![Designer Diary: Treelings, or A Series of Fortunate Events and Lots of Playtesting](https://cf.geekdo-images.com/MOjM0nyUjdQxrNlH6YiWCA__medium/img/h8Y8I0RNNBmzNT0SSCvOa4Qp8xM=/fit-in/500x500/filters:no_upscale():strip_icc()/pic5307692.jpg)
In the beginning of 2017, I used my Arboretum cards to try to find a new simple scoring mechanism using only those colors and numbers. I started laying them out in different constellations on my desk, first like in Arboretum, then sorting them in different ways, ending up just sorting them by color — and suddenly I found my scoring mechanism, never changing since then: During the game you collect cards in columns of the same color. In the end you score one point for each card in each column that has no higher neighboring column. That's it. I didn't even use the numbers.
But how do you build your scoring area? In this first version, each player had a hand of cards and had to play all cards of one color in their turn — and before playing, you could name one color and steal all cards of this color from your neighbor.
In June 2017, I visited the game designers' meeting in Göttingen and chatted very excitedly with developers from Ravensburger and KOSMOS, well-known designers, and even Spiel des Jahres jury members. The first fortunate event: I had applied for and was lucky to be nominated for the Spiel des Jahres fellowship for new designers, a fellowship that I would win (but I didn't know this until the next day). I had applied with two other, larger prototypes, but I was also showing off the first version of Treelings. People liked the scoring mechanism, but quickly someone noted that players could cheat and get away with it. They could avoid laying down all of one color, for example, so I changed the game so that players no longer had hands of cards, but an "open hand" with a separate scoring area, both in front of them on the table face up.
In July 2017, I was once again sitting at a table full of my prototypes, this time at Berlin Con. I hadn't actually planned to go, but one of the organizers had heard about the Spiel des Jahres fellowship and emailed me to ask whether I wanted to show my prototypes — which was another fortunate event because during that Berlin Edition SpielwieseCon a new publisher called Edition Spielwiese presented its second game, Memoarrr!. Their developer Julian (who is now working on his own exciting projects with 1 More Time Games) played Treelings. Then he said, "Wait a minute", and came back with Spielwiese's owner Michael and we played again. And they really liked it!
However, the game wasn't yet contract-worthy. There was something missing. For more than a year, Julian and I tried many different approaches, and for much of that time, we thought that abilities for each color could be the solution. But which abilities? I had a long list. And when to activate them? Anytime you play a card? Once the column hits a certain height? When a column gets higher than a neighboring column (which would have been nicely antagonistic to the scoring since you want columns to have the same height)?
No matter what I tried, abilities always seemed too complicated, and using them took too much time compared to the rest of the game. Abilities weren't the solution. Instead, we focused on further analyzing the problem, discovering that you could have an objectively bad hand of cards. If you had five different colors in your hand, you could play only one of them, which would not really enhance your score. With the abilities, we had tried to make a single card more powerful. Instead, I changed the rules of how to lay cards into your scoring area. You take either all cards of one color (as in the original rules) or all the colors of which you have only one card in your open hand. At that point, in November 2018, the game was ready to be signed.
During the rest of the development process, we made two more changes. First, the outer columns of players sitting next to one another would also count as neighboring columns. Therefore, you might not be able to score them, and you could now actively "attack" or "defend" against your opponents, although these terms sound a little harsh for what it is. Second, we removed each player's "open hand" of cards and the ability to steal cards from your neighbor at the start of each turn. Instead, the game now has a "market" of five cards in the middle of the table. This helped the usability of the game and made it even quicker.
The theme was changed a lot during development. In the beginning, the game was about songbirds forming an orchestra, and you couldn't score lower columns because their neighbors were too loud. Then we thought about spices, or maybe just colors or patterns? For a long time it looked like we would be going with feelings, which you needed to balance, yet in the end, another fortunate event decided the theme.
Michael Menzel, who originally wasn't meant to illustrate the game, played it by chance and said to Edition Spielwiese, "I want to do this. I've got an idea." The world of Treelings comes from him, and I could not be happier with it! In a way, this change closed the circle. The design started with an inspiration from a game about trees, and my design also became a game about trees, although that's the only similarity between the two games. While Arboretum is a strategic brain burner, Treelings is fast and easy-going, and it has just the right amount of luck so that everyone in the family can win — a very different type of game.
In the near future, Treelings will arrive at your local game stores and online shops. It's my first published game, but won't be the last. You're welcome to follow my Instagram @paulschulzgames to stay updated (and see what I play and the miniatures I paint). Also feel free to ask me anything!
Paul Schulz