Straw iPhone App Programming Project

Introduction
Straw is a humorous game about packing objects on top of a camel.  Players take turns placing objects they have collected in the bazaar onto the camel's back until someone 'breaks the camel's back'.  Hence, the name of the game.  Set in the world of Arabian Nights, the game is full of funny objects like monkeys, bags of bricks, flying carpets and genies that either add, subtract or copy weight on the camel.  Eventually, someone will have to play more weight than the camel can bear and its back will break.  Your goal is to make sure that that someone is not you, unless you can do so with the one and only Straw.

Predecessors
Straw is already a published card game.  This iPhone App will attempt to capture the fun and excitement of the card game in a new medium.  The App will incorporate existing art assets from the card game as well as the basic game play mechanic.  However, it will add animations, a fun user interface, sound effects and a thematic soundtrack for a full sensory experience. 

The Project
I need a working iPhone App written in Objective C which runs the game, including:
  1. A working game engine which loads, tracks and updates the game state
  2. A random shuffling program
  3. Touchscreen user interface integration
  4. Event-based integration with animations, sound effects and soundtracks
  5. FSM artificial intelligence
  6. Game results recording and reporting
  7. Menu screen navigation
  8. Variable gameplay options

Updates
The immediate goal is to produce a working single player game for the iPhone/iPod Touch/iPad.  However, this ecosystem is not static and the game will likely require updates.  Some of which are planned.  Others which may unforeseeably arise.  Planned updates include: 
  • A full blown iPad version (minor) 
  • A player matching system integrated with the player's contact list and/or server (major) 
  • An option for playing against 2,3,5 & 6 players (minor) 
  • Alternative skins: music, objects and scenery (minor)  
I hope to approach the program architecture of the single player version with enough flexibility so that these updates will be easy to implement, but strictly speaking they are not a part of this project.  So, we will handle the additional programming of updates separately in the future.

Development Team
As the project's designer and producer, I am your humble servant.  It is my job to get you all the elements that you need for the game including the art, layout design, sounds, music and AI specs.  There is already a plethora of design documentation available to this effect, but I will be updating it constantly as you need.  I will also be coordinating things between you and the other team members.  Right now, I have people on board to help with the sound effects and the layout.  As I pull together the character design for the camel, I will also be in the process of finding a suitable animator.  And, you and I will work on the AI together.  Your job will be to 'make it happen' on the screen.  

Time Frame
We can start as soon as you want and go at whatever pace will be convenient for you.  However, I would love to be able to shoot for publishing the game by the end of August.  I will be working simultaneously with Apple to ensure that we don't run into any publication snags… but, of course, they maintain 'approval' rights over all content.  So, we will be at their mercy for the final publication date.  As a result, I'd like to push to get things does as fast as we can.  Given the amount of design and documentation already produced, 'as fast as we can' will largely depend upon your schedule.  

Compensation
Tell me what you want for the job and we'll figure out a payment schedule.  You'll also receive full programmer credit for your work in the game.

Grant of Rights
As a work made for hire, Evertide Games will own the copyright to the uncompiled program.  However, you will be granted full rights to exploit any element of your programming for use in a non-competing product.                

Simulating Unforeseeability

My former roommate and I are teaming up right now on a Black Swan game design.

At the moment, it’s a(nother infamous Richard) card game that tries to parody the Survivalist mentality while simulating the collapse of global society as a consequence of the collective exploitation of Earth. I’m not exactly sure whether its supposed to be irreverent at this point or educational…maybe both… but my goal is to build a game where everyone is responsible for the destruction of world, but no one really knows what that catastrophe will be.

So, the game mechanic creates an information exchange where each player has an incentive to know even less about what is going to happen as a result of their desire to accumulate things. As a result, it challenges the players to correctly balance the trade-off between knowledge of the future and having the correct resources for the future… with a gun toting, loot what you need, third option thrown in.

I’m hoping that there is enough depth to make it not only a quick (socially incisive) laugh, but also something that people would genuinely like to play for the strategy.

Stalled in Production

I think that Stones is my version of Mancala or Backgammon. It is a cafe game which requires a certain casual atmosphere and relies upon its tactility and portability. It could definitely work as a gambling game like Backgammon where people use the stones to represent real money, or as a quick multiperson activity for a group of people where traditional conditions make gaming difficult (out in the sun, where its wet/moist, in the wind or where the playing ‘surface’ is irregular).

The underlying mechanic of the game could be adapted into a number of different hobby games by making it more complicated, turn-based and adding a theme. But, Stones itself is a game that I compare to Bones, Chess, or Playing Cards… an abstract game that is a possession of history/humanity. As it can be played by anyone at any time with any set of components, it isn’t really a product of this time. But, rather something where the real creator has been lost to time and where the issue of authorship is really immaterial.

So, I know it won’t really sell well. But, as long as it is replayable, sound and produced with quality components, I think that I’m happy with that. Which at this point means getting a good bag, a good logo and some good stones. Unfortunately, my motivation for following through on that part is limited as long as it competes for my attention with a number of other games where the possibility of monetization is better.

Direction

With the concept for the art for Lords of Scotland finally coming together, it is good to know that all I really need to do now is to sell it. I am confident that I’m going to put out a good product… a solid enduring game design splashed with engaging art and a compelling storyline/theme. Now, to find those people who want what I sell.

Of course, the market for enduring card games is limited. Neither the casual card players, serious poker players, hobby gamers nor video gamers are usually in the market for original card games. And, the strategic element of the game makes it a tough sell for kids. That just about eliminates all the typical customers for games… and that seems to be my problem.

I design games that I think are good… but these are not the games that people are itching for. If you want to make money, you have to make a hobby game, video game or toy/game for the kiddies. I make ‘fillers’. Games that you can play in a short amount of time and keep coming back to, but not something that you make time to play.

So, to answer the question: what’s next? I have decided that I am going to start making games in the mediums/styles that seem to grab people’s attention. I will continue to work on Stacket, Stones and Houses of Orion… but my main efforts have now focused to the iPhone.

The smartphone is the gaming of not only the present but of the future. If it weren’t for my programming deficiencies, I would already be there for that reason alone. But, my incapacities are not going to stop me from pursuing the parts that I can. I am going to familiarize myself with computer, internet and smartphone game design by brute force of will.

The computer certainly opens up a lot of interesting game design ‘cheats’. You can now have the game motivate itself – you don’t have to rely upon player’s action to create complexity. The computer also can track/process tedious immensities – you don’t have to worry about having too many components. In addition, it can handle simultaneity well – you don’t have to reorganize play to keep players engaged when it is not their turns. But, it also opens up a whole new can of worms. Players expect much more art and animation. What is happening is no longer in the mind of the players, but must be presented to them.

All this amounts to a whole new mindset and a whole new set of opportunities. It is sad that the design space for the digital area is so small. Most games are puzzles or fit into the convenient RTS, FPS, MMO, RPG genres. Traditional boardgames are being ported, but in truth, there is a lot of aspects of the smartphone that have yet to be explored from the standpoint of player interaction.

But that doesn’t mean that they would sell either. It seems to me that despite all the nifty properties of the iPhone, the truly revolutionary component is its simplest: its portability. People want to be able to play their games wherever they go, whenever they have time. And it’s this convenience that will primarily drive the dollars.

Despite all my personal fascination with a portable GPS unit strapped to your game console, it is the fact that people can access the same thing wherever they go which will have far greater impact in the immediate future.

New Designs

With a head full of ideas, it’s always hard to focus on what design I should pursue next. Lords of Scotland is finished as far as the design goes, so even while I try to sell its merits to people in order to produce it, my head is at least partly distracted by the question “what’s next?”.

I have been working on Houses of Orion for the past few months. It is sound enough to start to playtest now. But, my sense is that it is too big (ie. very costly to make) and too niche (ie. not thematically familiar enough) to pursue if I want to become fully funded in a year. I need a big hit and I need one now.

As far as the hobby industry goes, a $50 dollar board game would be a good start. If I can advance Spy City to the point where it is ready to produce a couple months from now, that would be a perfect way to raise some cash. But, it is nothing more than collection of good ideas at this point with no firm structure or reason to believe it will be fun. ie. design time is indeterminant.

A trick taking game about brawling vikings would be just the type of irreverent humor to follow on the heels of Straw, but it will likely command no more than $15 and lacks even more structure than Spy City. Since I have no more idea now than I did four years ago about how to get card games into the mass-market, this would likely fail to gain traction and reprise Straw.

I could resurrect Stacket and put a lot of effort into meeting the right people. At this point, I should probably be doing this regardless of what other game I choose to put in the pipeline. Because the game is sound and finished, there is no down side and it is potentially a hit. But, I still wish the pieces were better before I pitch it to a major company and Michael’s MIA status means the work is now entirely on my own shoulders to make the connections. But, Stacket is popular.

Finally, there is my long lost chore adventure game. Seeing Johnny Acurso’s letter this morning amongst my things reminded me of my fantasy reward chart game where kids confront monsters and overcome them by doing household chores. As they progress along the path, they accumulate treasure which they can use to trade for gifts from their parents. Parents already make things like this themselves informally. But, as far as I know there is no official product to do what tons of households do with little children. I’m not sure the pricing yet, but I estimate $30, with the possibility of many different themes or expansions as kids complete the charts and get more responsibilities. And, now that I have the right illustrator, it might just be doable. It is thoroughly mass-market though, and presents the same dilemma as Stacket (or worse due to the possibility of being knocked off).

The hardest part about deciding is that I can’t really talk to too many people about it. While I’m trying to produce Lords of Scotland, talking about other games looks like I’m distracted at best. In fact, it more likely than not also undermines my efforts at selling Lords of Scotland. So, in some senses, I need to make the most important decision – whether a project is worth pursuing – in secret.

Houses of Orion: Re-Imagining Conceits

So, I’ve decided to rethink the game. I don’t have a new design yet, but I do have some thoughts. I have been thinking about the game more teleologically, asking myself what I want it to do… how I want it to feel… what kind of experience I’m looking to create. These questions have gotten me unsettled and pensive, but I think that it might be good to be so for the time being. Here’s what I’ve been thinking recently:

I want the game to simulate the life of a baron in Orion’s Arm, in all its idiosyncracies. Up until now, I have focused on game balance and a matrix of interactive features, and I have ignored its thematic quality and representational correspondence. But, thematic depth is perhaps even more important than strategic depth in constructible games. When I think back on why I enjoyed (or even got started) playing the CCGs that I did in the past, I realize that the wonder, majesty and reality of the theme was a significant component of my enduring fascination. Most of these games were not just abstract numerical exercises but were simulations of worlds with psychological significance to me. So, I think that I’ve been focused on the the wrong side of it. Over the past weeks, I have been asking myself what life is like for a baron. What are his or her problems? Motivations? Resources? These questions and more have helped me rethink the game design as a bottom up creation, where the question is more about fitting a mechanic into a reality than the other way. Suffice to say, I’m still working on it.

I also want to figure out a non-accumulative model for the design. Whether it is a CCG, a Race or a Dominion, all these games that I have been using as models for my design concepts so far share a central accumulative mechanic. Players start off with little and build up their army, their empire or their kingdom. Then they overcome their opposition and win. Without even realizing it, I have been recreating this model in my own designs. No questions asked. But, the model is well mined and probably the wrong direction if I truly want to do something original. I know that I want to avoid ‘tapping’ mechanics like the plague, and possibly renewable resource mechanics (or which ‘tapping’ is a principle example) as well. All these things seems to contribute to the build, grow and dominate flow. But you don’t need build, grow and dominate to be interesting. In Lords, you take periodic victories. In Court, you try to deplete your opponent. But, overall, the number of cards in your hand or on the table does not change very much. But, I want to create a game which is constructible and expansive, so HoO cannot rely upon the simplicity of Lords or Court. It needs a lot of complexity, but without being accumulative. So, I have been spending a lot of time thinking about just how players might start and end with about the same numbers of cards in play, and how cards might be used for effects without being ‘tapped’. As a whole, I guess it needs to be seen as a series of battles, each independent of each other enough that the principle mechanic isn’t build and kill but complex enough that a number of battles can be lost by a strategy that nevertheless can win the war right at the end.

Finally, I want the game to be political. I don’t want the game to necessarily simulate politics… that would be boring. But, I do want it to induce it. Players should be making deals, acting coy, kabbitzing, taunting, bluffing and able to engage in all sorts of political games (tit for tat, MAD, escalation, gang up on the leader, chicken, etc…) without even knowing that that’s what they’re doing because the game permits it. I think that Euro and hobby games miss out on the fun of politics because they don’t allow for direct confrontation in an effort not to upset people. But, when I think back on my times playing CCGs, epic board games and fun experiences gaming, it is the interplayer intrigue that is the most exciting. It also has the capacity to become quite frustrating as well… and there are definitely games that I do not like to play because they can become too political. But I think it has less to do with politics as marginalization. As long as players don’t feel marginalized, I suspect it doesn’t matter how political the game is. It is one thing when players can stop you from winning and another thing altogether if you can never do anything because other people are picking on you or isolating you. One thing is seen as a challenge and flattering to your skill, the other an issue of favoritism and unfair from the start. So, I want to figure out how the game can be both highly political (with all that fun stuff) and feelings of effectiveness. My sense is that this can be created as long as players continue to have a full range of choices throughout the game, the game plays quickly and there are plenty of ways to pull victory out of the jaws of defeat (perhaps with preconstructed decks).

To put all my thoughts together in one place, I have been thinking about a couple of games for inspiration. On the one hand, Court of the Medici. And on the other, a game called Hack! (Knights of the Dinner Table). But I’ve also been reading through all the CCGs and trying to get my head wrapped around exactly what I want. Something tells me that as long as I keep all these things in mind, my brain will actually pull something together that works. After all, that’s what it’s good for.

Design Theory: Sanctions

Any type of strategy where you try to prevent other people from
winning is going to fail in a multiplayer environment. It is far
better to focus on winning yourself and let other players make the
mistake of expending resources to deny another player resources. Of
course, such a calculation when understood by all will turn into a
game of chicken or gang up on the leader. So it is best to avoid
making the strategy even possible, as most Euro games have done.

Houses of Orion: Design Thoughts

I have been thinking about a new design for Houses of Orion. It will inevitably bare some resemblance to the existing ones, insofar as many of the components of draw and play games are similar. And, at this point, I’m pretty convinced that it will NOT be a deck building game. As you said, the expansions to Dominion explore the dimensions of that design concept better. So, I’m not sure that duplicating their efforts is worthwhile. I’m feeling like an entirely new design is in order.

To that end, I’ve been thinking about what I want the game to do. Not the rules, or the mechanics per se, but the experience. Whether I want to have components other than cards, whether I want it to be customizable, expandable or stand alone, whether decks are fixed or everyone draws from a common pile, whether it plays quickly or requires long-term planning, whether it is a duel or a multiplayer game, whether players strive to build up points or get rid of their rivals… all these ideas and others have been circulating in my mind for a while, influencing all the earlier designs. But, recently I also started thinking about the perspective of the players, or you might say the conceit of the game. I mean, what is Houses of Orion all about? Who do the players represent? What is life like for the personalities they represent? What do they want to do?

The design so far has focused on vague notions of influence, based upon the presumption that how the numbers interact with each other is the most important part of the design. But, I’m less sure now that this approach will make the game interesting. I’m more inclined to say that a realistic ‘modeling’ of the world might not only make the game more interesting but also get me away from the simplicity of numerical comparisons which seems vital to customizable and expandable games.

The games that I have designed so far are theme independent. They don’t try to accurately represent a particular real phenomenon in history or life, but more rely upon the strategy that comes from manipulating numbers (and/or special powers). As such, they stand-alone well. And, they also provide a good amount of replayability, since the strategies quickly become complex. But, Houses of Orion is a real world, alive and full of activity. Granted, it is also fictitious, and, insofar as it is a product of my imagination, unfamiliar to other people. But, I’m thinking that a ‘model of reality’ simulation approach might work two purposes at once. It could flesh to the world better than any Euro-style game and it could open up lots of idiosyncracies that make for a good customizable game.

So, what do I want to simulate? Being an immortal and a baron in the universe of Orion’s Arm. Someone with a long life, a lot of wealth and extensive connections who has aspirations to royalty. Basically, the type of militancy, intrigue and politics that occurred between the Italian city-states and duchies before and during the Italian Wars. During that time, the cardinals, through their selection of popes, acted as a check on each state’s aspirations for control over all of Italy, as well as the threat of outside intervention by France and Spain and the constant threat posed by the Turks. Despite the massive amount of in-fighting, no state was able to eliminate the others to a sufficient point where it could claim rule, but a number of duchies did arise with significant power. I think that I want Houses of Orion to simulate this struggle in a scifi setting.

In this scifi setting, interstellar republics competed with galactic duchies over land, trade routes and cultural achievements. Their battles occur on the Mercurian Council, in the courts of the immortals, in the meeting of fleets and armies, in commercial dealings and the patronage of skilled artists, scholars and writers. Rarely are they decisive, but certain houses fall and others rise in the process. Support, tacit or real, of the greater kingdoms of Orion’s Arm can make or break the fortunes of any particular house. But to gain that support, houses risk drawing the kingdoms into the imbroglio directly and undermining their own efforts to sovereignty. So, all houses plot carefully. At their disposal are the wealth of their commercial activities, the strength, moral and training of their subjects/citizens, their position on the Mercurian Council, the power of their galactic navies, the prosperity of their planets, moons and asteroids, alliances that they can form and prominent individuals that they can attract to their courts.

Now, how all these resources come together, interact and produce a decisive outcome, I’m not sure. But, the game has to end decisively, and preferably quickly. So, some condition has to be placed on victory. And it has to arise somewhat naturally from the game play. The actual paths to victory should be innumerable, complex and dynamic, depending upon the choices that players make throughout the game. But, the goal needs to be clear. Is it control of land? Is it wealth? Is it some ephemeral notion of prestige? Is it fealty? Is it represented by a number (gained or lost)? Or could it be represented by something else? What could that be? Is the goal the same for everyone or do players have separate goals (like Illuminati)?

Whatever it is, it seems to me that in order for it to be effected quickly, it must accumulate over the play of the game irreversibly. Illuminati can balance itself out too perfectly, or monopoly for that matter, resulting in a very long game whose ending is liable to be created as much on account of boredom by one of more players as anything else. If it is land that defines victory, then lands cannot be destroyed. They may be able to be traded between players, but, as each land is introduced, it is brings the game irreversibly closer to ending.

I’m not sure that wealth (as it is usually conceived of as currency) can function properly as long as the game has any destruction component. If players have the ability to eliminate components, then the accumulation of currency can be reversed. On the other hand, if they don’t have the ability to eliminate components, then the game would seem to quickly devolve to optimum resource management techniques. Of course, Euro games prove that you can still have some interesting strategies even without ‘attacking’ other players. So, wealth as a goal is not completely written off. In fact, it may have one mechanical appeal, insofar as it creates its own balance… if a certain amount of wealth is needed, then at some point each player is going to have to stop spending it to accumulate enough. But, wealth seems like an awfully thin thematic victory condition for an aristocratic space opera.

Now, if ‘influence’ is the currency, and high influence is functionally equivalent to high wealth, then the theme doesn’t seem too compromised. Influence could be the currency that is recycled throughout the game to perform actions, including its own increase, allowing two possible victory conditions: when a house reaches a certain influence value, or when a rival house is reduced to 0 influence (since effectively they will not be able to do anything). Of course, the capacity for influence to be reversible introduces the aforementioned delays that I would like to avoid, so the real question then becomes how players can interact so as to delay each other. Unless this form of passive aggression can emerge, it will instead turn into a race of who knows card synergy better or who gets lucky.

But, perhaps, I should not write off the reversibility hypothesis for wealth just yet. Provided that there are sufficient limitations to gang up on the leader, it may be an interesting dynamic, having to be constantly worried about overextending. If accumulation requires expense, the greater the reward, the greater the risk. This has a way of equalizing the risky and the risk averse, as well as preventing a snowball effect created by initial inequities. In effect, each player has a real opportunity to win as long as returns on investment scale with risk of principle. Since, over numerous players either the risky can win at any time or the risk averse will eventually win, and each player must gauge when It is his own time to lay it on the line based upon his assessment of the risk environment and his ability to play to it.

Of course, gang up on the leader is the principle problem with reversibility. With no distance between players, all games will devolve to GUOTL. Distance here meaning built in obstacles to effecting other players, whether that is illiquid resources, physical distance on a map, a clockwise or counter clockwise rule, etc… As long as aggressive resources can be brought to bear at any time and in their full amount to retard or reverse another players capacities then each player inevitably plays against the coalition of all other players.

Prestige is an interesting goal though. Essentially it is the same as normal victory point systems. Prestige can be granted by a card, independent of its place in the economy of the game, allowing any and/or all cards to have different values of prestige. Prestige can also be linked to the cards themselves or accumulated in a separate token pile, allowing actions over the course of.the game to grant prestige as well as cards. Either way, prestige seems like a compromise between land and currency. It accumulates but it is also something that adheres to more than just a specific set of cards, with the potential to be tied into the economy.

If it accumulates in tokens (or drops in the case of health) then prestige is easy to track but then the game requires more components than the cards themselves. It might still be possible to trade or lose (gain) prestige, and thus delay the ending of the game, but it is unlikely that it would be tied directly into the economy as cards in play might. Tokens also add an additional dimension to the game, susceptible to manipulation. Card based prestige would not create additional dimension unless they were dedicated to prestige as in the case of lands or such.

The fealty of everyone else seems untenable as a victory condition in a zero-sum game. Since a vassal has every interest in overturning his lord, fealty would be effectively meaningless unless it came with a tremendous benefit. And, likewise, voluntary vassalage would seem rather silly unless there were accompanying benefits. But, in the end, if only one person can win, requiring the fealty of others is equivalent to achieving a status superior to the combined force of everyone else. Which is as unlikely as it is undesirable considering the amount of effort that is required to do so.

However, the fealty of NPCs seems perfectly feasible. If cards grant fealty to their controllers, then effectively the players are competing with each other for the loyalty of enough other barons or lords to claim royalty. This would operate somewhat similarly to prestige, with the added benefit of it being more thematically appropriate, if royal status is indeed what the goal is. On the downside, it is difficult to conceive how this might be represented except on cards in play. So, it might eliminate the concept of tokens along with all that it entails.

Houses of Orion: Different Thoughts

Thoughts that I’ve had recently:

Alternative game ending mechanic: The special action of a 9 card is to provide votes, 1 each time it is played. Instead of ending the game when one of the piles has been exhausted, the game is over when one player reaches 20 votes. Or, instead of positive votes, council members provide ‘dings’, and once you receive 20 dings you are out. This would introduce an additional dimension to manipulate in the game and mitigate some of the gang up on the leader mechanic of the previous version of this objective. Cons include that it would introduce non-card components into the game, the horizon of the future remains very clear (creating 2nd place perception issues) and it would make the 9s pile very dull.

Card Type description: Ok, so I introduced characters, groups, fleets, planets and artifacts earlier as possible additional dynamics. I want to expand on this and integrate them into the existing game dimensions by using card type as the principle referent of card powers. If a card power specifies another card, or type, rather than referring to influence types or values, it would refer to card types. So, for example, there may be a military fleet card which states that you may remove one fleet card in another player’s discard pile from the game. Although every influence type (and value) has at least a few cards from each card type, certain card types would be favored by certain influence types (and values). So, military cards would tend to be fleets and planets. Religious cards would tend to be planets and characters, Political cards would tend to be characters and groups, Cultural cards would tend to be groups and artifacts and Economic cards would tend to be artifacts and fleets. So, to use the example from before, that military fleet power would tend to target other military cards or economic cards predominantly, though not exclusively. Alternately, each influence type could have 3 out of the 5 card types associated with it, as well as 2 ‘opposing’ types, which might influence areas that it has little or opposing influence on.

Having neutralized the significance of high value cards, it seems to me that it doesn’t really matter whether or not numbers are associated with specific types of card types. But, for the sake of creating an even distribution of influence types in each pile, numbers should be non-correlative. That nevertheless leaves unanswered the question of how to distribute powers to numbers. The simple answer so far has been to duplicate each power for each number. However, with the increased dimensionality created by introducing card types, it becomes a less viable solution. Is each power duplicated for each number and each card type? That allows for a lot of potential unique cards, but at the cost of an incredible amount of redundancy.

My initial feeling is that influence type tends to determine the type of power on a card (whether it is removing cards, discarding cards, searching for cards, canceling cards, etc…) depending upon how we interpret the impact of the power on the game. Influence type will also heavily influence the card type as above. However, once the card types associated with a particular power are determined, then there would be some guide for allocating numbers to card types. It could be as simple as assigning the 2/9 to one card type, the 3/7 to another and 4/5 to a third card type. If each influence type has 3 card types associated with it, then it would work out well for assigning numbers like this. The principle card type (let’s say characters for political) would be assigned the 2/9. The secondary card type (let’s say planets for military) would be assigned the 3/7 and the tertiary card type (let’s say groups for economic) would be assigned the 4/5 values. Provided that there are an equal number of powers associated with each influence type, each number pile would have an equal number of each card type and an equal number of each influence type. Table: https://spreadsheets.google.com/ccc?key=0AvpnhuJzFofXdEdBNmFMOWNqTk0xX2V3T0VDdDVoYmc&hl=en

The drawback with this particular configuration is that players would always know that a 2 character would be political, the 2 group would be cultural. Etc… Insofar as card powers effect specific card types this could introduce some degree of pile preference once players figure out which influence types have the best synergies with the card types. At the moment, the exact form of this cyclicity is not clear to me, but wherever there are discrete effects, there will emerge some favorable configuration as long as each combination is not represented. If it becomes a problem, we can simply shift the preferred card types around as long as the number of different card powers per influence type is a multiple of 5, to create a perfectly even distribution. This would, of course, also negate the particular card type affiliation for each influence type… but it would balance everything. My inclination is for some type of imbalance though, for three reasons: theme, cognitive simplification and meta-gaming. So, perhaps the cyclicity will not be pronounced enough to require any modification.

Europe v. America

In hobby gaming, the distinction between European (Euro) and American style games relates as much to the players as to the games themselves. But, insofar as different types of personalities are drawn to different types of experiences, the difference between Euro and American gaming revolves primarily around the role of chance. American games require you to do the best with what is given to you, while Euro games provide players, collectively, with near complete control over their destiny.

In American games, players never really know what they are going to get, or what the final outcome will be. In the presence of chance, there is an incentive to accurately hedge your bet and determine contingency plans within a greater regime of discerning strategies and employing counter-strategies. These games only remain intellectually stimulating as long as there is enough choices per game to mitigate chance and develop coherent plans even if the exact details are susceptible to variance.

In Euro games, on the other hand, the range of possible actions is always known from the outset. Players are often presented with near complete information about the game state and a set of choices constrained only by the previous actions of the other players and the desire to act instrumentally to win. Rarely in Euro games are players challenged with unexpected or unanticipated events, or asked to build their success upon an unknown set of variables. The challenge of the game rather emerges from the complexity of possible game states which arise as a consequence of the decisions of other players to maximize their personal gains. But, like chess, the outcome remains deductively complete.

As long as the outcome is entirely determined by the choices of the players, players are rewarded for familiarity with the rules, meta-game analysis of optimal play, recognition of inevitable outcomes and ultimately thinking one step farther than their competitors. If uncertainty is introduced, however, then players are forced to guess what other people are trying to do, recognize patterns of behavior and remain flexible enough to cope with bad luck and adapt to other players decisions.