Yargh!

Design, Yargh!, Games

Yargh Update #2: Publisher Notes and PAX

Addressing Publisher Notes: Randomness

Shortly after the publication of our most recent blog post on Yargh, we submitted the game to a handful of publishers. While some publishers expressed admiration for the marketing package we had created and thought our game looked interesting, none asked for a playtest. When we asked for feedback, those that replied said that they felt the game seemed too random.

Around the same time, we had a number of playtests that went poorly. While previous playtests had ended with some playtesters saying this was one of their favorite games ever, this more recent set of playtests ended with playtesters frustrated because there was mathematically no way for them to win the game. 

This section will be about how we made our game less random and more fair while preserving what made our game fun. (This post will assume you are familiar with the core mechanics of the game, which can be found here.)


Calming the Seas of Randomness

When pitching to publishers, there is the amount of randomness that appears to be in the game and there is the actual randomness that is in the game. When some publishers said they felt the game was too random, our initial reaction was that the game only seemed random because of our Chaos Dice, which were d6s with unique sets of faces like [0,1,5,10,15,20] or [8,8,8,16,16,16]. Given this, our instinct was to simply reduce the prevalence of these dice in our marketing materials.

But as we looked closer at our game, we realized that it actually had many sources of randomness. 

Most glaringly, there was the problem of our Monsters. In a nutshell, they were designed in a way that created an experience that was sometimes too easy and sometimes too hard. During our Navigation phase, Players would choose between three randomly selected Monsters. Each Monster would have a level that would signify how difficult it was: 1 was easy, 2 was moderate, and 3 was hard. The Monster would have a Health value, Attack value, and targeting style, tuned in aggregate with their overall level. A Level 3 Monster, for example, might have high health and high attack while a Level 1 Monster had the opposite.

The problem with this approach is that our players’ power did not scale with the challenge the monsters were presenting. If the player drew 3 Level 3 Monsters, it was likely that they would die to the monster. If the player drew 3 Level 1 Monsters, the challenge the Monsters presented would be trivial. In addition, because level 1 Monsters gave less rewards, players who chose to fight them were less prepared for future rounds of play. This created a negative feedback loop where weak players stayed weak because they could only afford to challenge easy monsters.

Another problem was that the reward you got for beating each monster was proportional to how difficult they were. If the Player defeated a Level 3 Monster, they would get Power Cards, Artifacts, and a new Die. If they defeated a Level 1 Monster, they would only get Power cards.

At first, Matt and I were at a loss as to how to solve this problem. It made sense to us that the more difficult Level 3 monsters would drop better loot and vice versa. But playtest after playtest showed us this made for an uneven experience.

To rethink how we could solve this problem, I read part of the excellent book Game Balance by Ian Schreiber and Brenda Romero. This book provided a useful vocabulary for talking about feedback loops and power-scaling. I learned a lot from this book but one of the most important lessons I gleaned was the importance of knowing the journey you want your players to go on. When we had first started working on Yargh, our focus had been on creating a game that spun up dramatic moments - what we had ignored (to our peril) was the journey that those moments were part of. We knew the scenes we wanted but we didn’t know the story. As a result, during some games, players would get weaker and weaker as the game progressed. During others, they would become far too powerful too early.

While searching for answers, we also took a closer look at how some of our inspirations handled the question of balance, namely Slay the Spire:The Board Game and Dicey Dungeons. We noticed that these games never took power away from the player when the player faltered and that these games did not leave difficulty to chance. Both of these games had a small pool of enemies for the start of the game, another set for the mid-game, and a completely different set for the end-game. Revisiting these games made us rethink how we wanted to present monsters in Yargh.

Instead of each Monster having its own level, we decided that a Monster’s health would be determined by two factors: the round the players were in and the number of players.
To further simplify the Monsters, we also had the Monster’s attack scale with the round. This meant that the Monster would attack with 1d20 in round 1, 1d20 and 1d12 in round 2, and 2d20 in round 3. Therefore, the only thing unique to each monster was their name, picture, and special effect. This meant that each monster had a distinct flavor but was also presented roughly the same challenge to the player.

The table below lays out the stats for every monster in the game.

To match the monster’s gradual ramp up of power, we also changed how the player gained power. Instead of getting rewards based on how difficult the monster they killed was, players always got 1 die, two Power cards, and two Artifacts. This meant there was a linear relationship between how far the player had progressed in the game and how powerful they were. Combined with our ramping up of the Monster stats, these changes made for a game that was consistently moderately challenging because the player’s strength grew with the monster’s strength. We had struck the right balance of boredom and challenge. The winner of the monster-player battle was largely determined by skill.

These changes were a huge improvement over the chaotic progression curve we previously had. One of the main insights we learned from these changes is that players should only get stronger during a game, never weaker.

We had removed the biggest source of our game’s randomness but there was still more work to do: we listed every element of our game that was affected by randomness and asked ourselves whether that randomness was Input Randomness or Output Randomness. In other words, we asked ourselves whether the randomness came into play before (input) or after (output) the player chose an action. We felt that having too much input randomness would make the game feel predetermined and too much output randomness would make it feel too chaotic.

We also identified situations where one player would be better off than their opponents due to luck as opposed to skill. For example, in an early iteration of the game, each player would draw 10 cards from a pile of 40 unique cards to make their starter deck. The problem with this approach is that one player could end up with a much stronger set of 10 cards than another player. To make the game more fair, we made it so that every player had the same set of 12 starting cards.

Our 12 starting cards.

The net result of these changes is that the game felt more fair: players felt that they won or lost due to their own skill as opposed to blind luck.

However, there was also the problem of how random the game looked to publishers. To address this issue, we revised our marketing materials to feature our Chaos dice far less prominently; we instead emphasized that the game was a crunchy but accessible, semi-cooperative experience.

Finding Balance

With all these changes, our game’s economy no longer made sense. As recommended by Game Balance,  we began to calculate the elements of our game in terms of each other. For example, after some calculation, we knew that our dice were about as valuable to the player as two artifacts. Thinking this way enabled us to make more informed decisions about when to give which elements. Instead of increasing or decreasing elements of the game on gut feelings, we were able to intelligently determine how increasing one element may affect another element. 

Designers we trusted had also raised concerns about the number of unique dice in our game; they said that manufacturing that number of unique dice would be prohibitively expensive. To reduce the perception of randomness in our game and address that concern, we lowered the amount of unique dice in our game from 20 to 10.

PAX Unplugged

With this new version of the game in place, Matt and I decided to attend PAX Unplugged, the enormous board game convention hosted in Philadelphia each year. We rented two tables from Unpub, the Unpublished Game Network, and playtested our game with PAX participants. The response to our game was generally positive - we had many positive comments about our core dice and card gameplay. On the other hand, some players were not a fan of the amount of reading in our game, especially during the Looting phase, where players haggled over 8 Artifact and Action cards. These players suggested that we use more icons and less text - which is a change we may do in the near future. 

Our looting phase. Each Player gets two of these 8 cards.

One of the most valuable moments of the convention occurred during a talk called, “Take Your Damn Turn!”. The speaker, Rym DeCoster, explored the concept of a game’s “fun economy”, which he defined as the fun a game provides divided by its procedure or busywork. He proceeded to list examples of games that were fun but too “busy”; he discussed how Monopoly was hated by some despite being fun because it had a number of mechanics that lengthened the game arbitrarily. (In fairness, the original version of Monopoly was designed to show how capitalism sucked, not create a fun experience.)

This talk opened our eyes to the amount of procedure in our own game. As a result of this talk, we took several steps to reduce busywork, such as replacing a section where the players pick between 3 cards with a section where they simply draw 1 card. These small changes decreased the time of our game and subsequently increased our fun economy! That said, there are still some changes we need to make to streamline our game. 

Lessons

What’s the future of Yargh? At this point, Matt and I have dedicated more than 50 playtests to the development of Yargh (which is not to mention all the work required to design the game in between those playtests.) While there are still improvements to be made, particularly around the streamlining of the game, we feel that most of the ideas we have left would ultimately result in a fundamentally different game. The game we have created is balanced, fun, and complete, so we are stopping development at this stage unless we receive notes from an interested publisher.

Yargh was a fun game to develop and it taught me a lot about game design. Here are some of the most salient points:

  1. If you think your game is done playtesting, it’s not!

  2. Once a board game has been sufficiently developed, any change to its design will have large ripple effects. Before making a change, ask yourself all the ways your change may alter player behavior. What strategies could become overpowered or underpowered? What new strategies might emerge? Will existing mechanics become more or less significant?

  3. Randomness plus player agency can be fun. Randomness multiplied by randomness is chaos. 

  4. Your hook is the experience you create - not your components.

  5. You will get far more critical playtest feedback from designers you don’t know than you will from friends. This is both a good and bad thing. Your game will be held to every scrutiny but that scrutiny is not always indicative of how the average person will perceive the game. Sometimes, other designers will give you the tough love you need. Sometimes, they will be clouded by their own version of what an ideal game is. In the latter case, ask yourself whether you and this other designer have the same values.

  6. There are some mechanics that are considered “hardcore” and some that are considered “casual”. If you mix them too liberally, you may make a game that isn’t a great fit for either group.

  7. A game is the median experience it creates, not the average. A balanced game is not an experience that is sometimes easy and sometimes hard. It’s a game that is consistently the right difficulty.

  8. When you design your game, you should be able to articulate the journey you want your players to go on. For example, in Yargh, like many games, we wanted to increase the game’s complexity, difficulty, and power-fantasy for the player in an exponential fashion. For too much of Yargh’s development, we let randomness shape a large part of the player experience and we sometimes fooled ourselves into thinking the game was in a better place than it actually was when playtesters had a very fun experience.

  9. You can learn more from your playtests by writing down the exact changes you’re testing and their observed effects. Matt and I would end every playtest by breaking down these observed effects and brainstorming solutions to new problems that had arisen. Those solutions then became our next set of changes.

  10. You should be able to know roughly how far a player is into your game by looking at their playspace. If you cannot, the experience may be too loosely tuned.

  11. Sometimes, that funny/cool/twisty card you love is the card that’s ruining the balance of your game.

  12. Constantly ask yourself, “why would a player want to do that?” Break down their motivations mathematically. For every decision in the game, ask yourself if there is a dominant strategy that you have shaped.

  13. I’m far from the first person to say this (which is true for all of these points), but if players need to use a turn guide throughout your entire game, it’s probably too complex for most players.


Thank You For Reading!

Yargh!, Design, Games

Yargh! Update #1: Evolving Towards Fun

Ahoy there!

In this blog post, I will share some of the design lessons my co-designer Matt O’Connor and I learned while designing our game Yargh! An Odd Dice Odyssey. This essay will show how we approach design problems as a team and some of the mechanics that make Yargh fun!

I’m not going to explain the rules of Yargh within this post, so if you’re unfamiliar with the game, I recommend reading our description here or watching the video explainer below:


Evolving Towards Fun

Designing Yargh was fun because it evolved organically. We started with mechanics we enjoyed, combined them together, playtested them, then solved the problems that emerged. There was no grand vision at the project’s offset, so there was room to marinate on problems and grow the game towards fun. For this reason, I will structure this essay chronologically. In each section, I will discuss design problems that arose and how we solved them.

Our sell sheet.

north stars

Though there was no grand vision for Yargh, there were principles that my co-designer Matt and I adhered to from the beginning. Above all, we subscribed to legendary game designer Sid Meier’s idea that great games are fundamentally a series of interesting decisions. Whenever we were unsure of what to do next, we aligned the game with this maxim:

“Games are a series of interesting decisions.”
— Sid Meier

Matt and I started work on Yargh because we were part of the same board game group. More importantly, we liked the same parts of games: the deckbuilding of Dominion, the drama of Yahtzee, the teamwork of Gloomhaven. These shared tastes served as a foundation for many of the mechanics in Yargh.

Our first step towards Yargh came from a prank. At the time, I was often playing Super Mario Party, which has an interesting mechanic where each character has their own custom die. Wario, for example, has a dice block that can roll either a -2 or -6. I thought this was a fun way to represent characters, so I bought several wooden blocks and began drawing odd sets of numbers on them in sharpie like [0,0,0,0,1,-2], [5,5,5,8,8,20], and [1,1,10,10,20,20]. I would then sneakily substitute these strange dice into dice-centric games like Catan or Yahtzee and act offended when they weren’t recognized as legal dice.

There was something toylike about rolling these funky dice, which we nicknamed Chaos Dice. Matt and I noticed that people enjoyed playing with these dice, so we decided to make a small game with them.

The other half of our core loop was our Action Cards. These were inspired by Dicey Dungeons, one of the all-time great dice games. Among other things, I loved how Dungeons handled combat – Players would roll standard D6s then place them on cards that would activate abilities. Players could create combos by placing dice on cards that would allow them to draw more cards or roll more dice. It was an elegant system that was addicting and easy to understand.

We wanted to put our own twist on this idea by combining our Chaos Dice with our own set of brand-new “Action Cards”. Below is a picture of our early cards. This combination of our new Action Cards and the Chaos Dice immediately felt fun and fresh - if chaotic.

With our core loop in place, we needed a framework to give this gameplay meaning. An early touchpoint for us was Marvel’s Legendary, a semi-cooperative deckbuilding game. In Legendary, you and three other players build a deck of Marvel heroes and deploy them to fight a series of villains pulled from the top of a “Villain Deck”. To end the game, you have to battle a tough “Mastermind” character like Doctor Doom or Ultron.  

Players would either lose to the Mastermind as a group OR defeat the Mastermind as a collective. The surviving players would then count their scores and a winner would be declared.  This structure fostered a gaming experience that was mostly “Nice” cooperative play with a little “Mean” competitive play at the end. The only problem we had with Legendary was that it was boring to wait for other player’s turns to end. So we wanted to try a similar structure with an increased emphasis on player interaction.

We called our “big bad” a “Terror of the Sea” and we made the objective of Yargh to defeat this ultra-difficult monster. The survivors of this battle would then enter a scoring phase reminiscent of the standoffs in the Pirates of the Caribbean movies - this helped differentiate from the earlier games mentioned and fit snugly with our pirate theme.

Lost at Sea

Legendary and other cooperative games like Pandemic would often guide players through their “campaign” with a deck. At the start of each turn, Players would draw from the top of the campaign deck and then resolve whatever “event” was on that card. This was a fun design but it did make those games feel predetermined and linear at times. So we experimented with ways of presenting choices to our Players that were more dynamic.

After trying a couple of ideas, we came up with the idea of having the “Crew” of Players choose between three Monster-Island pairs that were drawn and paired at random. After the Crew chose a pair, they would fight the Monster then visit the Island. To give the game a greater sense of danger, we instructed Players to turn the third Monster-Island pair face down so that it was effectively random. The choice of which Monster-Island pair to visit was interesting because sometimes a difficult monster would be paired with a good island and vice versa. We designed our monsters and islands to be pointy - good in some contexts, bad in others - so that it was never an easy decision to visit one island over the other.

Below are some of our Monsters and Islands.

Tiebreakers

However, there was no tiebreaker if half the Crew wanted to visit one Monster-Island pair and the other half wanted to visit a different Monster-Island pair. To solve this problem, we introduced Duels – when two Players disagreed about anything, they would each roll one of their Chaos Dice. The Player who rolled the higher number would win the Duel and get their way. 

As you can probably tell, this gave a huge advantage to Players with Chaos Dice with higher numbers. Thus, the Tide Coin was born. The Tide Coin was our way of creating parity between high-rolling and low-rolling dice. When the Tide (Coin) was High, high numbers won Duels. When it was Low, low numbers won Duels.

too much random

Once we had these core mechanics in place, the game took on a new wind. Yargh had a unique feel because it combined crunchy sudoku-like number-puzzling with twisty dungeon-crawling. However, at this point, there was too much randomness in our game. When a Player was rolling Chaos Dice to combine with their Action Cards, it was too easy for them to get a roll that was incompatible with their Action Cards. Playtesters enjoyed how unpredictable the game could be but didn’t feel like they had enough agency.

To give the Player more agency, we introduced Charms. Charms were tokens that Players could use to reroll their Chaos Dice. This gave Players the chance to achieve more powerful dice-card combinations.

The question quickly came up in subsequent playtests – could a Player reroll another Player’s dice? Our gut reaction was that that would feel unfair. But then I remembered a lesson from one of my first Game Design courses at NYU: don’t introduce exceptions to your rules! So we tried a version of the Charms where they could reroll ANY dice and immediately knew it was the right direction. It was particularly fun to reroll dice during Duels, where the Player would have strategic decisions to make about which dice to reroll.

Boredom during Other Players’ Turns

To paint a simplified picture of the game at this point in development:

  1. The “Crew” of Players would choose which Monster-Island pair to visit during the Navigation Phase. When there wasn’t a consensus, they would Duel.

  2. They would fight the Monster guarding the Island.

    • During Combat, each Player would take their turn:

        1. Roll their Chaos Dice.

          1. Use Charms to Reroll any dice they didn’t want.

        2. Place their Chaos Dice on Action Cards to attack the Monster.

    • Repeat this cycle until they fought a Terror of the Sea at the end of the game. 

While our Action Card/Chaos Dice gameplay was greatly improved by the Charms, there was still a big issue – the game was boring during other people’s turns. Since it took each player a while to figure out which dice they wanted to combine with their cards, there were long lulls in the gameplay loop.

To decrease player downtime, we made two key changes. First, we made it so that all players would roll their Chaos Dice and take their turns simultaneously. 

Second, we introduced dice-trading. This meant that all Players could trade their dice 1-for-1 during Combat. This mechanic changed Yargh from a competitive game to a semi-cooperative game. Part of the reason I think this cooperative gameplay immediately resonated with players is that it increased the number of fun moves a player could make while not making Combat any more complex.

With this new rule, player interaction flourished: players could help their teammates do 4 or 5 times more damage by trading the right dice. On the other hand, they could kill their teammates by withholding a die that could activate a much-needed health-giving Action Card.

Trader Woes

But dice-trading also created new logistical questions: if you traded your dice, would you get it back at the end of combat? If so, how would you know who owned which dice? What if a player didn’t want to give a die back? After many playtests where these questions slowed the game’s momentum, we decided on a colorful solution: place a unique sticker on at least one face of each die.

These stickers gave each die a unique identity but also raised a new question: what did they mean? When answering this question, we asked ourselves what we could do to allow for more impactful choices and dramatic moments. From there, we came up with the Fate Die: the Fate die was a D20 that would control the value of all dice faces that had a sticker, which we called Fate Faces.

Combined with the Charm mechanic, the Fate die was an immediate hit with playtesters because it allowed Players to drastically change the state of the game in one roll. If a Player rolled a Fate Face during a Duel, they could choose to either reroll the Fate Die or their own die.

Dropping Dead Weight

While these mechanics were being developed, we were also blind-playtesting our rulebook. This meant inviting over a few friends, feeding them pizza, handing them a rulebook, and seeing what happened! Though it made us cringe at times, we did not help our playtesters unless they were way off in the wrong direction or completely stuck. This helped us get a clear idea of when and where questions would come up for first time players.

The game was a hit with playtesters! Players loved our combat and the many twists the game threw at them. But there was one big problem: playtesters would lose steam halfway through reading the rules. Though our game was fun, it simply had too much going on. We had to take a tough look at what we had built and start cutting certain features.

Our approach was to delete or consolidate any rules that provided tedium instead of interesting choices. This forced us to make some counterintuitive cuts. Most significantly, it meant cutting the concept of “Gold”, which was our main way of enabling players to buy new cards and keep track of their score. Players could earn Gold through visiting islands, defeating monsters, and deploying Artifacts. They could spend Gold at the Port, which was a Shop that sold Chaos Dice, Action Cards, Charms, and more. At the end of the game, any Gold they had acquired would count towards their final score.

Our “Market”

Why did Gold have to go? It made other mechanics worse, particularly Dueling. One of the things that gave Yargh its unique flavor was that two or more Players could Duel for any Chaos Dice or Action Card that they both wanted. By selling items in the Port, there were more cases where Players would not Duel for a Die, Card, or Artifact because they either did not have enough Gold or thought the price was too high. Thus, Duels, which made the game unique, became less common. Since the Tide Coin determined whether high or low numbers would win Duels, Gold indirectly made the Tide Coin less relevant as well. The game had many mechanics that were somewhat important instead of having a few mechanics that were crucial.

We couldn’t cut the Port entirely because it provided Players with a consistent opportunity to get better Dice, Cards, and Artifacts. To retain this functionality while streamlining the game, we decided to instead give Players these items after each Monster they fought – one for each Pirate. However, we didn’t say who got which item. This meant that Players once again had to Duel to determine who got which prize.

The other problem with Gold was that it changed how Players viewed the end of the game. Since Gold counted towards each Player’s final score, Players would hoard their Gold throughout the entire game by not buying Dice, Charms, or Action Cards. In short, they were disincentivized from engaging with the fun parts of the game. Because they were weaker, they would also often get beaten in the battle with the Terror of the Sea as well. This was not the game that we wanted to design, so we cut Gold entirely and instead tracked points through Artifacts, which were similar to “Items” in Gloomhaven or Munchkins.

analysis Paralysis

As we consolidated our game around a few core mechanics, our rulebook slimmed down, and playtesters entered the “fun” of our game more quickly. We added and subtracted many mechanics during this period – but the most interesting of these was a “Color” pass we tried for about a month.

Throughout the design of Yargh, we held to the principle that giving the Player interesting choices was our top imperative. During our “Color” pass, we created a new set of Action Cards that would be activated by the color of a dice or the color of its text. Though we were initially very excited by this idea, this design gave us literal headaches. It opened the amount of possible card-dice combinations up so much that it became difficult to feel like you ever found the optimal match of dice and cards.  Ultimately, we realized that sometimes too many choices can be just as bad as too few choices.

 The reason I think that our “Color” pass was a failed experiment was that we didn’t follow the “Magical Number 7” rule. This rule, which I also learned at NYU, states that humans can carry about 7 chunks of information in their working memory at a time. During a playthrough of Yargh, Players were thinking about (1) their cards, (2) their dice, (3) their teammates’ dice, (4) their teammates’ cards, (5) the Monster’s dice, (6) the Monster’s ability, and (7) their Charms. By adding more concurrent elements for our Players to focus on, we introduced too much complexity and suffocated the fun.

A Pirate’s Life for Us

The last piece of the puzzle for us was to figure out the art for our game. Our number one priority was to make a fun game first, so we never made any decisions about our game that triumphed art over design, especially since we understood that a future publisher might want to retheme the game. We knew that there were about a million other board games with a Pirate theme, so we wanted to find a unique angle into that world.

Some of my favorite art growing up was the woodcut art seen in portraits of famous pirates and “Here Be Dragons” style maps, so we commissioned some art in this style for some of our cards. Though we loved this art, it was a bit static and dry. So we tried a more humorous approach. We struck a funny contrast by using this more “serious” art style to depict silly pirate puns and visual gags. Here are some of our favorite cards:


Though we are now pitching our game to publishers, we continue to blind-playtest and tweak our game. Our biggest priority is streamlining the onboarding experience while retaining what makes the game fun and unique. While we expect the game to continue to grow (and in some cases, shrink), we’re happy with the game we’ve made so far and excited to bring it to publishers.

If you’re a publisher interested in our game, please click the button below to contact us!

Yargh!

New Board Game: Yargh!

I’m happy to announce that my design partner Matt O’Connor and I are in the final stages of our new board game, Yargh!

Yargh! is a dice-swapping sea-crawler where you make your luck!

You join a Crew of 2 to 4 Pirates searching for treasure on the Seas of Fate. Your dice will take you from one island to the next, where you will find treasure, Monsters, and Glory. But beware - a Terror of the Sea awaits you at the end of your voyage, ready to banish your Crew to Davy Jones’s locker! If you can defeat the Terror, you’ll be the richest to ever sail the Seven Seas!

Our current game board.

One of our four player boards.

Matt and I have been working on the project on and off for the past two years. In that time, we’ve playtested the game over 30 times and iterated on it significantly. We’re proud of the game we’ve created and will soon be releasing a short series of blogs about how we approached this project as designers.

While I will be stepping back from the project to focus on other professional pursuits, Matt will be involved in pitching the project to publishers. As a part of the pitching process, we will be releasing a simple Tabletop Simulator version of the game and a how-to video.

Watch this space and our dedicated project page for more updates!

If you are a publisher or player interested in a demo of our game, click here.