Good news and tiles

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Ian D

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Jul 15, 2010, 2:46:36 PM7/15/10
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There are two pieces of good news:

1. I am currently working with John Tamplin towards DTG producing the
game at some point.

2. This means we could add a few more tiles to the mix. I remember
various comments about needing more of some tiles e.g. #7, and I have
some ideas about what might be helpful. Any suggestions?

Ian D

John A. Tamplin

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Jul 15, 2010, 3:12:08 PM7/15/10
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On Thu, Jul 15, 2010 at 2:46 PM, Ian D <ianwil...@btinternet.com> wrote:
1. I am currently working with John Tamplin towards DTG producing the
game at some point.

My guess right now would be October or November, but as always things could slip.

--
John A. Tamplin

Dave Berry

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Jul 21, 2010, 6:56:37 AM7/21/10
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Looking back through my notes, I found the following.

In the most recent game, an extra #87 would have been very useful for
the owner of the Hartlepool Docks. The existing #87 tiles were used
elsewhere which left the company unable to build a link to
Durham. So an extra #87 would seem important.

In the same game, we could have used an extra #20 and more #23, #24 &
#25 tiles. There was an earlier game in which we could have used
two more #24 tiles. It depends how generous you want to be, of course.

In one game we used an extra #47, and in an earlier game it would
have been useful to have an extra #47 and an extra #43. I have
hazarded a guess that extra #45 and #46 would be useful but I have no
actual evidence to back this up, so perhaps an extra #43 and #47
would be enough. We found that these added more options to the later
game, especially for the G trains. They'd also free up an extra
green tile each, which could remove some of the pressure on the ones
mentioned above.

So I'd give the highest priority to an extra #87, #43 and #47,
followed by an extra #24 (and #23, if you value symmetry).

Dave.

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john boocock

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Jul 21, 2010, 9:49:29 AM7/21/10
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hi ian and all

is the shortage of green tiles supposed to represent the occasional dearth of the real things in the late 1800's????

john b

--- On Wed, 21/7/10, Dave Berry <da...@berrybental.me.uk> wrote:

Ian D Wilson

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Jul 21, 2010, 3:07:07 PM7/21/10
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Hi John,
 
There were periods of intense building when the personnel and materials required were in short supply, but these didn't tend to last long enough to be meaningful in 18xx terms. The main reasons games have limited upgrades is:
a) as an economy measure, to keep the end price down
b) as a deliberate design feature: either to represent something historical (e.g. Delhi & Calcutta compete for one grey tile), or because the designer wants player competition in the track-laying
c) incompetence
d) any combination of the above.
 
The tile mix in 1861 was definitely an (a), and 1812 was heading that way. An interesting question arises: do people prefer games with limited upgrades (b), or will they pay an extra 5-10% for plenty?
 
Ian D

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Michael Leuchtenburg

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Jul 21, 2010, 3:08:37 PM7/21/10
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On 2010-07-21 15:07, Ian D Wilson wrote:
> Hi John,
> There were periods of intense building when the personnel and materials
> required were in short supply, but these didn't tend to last long enough
> to be meaningful in 18xx terms. The main reasons games have limited
> upgrades is:
> a) as an economy measure, to keep the end price down
> b) as a deliberate design feature: either to represent something
> historical (e.g. Delhi & Calcutta compete for one grey tile), or because
> the designer wants player competition in the track-laying
> c) incompetence
> d) any combination of the above.
> The tile mix in 1861 was definitely an (a), and 1812 was heading that
> way. An interesting question arises: do people prefer games with limited
> upgrades (b), or will they pay an extra 5-10% for plenty?

If there are to be limited upgrades, I prefer it to be for reason b. I
will happily pay an extra 5-10% so as to not have a shortage simply to
keep the price to players down.

- Michael

Scott Petersen

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Jul 21, 2010, 3:37:22 PM7/21/10
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On Wed, Jul 21, 2010 at 2:07 PM, Ian D Wilson <ianwil...@btinternet.com> wrote:
An interesting question arises: do people prefer games with limited upgrades (b), or will they pay an extra 5-10% for plenty?
 

I don't think anyone ever declined to buy a game from DTG because it costed 5-10% too much.  Design the best game possible.

As for my preference, I don't like it when the same tiles run out every game and tile laying becomes gamey because of it.  However, I also don't like it when there are many tiles that don't get used.  Inevitably, if you make an extra tile available, games will be played where even one more would have been better.

My recollection is that the current tile mix in 1812 actually isn't too bad when it comes to these issues.  If you added just a couple of the requested tiles, it would be sufficient.

Another thing I am always amazed at (in a good way) is when a designer intentionally limits tiles as in 1830 and some of David Hecht's games (especially Scan).  Not that 1812 needs that at this point.
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