Saturday, March 21, 2020

Modular Vs Integrated Expansions

Having recently done an expansion for Crusaders, and having done 3 expansions for Eminent Domain and one for Isle of Trains as well, I have noticed a particular style I like to use when creating expansions, and I've identified two distinct types of expansions: Modular and Integrated.

Modularity

A modular expansion is one with several distinct modules that can be added in various combinations. These can be good because they allow the players to use the modules they enjoy, and simply ignore the ones they don't care for. It allows players to customize their experience. Undoubtedly, this is something that some players will appreciate.

However, it also requires playing each module at least once to determine if it works well for your group, and it requires some effort to curate the expansion content to provide that perfect customized experience. For a group that loves a game and plays it all the time, one that's willing to put in the effort and plays to find the perfect combination of modules, this could be fine. But in today's market, I wonder if players will put in that time and effort? Or would they prefer to just buy a curated expansion, where the "best combination of modules" is the only thing provided?

Another down side to a modular expansion is that because of that modularity, the pieces of the expansion may feel bolted together and disparate rather than feeling like a seamless experience.

Integration

An integrated expansion is one where the new parts play off of each other and off of the original content. When done well, this type of content fits seamlessly with the base game, and it can be difficult to differentiate the new stuff from the old.

This loses the opportunity for customization provided by a modular expansion, but it gains the curated feel, and doesn't require any work on the part of the player to get to the "best" configuration.

Another down side to integrating an expansion is that it may be more difficult to remove the content when you want to play the game with new players. For an insular group who plays the same game many times, an integrated expansion may be preferable, while for a group where new players come and go with each play, it may be more difficult to pop the expansion content in and out.

My personal preference

It's probably clear in the above paragraphs that modular expansions aren't my preferred format. Well integrated, expansion content fits together with the base game in such a way that it feels like it was always there, or like it belongs. I find something attractive in the thought that the expansion integrates so well that a new player might not be able to identify the new content from the old.

Looking at the expansions I've done, I think it's clear I've attempted to go for integration over modularity:

In the Eminent Domain expansions, you simply add the new tech cards, shuffle the new planets into the deck, and the Fleet, Mining, and Political Influence tiles tie it all together.

When I first played Isle of Trains: All Aboard (which hasn't been published... yet) with the publisher, they were skeptical going into it that the game really needed an expansion. After we played, they said they were surprised how well integrated the expansion was, and that it was not obvious the expansion content wasn't just part of the base game in the first place.

Crusaders: Divine Influence is about to ship from China, so not many have played it yet, but my goal with that one was to seamlessly integrate the new content with the old. I replaced the Influence action with something more involved, and I added new buildings and a few factions. If you know the rules of the base game already, then playing with the new content should be easy to pick up. Learning the game for the first time with the expansion content included will be a bit more complicated than learning just the base game, but I have had some success teaching the game that way most of the times I have played the expansion with strangers.

Conclusion

There might be a temptation to make expansions modular, because as a designer it can be easy to think that's what players want, and it abdicates the responsibility of curating the expansion to the players. My advice for designers is to consider the game you are expanding, and that game's audience. In this day and age, with thousands of new titles coming out every year, is modularity really the best format for your expansion? Or would your audience be better served with a well integrated, curated expansion? For most of the games I work on, I think it's the latter.

Friday, March 20, 2020

Buds, Blooms, And Thorns Review Of Island Hopper By Eagle-Gryphon Games

Buds, Blooms, and Thorns Review of Island Hopper by Eagle-Gryphon Games
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Vitals:
Title: Island Hopper
Designed by: Scott Almes
Publisher: Eagle-Gryphon Games
Year Published: 2017
MSRP: $50
2-6p | 30-45 min | 8+

Introduction:
You and your friends all make a living by selling goods amongst a chain of beautiful tropical islands. Sounds great, right? Well, there's a problem. None of you are successful enough to buy your own seaplane, so you all pitched in and bought one together, which means that each day you all have to use the same plane to make all of the day's deliveries – and some of you aren't going to get paid. To make matters worse, the plane is in such disrepair that the instrumentation is broken, the compass demagnetized, and the windshield is covered in cracks, duct tape, and the remains of a few unfortunate seagulls, so the pilot might as well be flying blind...

Each day in Island Hopper, players auction off the Captain's seat; the player who becomes the Captain is in charge of flying the plane for the day, but cannot make any deliveries of their own. To make their deliveries, the other players bribe the Captain to fly to the islands to which they need to go, thereby earning themselves cash. When it's time for the Captain to fly, the Captain must close his eyes, pick up their goods tokens, and attempt to land them in an island's harbor. A successful landing means that players can fulfill their contracts and the captain collects his bribe — but if the goods splash into the sea, you might find yourself under water...

—description from the publisher

Blooms:
Blooms are the game's highlights and features.  Elements that are exceptional.
  • A silly combination of dexterity and social interaction with a fun bidding mechanic.
  • There are fun, strategic choices to make.
  • The artwork by Kwanchai Moriya is whimsical and the components are top notch.
  • There are lots of moments for laughs, as long as you don't take the game too seriously.
Buds:
Buds are interesting parts of the game I would like to explore more. 
  • This game isn't for everyone, but if you like social interaction and light strategy, give it a shot!
  • Having limited chances to say a single word has pros and cons.  On one hand, it prevents people from just shouting things out randomly, on the other hand, with certain players it results in no one saying anything.  It might be fun to try playing without the direction tokens and let the pilot have to figure out directions from a cacophony of different instructions.
Thorns:
Thorns are a game's shortcomings and any issues I feel are noteworthy.
  • The game is simple enough, but the rulebook could have used a few more runs by a proofreader.  There are a few typos and phrases that seem to be left over from the prototype (referring to coins as cubes, for example), the terms 'round' and 'phase' are used interchangeably, and there are a few details that seem to be missing (like what triggers the end game).
  • We found players hands tend to either rise from the table or drop closer to the table, so some players tend to drop the goods from higher up, resulting in more bounces and less successful landings, while others are almost placing the goods right onto the islands.  2-3 inches is an ideal height, but it's difficult for everyone to be consistent.
  • While the art throughout the game is pretty nice, the coins are super generic.  They're functional, but about as plain as could be.
  • There is a very high amount of luck in the game, particularly for what contracts and passengers are available to draw.
  • Missing from the rules is what the ruling should be (success or not) if a good is on an island and coins.  Not touching the table, but definitely supported by the coins surrounding the island.  We've been playing that the coins become an extension of the island (thus making it even more attractive to try to fly to), but there's no discussion of this in the rules at all.
Final Thoughts:
Island Hopper is the type of game that needs a very specific audience.  It's quite fun if people are willing to be goofy and silly, but it's not going to work well with people that are very analytical or strategic.  There is a bit of strategy, but it's overshadowed by some silly dexterity mechanics that can leave your best laid plans sunk in the water after a bad bounce.  If you go into the game understanding that the joy comes from the experience, regardless of if you win or lose, you'll have a good time.  This isn't a perfect game; there are some fiddly aspects to it, and for as casual as it is, there is a lot going on outside of the primary mechanics.  Whether you feel this enhances the game to move it up a notch from just a casual dexterity game, or just gets in the way of a silly dexterity filler is up to you and the group you play with.

This is a great game to play with the family, particularly the 8-15 age range.  I think the 12+ age limit is quite a bit higher than necessary - there are no complex mechanics or concepts.  Probably the limiting factor is how far across the table the players can reach since the islands can be spread out a bit.  I think if you like games like Colt Express, Junk Art, or similar light, silly games, Island Hopper might be a good choice for you!

Buds, Blooms, and Thorns Rating:
Bud!  This game definitely has some
great moments.  It's good for several plays
and should appeal to most gamers, especially
if you enjoy other games like this.
Pictures: