Le Chateau Route Daniel Morris Southern Polytechnic State University CGDD 2002, Fall Term /25/12 Instructor: Jon Preston

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1 Le Chateau Route Daniel Morris Southern Polytechnic State University CGDD 2002, Fall Term /25/12 Instructor: Jon Preston

2 Le Chateau Route (The Castle Road) A Game by Daniel Morris Abstract: This is a euro game styled board game where players take the role of farmers living on the outskirts of a major castle in France during the 17 th century. The players goals are to make the journey along the roads to the castle to deliver their harvest, while deciding to either stop along the way at villages for smaller points or keep traveling to the castle for a greater payout. Components: 4 sets of different colored meeples, to indicate the players workers, horsedrawn carts, and trading posts (10 meeples, 2 carts, and 3 trading posts per player) 1 victory point board and victory point marker for scoring the game The main board Resource tokens for diary-white, grain-gold, fruit-red, and wool-gray 8 harvest cards for the castle to signify what the needs of the castle are for this turn/season Gameplay about 1 hour Goal/Main objective: Be the player with the highest number of victory points after 8 seasons pass in the game. Rules: In Le Chateau Route is a 4 player euro game where each player owns a farm, which has 4 plots of land. Each plot is a different resource in the game, dairy, grain, wool and fruit. Players gain resources by having their meeples, farmers, on the plots of land. Every turn 1 resource is gathered for each farmer on the land, and a token for that resource is added to each player s stockpile. Players start the game with 4 farmers and 1 cart. The cart is how players move across the board. The cart is loaded with food at the beginning of a turn when it is at the farm, and then the cart can move up to 2 places along the board towards the castle which is positioned between all players at the main game board s center. During a player s turn they load the cart first, when it is at the farm, make any trades with other players, and at the end of the turn gain 1 resource for each farmer on a plot of land and add it to the stockpile each player has at their farm. The stockpile is just a place to hold all of a player s resources. Play then moves to the next player on the right. Along the roads the carts travel there are 3 cities, each city increases in distance from the farm and are places the cart can stop to unload its supplies to score victory points (VP). Unloading your supplies at the first city nets the player 2 VPs, the second 5 VPs and the third 9 VPs. If a player chooses to unload his supplies he or she moves their marker on the VP board up to the corresponding number and returns their cart to the farm.

3 In the game there are 8 harvest cards, these cards are shuffled and placed in a pile on the castle. At the start of each season, a new harvest card is flipped, this signifies the needs of the city and therefore what the farmers should be loading up into their carts for the journey to the castle. Players are encouraged to get to the castle as fast as possible as the first player to reach the castle with the correct load out of resources receives 15 VPs, the second 12 VPs and the third 10 VPs. After the third player reaches the castle the season is over, all carts return to their farms and a new harvest card is flipped from the top of the deck to show what is now needed for the castle. When a player reaches the castle and has moved up their VP marker on the VP board, before their cart returns to the farms they have the choice to gain +2 farmers, +1 cart or +1 trading post. The extra two farmers can be used to gain more resources a turn, the extra cart can allow a player to move towards the castle and trade with villages and the trading post can be built at any village for a cost of 1 of each resource. The cart must be at the village where you want to build the trading post with the supplies loaded on the cart. Trading posts must be resupplied every turn to gain the extra VPs they supply. This can be done by moving a cart to the village with the required 1 of each resource. Trading posts have differing values on their location; the first village will give a player +1 VP a turn, the second +2 VP a turn and the third, 3 VP a turn. All trading posts are considered supplied for the first turn they are built. During a game of Le Chateau route players are encouraged to trade amongst themselves resources; they can also trade workers and carts if the players see the trades to be fit. This is an open aspect to the game that creates a feeling of fellowship and somewhat completion between players. After a player has reached the castle and taken their reward they are still welcome to continue moving towards villages to continue to gain VPs. A new season starts only after the third player has reached the castle. All farmers, carts and trading posts stay on the board when moving from season to season. Once 8 seasons have passed in the game, the player with the most VPs wins the game. If it is a tie, the player with the most resources between tied players is the winner.

4 Le Chateau Route MDA Daniel Morris Abstract: This is a euro game styled board game where players take the role of farmers living on the outskirts of a major castle in France during the 17th century. The players goals are to make the journey along the roads to the castle to deliver their harvest, while deciding to either stop along the way at villages for smaller points or keep traveling to the castle for a greater payout. Mechanics: Players move ox carts along the board to sell resources at small villages or the castle. Each turn players can disperse their workers amongst the plot of land they own, each plot of land is a different type of resource, and one resource is gained each turn for the number of workers tending to the land. Players have the opportunity trade resources amongst other players; trade values would be determined by the law of supply and demand amongst those playing the game. When players cash in their resources/harvest they gain victory points (VPs), and it is these VPs that determine the ultimate winner of the game after eight seasons (a season concludes once three players have reached the castle) have passed. When a player has reached the castle they have the option to gain one extra ox cart, two workers, or a trading post along with the allotted VPs. Dynamics: As players travel to the castle they are given three options of items to gain upon their return to their farm. These options give players the chance to develop a play style that caters to the strengths of what they may gain. For instance, if a player chooses to take an extra ox cart they now have now doubled their ability to deliver resources to the villages or castle, this in turn could make a player focus on just traveling to the closest village as many times as they can to gain VPs. A two ox cart player could also focus on a more stable tactic of going for the castle on one cart and then traveling solely to villages with the other. The extra ox cart could also be used as a bargaining chip for the player to gain a lucrative trade off of one of his opponents. Now let s say the player chose the two extra workers, he or she now has the ability to gain more resources per turn than their opponents. The extra resources a player gains could be used to create surpluses for trading, or the player could use his extra workers to quickly rush to create certain kinds of resources. Like the ox carts workers can also be traded, or loaned to other players (it s up to the players) for resources, so again this creates a situation where players can interact based on how they are playing the game. Personally I believe that the ox cart choice is a short term instant gratification investment, where the player is like, Alright! Now I have two of these carts, I ll be making bank in no time! While the worker choice is more of a long term investments on gaining the upper hand in the game. The third option players have upon reaching the castle is obtaining a trading post. This trading post allows the player to gain guaranteed resources each turn depending on its location on the board, the father away the post is the more resources the player will gain. Trading posts may seem like the best option in the case where a player may feel that this is a close game, and that the guaranteed gain each turn of the trading post would allow them to be ahead of the other players. This would create a conservative style in the player because after that point they must rely on their ability to keep the trading post resupplied, while also moving on to the greater goal of delivering

5 harvests to the castle. Trading posts can also be used to gain extra resources in the bargaining game among the players. I would also like to state the whole bargaining system in the game amongst the players is dependent solely on how each player approaches the game. If a player is being a jerk in the game and hoarding all of the resources he wants, and not willing to trade, then no one will want to trade with him or even try to entice a deal out of them versus a more open player who is negotiable, and reasonable in trade prices. The way players actually play the game can have deeper effects than they may initially see in the game, such as being ousted from the social economy of the game. Aesthetics: The main aesthetics that Le Chateau Route caters to are fantasy, fellowship, challenge and discovery. Fantasy is a main aesthetic in the game as the players take on the roles of French farmers in the 17 th century, when of course, they are not. The fantasy aesthetic is created by how deeply the players choose to role-play as the person the game makes them out to be. Fellowship is apparent in the game as players trade resources amongst themselves, and also through the cooperative game type which can be played in the game where the game becomes two on two, as the farmers split into teams of a family owned business. Fellowship is how the players react to one another, and depending on players choices in the game they may find themselves amongst friends or enemies. Challenge can be seen in the game as players are all trying to be the winner, the best farmer in the land, if you will, and it is the tactics players employ to win that make this sense of challenge. Challenge can be in the mind of the player with what choices need to be made, and challenge is also created by the way other players play and the reactions needed by the others to adapt to the new state of play the game is in. Discovery can also be seen as a minor aesthetic in the game as players move out across the board along the roads to the castle. This sense of exploration allows the players to physically gain gratification from expanding their movement across the board with their available ox carts.

6 Playtest Session 1: Players 1-3 all take their first turns to position farmers according to the first harvest card being flipped, and Players mostly take the time to wait until they have the required materials to load up the cart and move out onto the road of the castle. Players 1 and 3 move their farmers around to gain different resources while player 2 stays with a farmer on each resource. Player 3 chooses to sell his first cartful of resources to the first town he sees as he feels that he has enough resources at his base to reload the cart quickly. Player 3 takes the lead, and begins to reload the cart up on his next turn to again move out towards the castle, at this point in the game I began to see flaws in the way gameplay progressed as Player 1 did no really see the point of stopping at villages to sell goods, and I also noticed how fast the players were gain more resources than they needed. Unfortunately these flaws were taking a toll on the players as they did not seem to be having fun, and I decided to call off the game early after about thirty minutes of play. This session of play ended with player 1 on top as they decided to sell their goods at the second village on the road. The main flaws I saw thanks to this play test was the moving system of the carts, the gaining of resources by the players and the overall length of the trail players take to get to the castle. Many changes needed to be made to make the game more approachable and playable in my opinion. I will go into further detail on how these changes will be made, and how they will affect the future playtests. Changes to the game: Initial setup of the board for first play session 1. Instead of giving players only 1 cart at the beginning of the game to move out with, and potentially have the possibility to gain more carts. Players will now gain a new cart for each time a new harvest card is flipped for the castle, which in game turns is when play has proceeded once around the board. 2. The new mechanic of adding carts for each turn of the harvest cards allow players to actually make use of their stockpiles of resources that I noticed would quickly start

7 to pile up. The mechanic of gaining new workers and trading posts would still stay as they are to entice players to move forward towards the castle in the game. 3. For the next play test I will see if a dice moving system will make the game progress, more smoothly. I may not include this mechanic into the actual game if it does not make the game play any better as I do not want a very large element of skill in the game. Session 2: In this session of play my goal was to see how well the new additions of mechanics to the game would play out in the fun department of what my game has to offer. Gameplay again starts out with the players taking the first go on the board just positioning workers in reaction to the first harvest card being shown. Player 1 was able to load up his first cart rather quickly, as the first harvest card was a simple mix of a few of the resources in the game. After the first carts of the players moved out across the board they were starting to load up their new carts, and I began to notice that the problem of overloading on resources became less apparent as players were loading up nearly everything they needed onto the new carts to head out to the castle. Players also started to value the resources they could make more than in the first game, and trade between the players started to make a larger appearance in the game, at one point player 2 traded all of his resources for an extra worker from player 3. Players still found the time to stop at villages to cash in quick points while moving on to the castle with their other carts. All three of the players chose to gain the supplies for trading posts and built them on the villages, Player 1 and 3 both made their trading posts at the farthest village and player 2 made his at the second village. These trading posts were big factors in the outcome of this game as they allowed players to achieve guaranteed income throughout the course of the games progression, but they also made the players have to remember to keep resupplying them to gain these extra points. When using the dice mechanic in this game I noticed that players were relying on higher rolls to get to the castle faster versus planning out their moves as in the first game, this is where my concerns for having too much luck in the game would impede the actual skill needed to play the game. I may consider dropping the dice moving mechanic and going back to a set movement value for each cart. Play proceeded around the board and it was a close game between player 3 and 1 as they both gained many victory points thanks to their trading posts on the farthest village and their speed at getting to the castle as fast as possible.

8 The board near the end of the game as player 3 and 1 were close in VPs to one another. Changes to the game: Session 3: 1. The dice mechanic needs to go as it opens up too much of a factor of luck to the game that I do not like. I will use the old mechanic of moving 2 spaces a turn in the future play sessions. 2. The new mechanic of the players gaining a new cart with each harvest card really helped the game move forward faster and more equally as the game opened up more options to the players to score versus whoever went first. This play test was really my go to game to see how the modifications and dropping of modifications have allowed the game to get closer to a final product. In this game I moved back to the set move limit on the carts, but the game still featured the players ability to gain extra carts for each harvest card at the castle. These are the mechanic changes that I believe have been the best at making the game more enjoyable to play. In this game the early game was very much akin to all of the other play tests, which has just become how the game starts as this setup phase basically takes over in the game. Play proceeded quite similarly to game 2 as it was the same people playing, and I believe that a small grudge was started between 2 of the players as the last game was so close. In this game trading between the players was seemingly put on the backburner as this game was a fast paced race to the castle kind of styled game. Player 2 though did again though set up a trading post at his farthest village this game, versus the closer one, and it definitely made a difference in his score as the game progressed. Players 1 and 3 opted to continue to gain as many workers as possible to continue to maximize their output of resources onto the map. Players 1 and 3 both focused on paying out to the third village on their roads and also making the big drop off to the castle. Gameplay continued in an almost back and forth style again, and it was Player 1 that came out on top of this game thanks to his last minute decision to payout to all of the closest villages his carts were near at the end of the game.

9 Workers Trading Posts Ox carts

10 Fruit Wheat Wool Dairy

11 Harvest cards

12

13 Castle

14 Villages

15

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