Module Interactions: Part One.
about 7 years ago
– Sat, Feb 25, 2017 at 11:15:25 PM
Ladies and Gentlemen!
As the number of elements you can customize your Event Horizon grows, you might be wondering how different modules interact. To give you a bit of an idea, here's the first of two updates in which Rainer covers the topic.
Enjoy the read, and have a great Saturday!
Module
Interactions
Exodus:
Event Horizon is comprised of 10 different modules
and two full scenarios, one of which is divided into three separate game modes
— cooperative, semi-cooperative, and solo.
The modular concept has, of course, been
around for a while and has been used by many other games in the past. There are
several pros and cons to modular expansions.
Pros:
• You, the player, can freely mix and match
the modules to customize the experience exactly to your liking.
• The modules can be introduced gradually, thereby making the rules easier to
learn and remember.
• More variety, more options, more replayability.
Cons:
• If the designer is not careful, modules
can inadvertently overlap, affecting the same game play aspect in incompatible
ways.
• Some modules may work great independently, but not when combined with others
(and vice versa).
• The risk of adding complexity at a faster rate than the added modules enhance
the game experience.
• Sometimes modules alter or remove basic mechanisms in favor of introducing
new ones.
I will go on record saying that Event Horizon manages to take advantage
of all the pros of modularity, while completely avoiding all of the cons. Of
course, the cons are avoidable,
through careful design and thorough play testing.
Hundreds upon hundreds of hours have been
poured into Exodus: Event Horizon, in
order to make it the best expansion it can be. The final product was considered
every step of the way. Rules were written alongside development of game
mechanisms. Design, development, proof-reading, editing, play testing,
feedback, editing, additional development, more editing, more play testing,
more feedback, more development, etc., etc., etc. …
Independent
module design
Each module, from initial concept to final
version, was designed and developed as a stand-alone module. No module was ever
designed or developed with the idea of what it might add to the game if
combined with modules X and Y. Each module can stand on its own, or alongside
the others. It doesn’t matter if you will play with one, some, none, or all of
the modules introduced in Event Horizon.
Together, they form a seamless whole. Removing one does not create a void or
leave the game experience lopsided.
Event Horizon as a whole
Direct module interaction has been limited
to the Game Setup section of each module. This ensures that you never have
re-learn any rules when mixing and matching modules with one another! The
modules never overlap or interact with the same game element or game mechanism
at the same time! There are no awkward instances where an effect or ability
will have unintended results!
Let us examine the case of Centaurian
Outposts (M3), Exploration (M4), and New Planets (M5).
As you may recall from previous updates:
• Centaurian Outposts adds Outpost tokens
to every planet except players’ starting planets.
• Exploration has all hexes, except for the central hex and players’ Home
Planets, begin play face down.
• New Planets adds new planet types to those used in the game.
In the Game Setup rules for Exploration
(M4) we therefore read:
Then, in the Game Setup rules for New
Planets (M5) we read:
Now, this may be an extreme example.
Fortunately, it is also the only such example! Should you need a quick
reminder, simply refer to individual module rules during game setup, knowing
that everything is covered there.
The Big Box Research
about 7 years ago
– Fri, Feb 24, 2017 at 08:16:47 PM
Ladies and Gentlemen!
This time we're taking a small step away from talking strictly about Event Horizon, to tell you more about a possibility we're currently exploring. As previous backers of NSKN Games' projects can attest to, we greatly value your input and feedback.
This is just a short update to let you know that we have requested quotes from the manufacturer to determine if we can provide a bigger box for the Event Horizon expansion. Such a box would allow you to store all game components from the base game and both expansions.
Additionally, we have been hard at work on something else that many of you have been asking for — a small and consolidated player aid. This player aid would contain all key game turn stages and steps from the base game and both expansions, clearly marked to help players know where certain steps happen, and which ones depend on certain modules, etc.
We hope to have more details on both of these items soon, but still wanted to let you know what we are working on and that your feedback makes a difference. Please note that we are still at the exploratory stage, and although we are hoping to have good news for you, the final outcome is yet far from certainty.
We are always interested to hear your voice, so if you have any comments on questions, please be sure the share them with us here, and, as always, have a great day!
The Event Horizon
about 7 years ago
– Thu, Feb 23, 2017 at 09:25:17 PM
Ladies and Gentlemen!
Would you like to know how the name Exodus: Event Horizon came to be? Would you like to know more about the titular scenario? If at least one of the answers is "yes", than we've got a treat for you today :-)
Event
Horizon
The name Event Horizon was the working title for this expansion from the
very beginning, as early as November of 2015, when only 3 modules had been
remotely imagined.
Why? Not sure. The name seemed natural and
thematic, and it sounded good.
In science, an event horizon is the “surface” of a black hole, the boundary beyond
which nothing can escape from within it. Occasionally, though far less
commonly, the term event horizon is
used to describe an especially impactful event, a “point of no return” beyond
which nothing will ever be the same again.
Being the name for this expansion, the name
has certainly gained several different meanings over time. The sudden return of
the Centaurians was certainly an event horizon that forever changed the story
of Exodus, an event which could
possibly spell permanent extinction of humanity. The name printed on the
Centaurian Stronghold is “Horizon” (albeit written in an alien type font). And
so forth …
But, somehow, it would feel wrong not to
build a scenario around the scientific meaning of an event horizon.
Oh, wait! The actual Proxima Centauri star
is not massive enough to transition from a star to a black hole. It will never
go supernova. Instead, in its post‐main‐sequence phases, a small red dwarf like
Proxima Centauri will grow hotter while remaining physically small as it
transitions to a blue dwarf. Eventually, as the fuel runs out, the star will
slowly fade away as a white dwarf. Oops!
Event
Horizon … the scenario
As you may recall from the information provided
about the Centaurian Stronghold scenario, all modules are compatible with that
scenario, except the Proxima Centauri module.Additionally, the Centaurian Stronghold scenario can only be
played cooperatively, semi-cooperatively, or solo.
The Event Horizon scenario specifically
makes use of the Proxima Centauri module. Additionally, this scenario
represents a new challenge mode for competitive
play in Exodus: Proxima Centauri.
A quick reminder about the Proxima Centauri
module:
The 6 planet hexes immediately adjacent to
the Proxima Centauri hex are affected by Solar Wind. A player who has
researched relevant Technologies can take advantage of the Solar Wind to
increase the combat prowess of their ships.
When combined with second-tier cannons and
shields, the Solar Booster Technologies will keep your ships on par with ships
equipped with top-tier cannons and shields, but only in the vicinity of the
star. Cost wise, you end up paying more CP than Phasium for the same relative
power. On the other hand, top-tier Upgrades will function anywhere on the
board.
Of course, top-tier cannons and shields,
when combined with Solar Booster Technologies, are unmatched in strength among
ships, and deservedly so, considering the premium cost paid for such power.
In general terms — all rules for Exodus: Proxima Centauri remain
unchanged. If you are playing with Edge
of Extinction or Event Horizon,
all those rules also remain unchanged.
There is just one significant difference
when playing Event Horizon scenario — while the maximum number of Turns remains
unchanged, the game may, somewhat unexpectedly, end sooner.
At the end of each Turn, you will add 1
Star Evolution token to the central Proxima Centauri hex. If there are two or
more tokens on the hex (meaning, at any point after Turn 2), you will then roll
a die. If the result is equal to or less than the number of Star Evolution
tokens in play, the star evolves. In other words — the further the game
progresses, the more likely it is that Proxima Centauri will evolve.
The first time Proxima Centauri evolves,
Increased Heat tokens will be placed on each of the 6 planet hexes immediately
adjacent to the Proxima Centauri hex. From now on, Solar Wind also affects all
hexes immediately adjacent to any hex with an Increased Heat token.
The second time Proxima Centauri evolves,
the game immediately ends!
In a standard game, there is a small chance
(11%) that the game will end immediately at the end of Turn 3. However, most
games will last 6 or 7 Turns. Even if the game plays for the full 7 Turns,
Proxima Centauri is guaranteed to evolve at least once.
Until Proxima Centauri evolves the first
time, remember that at least 2 more Turns will remain. This means that the end
of the game will never come as a complete surprise.
If the somewhat random game length is not for
you, no worries. You can play with the Proxima Centauri module, enjoying the
full effects of Solar Wind, without having to play the Event Horizon scenario.
(In 5-6 player games, you can even use the Increased Heat tokens.)
It's full of... Energy?
about 7 years ago
– Wed, Feb 22, 2017 at 06:03:11 PM
Ladies and Gentlemen!
Today Rainer talks about a module that is one of the simplest, but still significant. Plus, there's some extra more general info that you may find quite interesteing.
As always, enjoy the read and have a great day!
Energy
Barriers
During play testing, this module was met
with a fairly consistent “that’s cool,
but … what exactly does it do?”
Energy Barriers originated as a purely
thematic addition to the Exodus
experience — pockets of dangerous electromagnetic energy that dot the space
between sectors.
I always envisioned the various board hexes
as planetary neighborhoods, separated by unspecified vastness of space.
Look at our own solar system. We talk about
Earth being the third planet, then comes Mars, Jupiter, Saturn, etc. We talk
about the planets as if they are somewhat next to each other …
The reality, however, is that the planets
are so far apart that most of us cannot even grasp the vast distances that
separate them.
Sun > Earth = 92.96 million miles (149.6
million km)
Earth > Jupiter = 365 million miles (588
million km)
Did you know that our own solar system is
home to:
1 star
8 planets
5 dwarf planets
181 moons
552894 asteroids
3083 comets
Certainly a 30+ planetary system in the
Proxima Centauri neighborhood would also be filled with marvelous wonder!
At one point or another, asteroids and
comets were contemplated, but ultimately found to be a poor fit. Either, the
rules would be too complicated for something too boring and uneventful, or
their impact would be too great and swingy, without really adding any positive
experience to the game. Moving objects like asteroids and comets, while cool in
theory, were not going to work.
Random pockets of energy are far more
common in sci-fi films than they are in reality. However, since Exodus: Proxima Centauri is not claiming
to be an exercise in scientific simulation, such pockets of energy would make
for a good fit in the game as well.
First of all, while the Energy Barriers
definitely “do something”, they do not impact the game enough to overshadow
their thematic value.
In fact, there are two alternate setup
options — a draft (of sort) where the players choose where the Energy Barriers
are placed or a completely random setup.
No matter which method you choose, each
Energy Barrier will be placed on the border between two hexes somewhere on the
board. There are a few simply rules governing initial placement:
• Home Planet hexes cannot be bordered by
Energy Barriers.
• No hex can be bordered by more than a single Energy Barrier.
• An Energy Barrier cannot be placed along the outer edge of the board.
Once placed, the Energy Barriers remain
stationary for the rest of the game.
Personally, I prefer the random setup. I
like how the thematic value is enhanced, without detrimental impact on the
game.
So,
what do these Energy Barriers do?
Well, they are minor obstacles in space. If
a ship passes through an Energy Barrier, it suffers 1 damage. (Exception: Dark
Raiders can pass through the Barrier without taking any damage.) Additionally,
when counting the distance for Rockets (WMDs), each Energy Barrier the Rocket
must pass through increases the total distance by 1.
That’s it. There is some impact on game
play, but nothing so great that you cannot choose to include them simply for
their thematic value.
Jump Gates, Communication Satellites, and
Energy Barriers … individually, neither module is going to greatly alter the
game. This is by design. Individually, no module should be so impactful that it
threatens the overall Exodus
experience. Together, however, there is plenty of room for memorable moments
and experiences.
“I
can’t believe I was able to rebuild my fleet and rush out to help us defeat the
Centaurian Stronghold! Without my Jump Gate, it would have taken us another
round, with more Warship Squadrons to defeat as well.”
“Aah!
If I only had built that Communication Satellite! One more damage … ONE MORE
DAMAGE, and I could have defeated that Strong Resistance!”
“I am
so lucky that Energy Barrier is there! You now have to either move around the
Barrier — in which case your War Cruiser cannot reach me — or fly through it —
in which case your War Cruiser will instead suffer its last point of damage and
be destroyed before combat even begins!”
These are all moments that happened during
play testing. No, neither module ever determined the outcome of the game. But
they helped write the story and helped enhance the overall game experience.
The rules are simple enough for you to
always include Jump Gates, Communication Satellites, and Energy Barriers. The
way these modules interact with the game and each other, there will be some
form of impact. Whether the impact is going to be purely thematic or one of
these modules makes an actual difference in your game — time will tell.
For some fun perspective on our own solar
system:
“If the moon were only 1 pixel”
Communication is Key
about 7 years ago
– Tue, Feb 21, 2017 at 10:09:18 PM
Ladies and Gentlemen!
Word can travel really fast in the Exodus universe, especially with Communication Satelites. If you want to know more (and win battles, as knowing is half the battle), Rainer has all details in the update below.
Enjoy and have a great day!
Communication
Satellites
Like Jump Gates, Communication Satellites
are utility structures which can be created with a Build Ships Action. The same
building restrictions apply here: you may not build more than 1 Communication
Satellite per Build Ships Action and they do not count as ships.
The first Satellite you build must be
placed on your Home Planet hex. Each subsequent Satellite must be placed
adjacent to a hex where you already have a Satellite. Once placed,
Communication Satellites never move and cannot be destroyed.
The owner of the Satellite deals +1 damage
when involved in combat which takes place in the hex. Additionally, the owner
of the Satellite receives a +1 bonus to range when launching any WMD from that
specific hex.
Communication Satellites serve an obvious
defensive purpose, since they must first be built on your home planet. On the
other hand, since the first Communication Satellite must be built on your home
planet, you will most likely only benefit from its bonus to WMDs, if at all.
This may discourage some players from building that first Satellite.
Remember, however — if you never build that
first Satellite, you cannot build a second, or third …
The more Satellites you have, the more
useful they are.
How will you use them? Will you set up a
defensive Satellite network around your home planet? Will you string them along
as you towards the center of the board? Will you use them more aggressively, as
a boost to help attack (or defend against) your neighbors? Will you mainly use
the Communication Satellites for their combat bonus, or will you also use them
along with WMDs for a more aggressive approach, perhaps even as a deterrent
against your opponents?
Jump Gates become more useful at higher
player counts. Communication Satellites will become less useful at higher
player counts (since they can only be placed in somewhat close proximity to your
Home Planet). Together, they cater to a variety of play styles, especially for
seasoned players.