Designer Diary: Beta Colony, or It All Started with Space Vikings!!!

Designer Diary: Beta Colony, or It All Started with Space Vikings!!!
Board Game: Beta Colony
Ben Pinchback here, one of the co-designers of Beta Colony. I'll be doing the main writing on this designer diary, with Matt Riddle, Beta Colony's other designer, chiming in with his comments, such as this:

Did you hear the one about the monk who walked into the bar? Ouch!

For real, hey everyone. In this post, Ben spends about five thousand words exploring the journey that brought us to one of our 2018 releases — Beta Colony from Rio Grande Games, with Piepmatz and Fleet: The Dice Game being the other two — and I will pop in randomly to break up the monotony of Ben's prattle.

Also, it is interesting how themes change over time. Each step, we did work to make sure the current theme is integrated and made sense. Even though this game is a Euro, there are thematic elements throughout Beta Colony — even a cool backstory written by our buddy Mike Mullins.


If you've heard of me and Matt up to this point, it's most likely from our card game Fleet from 2012 or from our 2017 post-apocalyptic romp Wasteland Express Delivery Service (a.k.a., WEDS). WEDS is kind of like a sibling to Beta Colony in that they both share the same parent — "Space Vikings!!!". Technically Beta Colony is from "Space Vikings!!! 2.0", as we had dubbed it, so I guess that makes Beta Colony a nephew or niece to WEDS with "Space Vikings!!!" proper being the granddaddy. The "Space Vikings!!!" family tree also includes unpublished sibling "4 Brothers of Love", who begat published cousin Morocco, as well as crazy cousin "Alcazar" and his sister "Wolf and the Fox", both of which have been committed to the shelf of misfit protos.

So why do you care about "Space Vikings!!!" and all of Aegir, God of the Sea's children and grandchildren? Well, you don't and you shouldn't. It's just the long way of explaining where the central idea for Beta Colony — the "Rolldel" — came from. In short form, the Rolldel is a dice rondel. Players use sets of rolled dice in pairs to first move their token around the action circle with one die, then activate the spot with the other die.

But we're getting way ahead of ourselves. To properly explain the Rolldel, we need to start back at the beginning, with the vikings in the Baltic sea when Chief Forkbeard passed on and his five worthless sons were left to carry on his legacy. (We'll soon be getting to voyagers constructing colonization pods on the chosen planet, Victus, I promise.)

Get it? Roll... like dice... plus rondel = Rolldell! Boom. You're welcome. Also, the "Space Vikings!!!" tree is like the Belichick coaching tree: mildly successful, but better in theory than in practice.

Back in the Baltic Sea, the brothers Forkbeard went about their business pillaging and expanding with great abandon, forgetting their roots and also forsaking tribute to Aegir, God of the Sea. Enraged by their behavior, Aegir banished them to space, where they would be forced to work their way back into his good graces on their quest home.

This was 2012, and Matt and I would spend the better part of 3-4 years trying to make this ridiculous premise into an actual functional game. Mechanically it had this cool octagon- and square-patterned modular board with an action-selection player mat and upgradeable ships, but thematically it was a mess. I can't imagine why. Also, if this sounds kind of like Wasteland Express Delivery Service to you, then you've cracked the code — but that was not until waaaaay later.


From gallery of riddlen


During this journey, we took a left turn at one point and created "Space Vikings!!! 2.0". We had decided that the Forkbeards needed dice to spice things up and that gameplay needed to be cut down to 60 minutes tops. "Space Vikings!!!" was inherently a pick-up and deliver game, and 2.0 would be the same, but instead of a sprawling modular board, the game would take place on a circular array. Players would use dice to move around the galaxy clockwise in a circle and stop on the different planets to perform actions. Players would use dice in tandem; one selected die would move a player around the circle, and a second selected die would be used to perform the action at that location. The Rolldel had been born!

Even so, the Forkbeards were not doing so well. The pick-up and deliver in a circle was a little too on the nose and lacking in dynamics. Everyone who played the game loved the dice mechanism, but the game as a whole was just not working. And, shockingly enough, the theme wasn't making any sense. But again, everyone loved the dice thing.

The dice thing then went on to spawn a few other games that didn't quite make it to the finish line, crazy cousins "Alcazar" and "Wolf and the Fox" among them, but in the end it became just a cool idea in our tool belt, waiting for the proper time to come out again.

I really liked "Wolf and the Fox", which is still my favorite shelved proto. It even has cute art courtesy of Eric J Carter (the now retired Fleet artist). It is just a simple rolldell game — pick a die, move that many spaces around the rondel and take cards where you land — then later the cards score Ra/Sushi Go-style set stuff. (PWH isn't the only one who can borrow from the good doctor. He just does it way, way better.) Seriously, though, "Wolf and the Fox" is a totally fun 20-30 minute family game, but alas, it just never quite found a home.


From gallery of riddlen


In a parallel world, Matt and I traveled to Baltimore in January 2013 to attend our very first Unpub convention. Unpub is an amazing event in which rooms full of designers play their prototypes with the general public, who show up in droves to test these games and give critical feedback. In the winter of 2013, Matt and I were showing off/working on Monster Truck Mayhem (which deserves a Shakespearean tragedy written completely unto itself) and a mid-weight Euro called "Bagan".

"Bagan" used a hex grid, tiles, and a little resource acquisition mechanism to have players control monks building a temple. The tiles had fun powers on them when built, and the tile-laying had a cool double area control type of scoring. Throughout the weekend, players super enjoyed the tile portion of the game but were continually left feeling flat regarding the resource acquisition. It was too direct and didn't feel clever at all. The game needed a slick layer to pair with the fun tile building...

Fun note: The resource acquisition in "Bagan" was the draw mechanism in Fleet Wharfside. Two piles/queues of three cubes (cards in Wharfside) and you can take two but from only one of the piles. I do not honestly know whether it was in Wharfside first or "Bagan" first — but it worked way better in Wharfside.

Matt and I generally don't add more content to "fix" game designs. Our typical pattern is that we start with way too much fun stuff and end up sculpting the final game down like a statue as opposed to building it up from different pieces. "Bagan" was different. It totally worked but was begging for another layer. It was begging for what Matt and I call "The Feld", that is, the first part of most Stefan Feld games, the clever thing you do which then allows you to do the basic Euro stuff later. Think of the mancala in Trajan, the card drafting in Strasbourg, the dice placement in Bora Bora, the dice trick in Macao, the card play in Bruges. All of these slick things define the games they're in, then give way to otherwise familiar Euro mechanisms. "Bagan" had fun, familiar Euro tile-laying, but it needed — say it together now — the Rolldel.

Combining "Bagan" with the Rolldel made perfect sense to us. Once united, the game began to sing and players were having a blast. The puzzle of the dice selection with movement around the circle, then activation coupled with the tile-laying was perfect. We continued to work the game and ended up with three different areas to in which to build, each with a unique rewards track as players level up in those particular areas. Everything was making sense except the theme. We were still monks building a temple, but for some reason...three areas of the temple. We kinda liked the theme though, so we stubbornly stuck with it when we started to pitch the game around 2015-ish.

It was a pretty good theme. We even explored a two-phase mechanism in which an earthquake happens and the second phase builds off the remnants of the first phase. It was interesting and worked and was historically-based as Myanmar is located in an earthquake zone, but it was not salable as it turns out and, in retrospect, not socially something that Ben and I would embark on now. We have learned a lot over the years from our great gamer and Twitter friends about social consciousness and something with the depth and history of this theme should be handled carefully, if at all. Also, yes the monks have guns in that proto.


From gallery of riddlen


Matt and I had always dreamed of having a design published with Rio Grande Games. After we got deep into the hobby as players, seemingly half or more of our initial collections were Rio Grande titles — all the huge ports from Europe like Power Grid and Puerto Rico, plus favorite originals like Dominion. Add to that Rio Grande's presence at conventions like Origins and Gen Con, and they always felt like the big leagues to us.

Adding to this dream was the fact that Rio Grande's owner, Jay Tummelson, was always very responsive to Matt's inquiries for meetings at those conventions. We pitched Jay a minimum of twice a summer for years. He had taken some of our games overnight to further evaluate, but we had never reached the finish line with him and his team. Ever persistent, we showed him "Bagan" in the middle of 2015. Jay liked the game enough to keep it overnight and have his team evaluate it. The next morning we came back, and his basic response was "Pretty cool game, but it needs some development. Oh, and it should be in space."

Space monks!!! No, not this time. We'd play it a little more straight this time around, especially since space made total sense in this context. The Rolldel was an orbit around a central body stopping in at the moons, etc., and the tile-laying created different settlements. It was a perfect fit, so we worked on integrating the new theme and changing things around over the next year.

You read that correctly: the next year. A year sounds like a long time, but consider that for a 60-ish minute game, two designers working full-time jobs who get together once a week are getting one, maybe two, reps a week. When you start making changes and need the plays, it just takes time. During this time, we had loose contact with the developer from Rio Grande, Ken Hill, who encouraged us to keep working the changes and bring the game back in 2016 to show Jay and the team.

The summer of 2016 went well. We showed the new game to the Rio Grande team, and they were very excited about it. Ken began his development, and we embarked on another period of testing and changes. Like the sculpture mentioned before, extra tasks and scoring opportunities that we felt were fun got chipped away as Ken and the dev team trimmed the fat. (We had additional contracts to complete that you could pick up at the Ridback and a convoluted auction for player powers.) When as a designer you play some form of a game for the better part of four years, you get really good at it. As you get better, the tendency is to add more and more to keep it challenging, not realizing that you've outpaced your audience. This is why testing at events such as Unpub as well as with the dev team are so important. You get the impressions from real players playing for the first time. Inevitably you end up trimming things out you thought you needed.


Board Game: Beta Colony
All the bits


I miss the contracts...maybe for an expansion if it sells well? They were basically dice puzzles that you had to complete while doing other things, so you needed to, say, drop off an orange cube at The Ridback with a green die range 4-6. I realize that unless you've played the game that makes no sense, but they were fun — and unneeded for the target audience. But honestly, super fun, at least for me...

Also, I want to piggy back on what Ben said and thank Ken Hill. He did make some great strides on Beta Colony. Originally the tile-laying influence was disappointingly mathy. It was similar to the system in Santiago (tiles • your markers), but you had to do it constantly instead of just at round's end. It worked and added some nice depth, but was work. Turns out not everyone likes doing algebra.


Ken did a great job over that next year working with his testers and going back and forth with us, and we got the game nailed down enough to begin art assets, graphic design, and production talk. A long story short on this effort is to say that this took longer than we expected for Beta Colony. There were some specific challenges with the tiles, colors, the Rolldel, symbology, clarity, the board layout, and tracks that required a couple go-rounds.

To Ken and Rio's credit, they never settled with good enough. When it was determined that the board wasn't going to be usable by most players, they went back and worked it to make it better. The end result is that Beta Colony is a beautiful production with nice, chunky wooden bits and bright colors reinforced with fun symbols. The dice puzzle leading into the tile play has been well received, and we super hope you enjoy it, too. From "Space Vikings!!!" to "Bagan", Forkbeard to the Rolldel, to the marriage of it all on Victus — our new chosen planet to colonize — thanks for reading and enjoy the game.

Yes, thank you to everyone who read this, or even lightly skimmed it, or just read my parts. Consider checking out Beta Colony as it is in retail now. If you ever have any questions, hit us up in the forums or on Twitter because we will always answer. Matt = @mdriddlen, Ben = @pinchback21


Board Game: Beta Colony
Cultural achievements

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