes the three elements that separate his last three games---but especially Pax Pamir 2nd and John Company. Feels like it might be trying to fuse those elements.
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spacecatspeaceturtles.podbean.com/e/ep-1...th-with-cole-wehrle/
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It's a very interesting design. The core idea is that the way the prior game ends impacts the starting layout of the next game. Specifically:
1. There are several ways you can win - controlling territory, influencing allies, capturing the royal family, etc. Depending on the condition that actually wins the game impacts the "Oath" that the next game starts with. The "Oath" becomes the core way to earn VP.
2. The map for the next game is based around the territory controlled by the winner.
3. The various faction strengths (NPC factions corresponding to suits) is impacted by the way players supported them. Plus more cards from the factions friendly to the winner are included in the deck the next game.
Note that none of these impact a specific player. Everyone starts on an even footing, and you don't continue as the same "faction". Even if you play with the same group over and over, each game you are like a minor faction trying to become the new dominant faction over last game's victor (who is now abstracted as "the empire".)
I know the game has already gone through like three iterations since I tried it, so I don't want to go into any specific mechanisms beyond this. But that core idea above is still present.
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Next update in case you might miss it. Love the King of Dragon Pass shout-out.
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If you read the article but didn't read the alt-text on the pictures, you really should go back and do so...lj1983 wrote: spacebiff.com/2020/01/08/oath/
Definitely worth a read
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