The Shima play-test: success?Posted: November 11, 2013
So finally I’m getting around to posting these pictures. This is a mid-game picture from our recent play-test of Shima. It contains a good deal of new elements, so let’s work through them one at a time.
The first new thing, and probably the most obvious in this picture, is the little personal islands/circle things. After playing many cramped games of Shima on the shared board, it became clear that A) the shared board gains us nothing and B) there are real advantages to having separate islands, including a simpler scaling from 2 to 4 players. So I bought a pack of index cards and a box of crayons (top left), and we made some little islands. Here’s Ian’s island and storehouse (to be explained) since he had the most artistic approach.
For reasons I can’t explain, he drew his fields in this order (rice paddy, pasture, ocean), then proceeded to set up his storehouse on the ocean end. The intended order is storehouse-pasture-paddy-ocean, but hey, he spent the time drawing nice colorful lines, so I’m not going to argue with him. As you can see, he has workers in his fields and 2 cows in his pasture, neither of which are kobe (which would be denoted by red circles beneath them). He also has 2 fish in his storehouse, and a barrel of sake in-progress. Like I said before, the storehouse is a new concept, and one which we’re using to sort out a few different problems. The first is fish storage. The rule of “half your fish expire” was wonky and constantly caused problems and miscalculations, so now there are just X barrels (12 in this game, but probably 8 or 9 in the final design). We are also using the barrel system to produce sake: players pay three rice to place one rice token in a barrel, and a season later a red honor token is placed beneath it, and it becomes sake. We are also considering a system that allows sake to sit for months on end and accrue honor, but that’s still up for debate.
The other big new feature is the central “harbor.” In this playtest, we each chose a color (Purple/Blue/Yellow) and used the colored winks to place workers at docks on the central board. In this picture, I have a purple wink at the eastern and south-western dock, Ian has yellow winks at the same docks, and Morgan has blue winks at the north-western and eastern harbors. We’re still working out the precise mechanism of the harbor, but it worked very, very well in this primordial state. Morgan’s Diplomat card was just as valuable as in the older version of the game, but it wasn’t as over-powered. Speaking of boat mechanics…
These are the newest version of the boat cards. I’ve moved some things around from last time I posted, and I’ve made an… unusual modification to the rules text. If you couldn’t tell already, they’re haiku. I desperately wish I could do all the rules text in haiku, but the truth is I chose these two to preview because these are the only two I could reduce to haiku form. This may be a task that spend some time on later, because come on, how awesome would it be to have all the tomodachi and boat text written as haiku? Either way, I’ve removed the unsightly harbor texture from the previous version, and I’ve added in the lightened bar that’s present in other printed game elements. The only thing I’m unsure of is how best to represent the prices, and even more specifically how to help the Rice token stand out from the background. The dark lines here aren’t my favorite.
So that’s that. I’ll be finishing up the boats this week, and moving on to some more intensive Tomodachi design soon. We may have an opportunity to play, or at least experiment, on Saturday when Alex and I (along with many others) will be waiting in line at 5 in the morning to get tickets to Ian McKellen and Patrick Stewart’s Broadway show, Waiting for Godot. Until then…