From: David Wessman Subject: FW: Designer's Response to House Rules for Tahiti I received this direct from the designer of "Tahiti" and am forwarding to the list: From: Kevin McPartland, designer of "Tahiti". Subject: response to House Rules by "We are Dave". Attached is my thoughts on the posting I found on the Grognard site. Please consider posting this there, too. I'd like to put in my two cents on the thoughtful discourse the Daves posted on my game. First, I'm thrilled to hear there's people out there having fun playing "Tahiti"! Then, let me get this out of the way: the game scale is 4 miles to the hex. I'm not sure how the error crept in, but it was repeated on the game box, too. The following addresses each of their house rules, using the numbering they used in their letter. 3.1 Home Areas. The random assignment of unequal Home Areas was intentional. The players won't have equal luck with the dice in combat, either. 6.1 Construction and Training. A very good point. In future games using the "Tahiti" system, there will be a separate Area Control Phase following the C & T Phase, to further emphasize this point. Limit on Combat Units. Not a good rule- too cumbersome, doing all that counting every turn! The Population Units in the game represent the excess resources available for warmaking in each Area. The intent of this proposed rule is already in the game. 7.5 Land Zones of Influence. I don't quite understand this rule. "Doubling back" is only possible if you start movement in a ZI. I don't see this as a problem. Village and Population ZI's. Moving stacks can always be assumed to be going to attack enemy units. I think the intent of this rule is already covered in the game- making attacks on Population optional. Terrain Effects Chart. You apparently haven't seen pictures of this terrain- it is really rugged! And remember, the warriors involved are not professional soldiers. (More on this below.) 8.4 Sea Movement. Good point. This is especially important to allow sailing around reefs. 9.2 Land Combat (change to Panic rule). I like this a lot. The Panic rule as originally conceived makes the likelihood of panicking based solely on how badly you lost in combat. Rolling in each hex retreated was just a simple mechanic that worked. This new rule introduces the "chasing" aspect to the chance of panicking. (Change to pursuit rule). These warriors are not professional soldiers. The movement capability of leaders is severely restricted by their ability to convince these guys to go in the direction they need to go! They are not tired after a 4-hex march- they just don't feel like going further. Primitive combat was not particularly tiring, either. It was mainly slinging some stones, shouting, dancing, and making faces at the enemy (no lie!). It was over fairly quickly. If they (as you say) prove their manhood by decisively defeating the enemy, they will run halfway down the island. They're going in the direction that they want to go! And anyway, I think "putting a damper on some of the freewheeling advance after combat possibilities" would be a terrible thing to do to "Tahiti"! (Villages add to combat value). I don't see the moral boost of a village as significant. The warriors in the game are fighting for their leader, not for a geographic area. Rally. This is a nice rule, but the mechanics are tricky. Don't try to rally a Militia unit that didn't Panic, and don't rally a Militia into a Fighter when it started the combat as a Slinger. 9.3 Retreat path. The adrenaline rush of a great victory, and the fact that these warriors are finally going the way they want to go, allows for such a long retreat path. In practice, it almost never gets 9 hexes; usually, all the defeated units Panic to the other side after 4 or 5 hexes. (Change to Panic rule). A good point. Be careful when you apply this- don't get the retreating groups mixed up. (Change to capture rule). Sounds like fun. 11. Area Control. And I was criticized (by others) for the high luck factor in Clan Elder generation! 15.2 Sea Combat. Amphibious attacks? Defend the beach? This sounds like Normandy, 1944, not Tahiti! The attackers will either splash out of their canoes and attack, or goad the defenders into paddling out to meet them. 17. Alliances. A nice idea, but it needs work. During who's movement phase does a mixed stack move? What does it take to break an alliance? 18. Trade. A terrific idea, but again, it needs work. Do Trade Goods have to be moved to the other player on the map, or just handed to him? If the former, then who can move them? How many fit in a canoe? The most challenging question: what are Trade Goods worth to the ultimate holder of them? Perhaps they allow a free extra build on any Village, or a certain number of them are worth a victory point. I would like to conclude by thanking "We are Dave" for their analysis. As a first-time-published designer, and especially since 3W went out of business, I appreciate any feedback. (Yes, even Berg's review, although I liked Zone of Control's review in issue #4 much better.) I can't be reached on the internet, but encourage you to sent your comments and questions by snail mail to: Kevin McPartland 2885 Jessup Road Jessup, MD 20794 I you include a stamped, self-addressed long envelope (and perhaps some extra stamps to help with photocopy costs) I'll send back my Additional Advanced Rules and a black & white copy of "Mo'orea", an expansion kit for "Tahiti". I will be the GM at Origins '97 for a tournament of my new game, "Maori". It is tentatively set for Saturday at Noon (no, it didn't get into the Pre-registration handbook). It is based on the "Tahiti" system, but 500 years later, and on the islands of Aotearoa (New Zealand). It adds fortified villages, moa (you, too, can drive them to extinction), and cannibalism. If I'm real lucky, not only will we have a fun tournament, but I'll find a new publisher, too.