In Troyes (pronounced "troah"), players recreate four centuries of history of this famous city of the Champagne region of France. Each player manages their segment of the population (represented by a horde of dice) and their hand of cards, which represent the three primary domains of the city: religious, military, and civil. Players can also offer cash to their opponents' populace in order to get a little moonlighting out of them — anything for more fame!
Make your underlings:
work on the cathedral
combat misfortune
bustle about the city
and other such tasks that are below your family's stature
•••
Many editions of Troyes released in 2016 or later include rules for a solo variant as well as four bonus cards originally released in 2011 as a promotional item. Versions released prior to this date contain rules only for games with 2-4 players.
- deep, crunchy strategy with highly engaging puzzle-like turns
- tight worker-placement with engine-building elements
- not trivial to learn or teach
- TWA
Mechanics (from transcript analysis)
- dice-influenced action selection — dice values and action slots drive available options and power balance.
- dynamic interaction through dice and actions — players interact via shared dice pools and tempo of actions.
Video topics + discussion points
Quotes (from this video)
- the central mechanic of pulling chips and push your luck is so much fun
- it's a brain burner because everything is connected
- the dice mechanism... it's tight and open information
- the narrative tension of Final Girl keeps delivering memorable moments
- the balance of speed versus efficiency in Great Western Trail is brilliant
- Race for the Galaxy remains a fantastic quick puzzle with a strong core system
References (from this video)
- highly interactive and dynamic
- clever dice action system
- can be mentally taxing
- rules may take time to master
- dice-driven action and interaction
- ancient Troy
- interactive, competitive with hidden scoring element
Mechanics (from transcript analysis)
- dice drafting — use dice as the core action resources
- fame manipulation — spend fame to alter dice results
- grouping dice into actions — combine 1-3 dice to perform actions; sum/ratio dictates usage
- interaction through dice — you can buy or borrow others' dice to perform actions
Video topics + discussion points
Quotes (from this video)
- these are the games that have stood the test of time for me each one I've played every year for a decade or more
- Robinson Crusoe for me it came out in 2012 I got it immediately
- it's the ultimate forever game
References (from this video)
Mechanics (from transcript analysis)
- unknown — Details not provided in transcript.
Video topics + discussion points
Quotes (from this video)
- The publisher has the exclusive right to adapt all or part of the game into any genre and any format and to make use of these in any way as well as the right to improve or modify the game using any third party chosen by the publisher.
- The author shall be given 24 hours to review the final version of the rules before they are printed.
- If you want a publisher to fund the production of your game to take all the financial risk to promote the game through their established channels and highlight the game as one of their own you're going to have to relinquish a lot of control.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- customers don't purchase products they purchase a better version of themselves
- the outward presentation of our product sets expectations in the user
- it's central to the design
- it's an observation i can relate to
References (from this video)
- example of learning from early designs
- illustrates the journey from experimentation to publishing
- Happy Salmon
Mechanics (from transcript analysis)
- mechanism experimentation — early design exploring combination or modification of game mechanics
Video topics + discussion points
Quotes (from this video)
- empathy a product design approach puts the user right at the center of the process from day one
- prototype doesn't have to be finished it doesn't have to be pretty and it doesn't even have to work
- you can just grab some markers some blank cards some components that you borrow from games that are on your shelf as long as you get the thing on the table and you get it played
References (from this video)
- authentic medieval art style
- bag-building mechanism provides tangible tension
- great modular expansions enrich gameplay
- campaign-focused expansions can be heavy
- requires commitment to manage a growing bag of tokens
- economy, cheese as a valued resource, church and trade
- Medieval Europe with a focus on trade and cheese
- historical feel with totalitarian undertones (in-game flavor)
Mechanics (from transcript analysis)
- bag building — Tokens are drawn from a bag to perform actions; different tokens influence outcomes.
- bag_building — Tokens are drawn from a bag to perform actions; different tokens influence outcomes.
- Resource management — Acquiring goods (like cheese) and investing in actions that deliver long-term victory points.
- resource_and_trade_building — Acquiring goods (like cheese) and investing in actions that deliver long-term victory points.
Video topics + discussion points
Quotes (from this video)
- Don't sit in the bath with your toaster
- If you're new here, consider subscribing to this channel
- pigs in blankets look like the wolf cogs
- this is a frantic time
References (from this video)
- fantasy/dice-driven
Mechanics (from transcript analysis)
- dice placement — Two-sided or variant boards with dice placed to score points; asymmetric play emphasized
Video topics + discussion points
Quotes (from this video)
- There are really two groups of designers
- the attempt to make all games playable by all people is a lofty ideal
- colorblind accessibility was at the forefront of our minds as we designed
- stand up for your views it's important that you collectively produce a product which you as designer can be proud of
- publishers need inventors just as much as we need them
References (from this video)
- Rich power interactions
- attempted balance across iterations
- Polarizing feedback; potential need to listen to critics
- interacting powers; balance and complexity
- unknown
- iterative design with evolving powers
Mechanics (from transcript analysis)
- unknown — Multiple powers with interactions; balance considerations
Video topics + discussion points
Quotes (from this video)
- as tabletop game designers we frequently put ourselves under insane pressure we set ourselves unachievable goals and compare ourselves to other professionals who work in a totally different context with totally different resources
- be rigorous and honest and introspective do what you have to do don't cut corners
- read the room use your judgment your intuition and play test enough
- publishers want to hear from you believe me this is the most open approachable industry that i've worked in
- it's a gut feeling and it varies
- there are always more changes that could be made
- you do it your way that's all you can do