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<channel>
	<title>Flywheel: Inertial Game Design</title>
	<link>http://flywheel.gizmet.com</link>
	<description>game design, out in the open</description>
	<pubDate>Mon, 30 Jun 2008 16:53:41 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.3.1</generator>
	<language>en</language>
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		<title>Smoothing Out the Math</title>
		<link>http://flywheel.gizmet.com/2008/06/30/smoothing-out-the-math/</link>
		<comments>http://flywheel.gizmet.com/2008/06/30/smoothing-out-the-math/#comments</comments>
		<pubDate>Mon, 30 Jun 2008 16:53:41 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
		
		<category><![CDATA[Board Games]]></category>

		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/06/30/smoothing-out-the-math/</guid>
		<description><![CDATA[Math Can Be Annoying
In Lost Cities you have this wonderful scoring event that happens at the end of the game. There is nothing better after a fun game than taking a math test. It helps to have a pencil and paper handy to calculate your mess of a score. You have to sort through bases [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Math Can Be Annoying</strong></p>
<p>In Lost Cities you have this wonderful scoring event that happens at the end of the game. There is nothing better after a fun game than taking a math test. It helps to have a pencil and paper handy to calculate your mess of a score. You have to sort through bases points, penalties, multipliers, and bonuses. Recounts seem to happen more often than not. All in all, this is a  clunky system.</p>
<p>Here comes Keltis, which is sort of a reworking of Lost Cities. You still have all of the math, but it has been cleverly baked into the game. As you move your token, it magically does the math for you. At the end of the game, all you have to do is add some simple numbers together, and viola! you have your score!</p>
<p><strong>Math Can Be Anti-Climatic </strong></p>
<p>Ticket to Ride requires you to track your score as you lay tracks. The rules could have been written such that the players add up their score for tracks at the end of the game, since that method is equally as valid. The big difference is that the end game would be so full of addition that the finals scores would be anti-climatic. Thankfully, the current system lets the player after laying tracks to just move their score token by counting the spaces out or adding two simple numbers together.</p>
<p><strong>Math Can Be Easier<br />
</strong></p>
<p>Whether or not this was intentional, I like how in Through the Desert (and probably countless other games) the math is smoothed out at the end of the game. Through the game you collect all of these small valued scoring tokens. Then at the end of the game, you get bonuses for enclosed areas. Lets say you score 7 points for an enclosed area, you would take a 10 pointer and return 3 of your small tokens. After you do this several times, you are left with a lot of 10 and 5 point tokens and fewer 1,2 and 3 point tokens. When it comes time to score, it is a lot easier dealing with adding up units in 5s and 10s than it is dealing with 1s, 2s, 3s and 5s. Its a small thing, but I really like how the math feels like it has been smoothed out for me.<strong><br />
</strong></p>
<p><strong>What Did I Learn? </strong></p>
<p>In my game Venture Forth I&#8217;ve taken some actions to reduce the amount of calculation that occurs at the end of the game. The game didn&#8217;t have a ton of adding, but I wanted to add more scoring opportunities and that was limited by the current method of scoring.</p>
<p>Firstly, I am introducing a score track - nothing too innovative here. When you get points, you move up on the track. As simple as this is, it is one of the best ways to keep track of score and it allows players to gauge their rank.</p>
<p>Secondly, I am removing an equation from the game. This is not something I actively sought out to do. It just occurred because of other changes that I made. Once it was gone I noticed how smooth the scoring looked. Basically, if your adventurer had less &#8220;points&#8221; than his &#8220;power&#8221;, then you got a penalty. Now, if your adventurer has &#8220;tokens&#8221; on him, you get a penalty. What I did was took out the comparison. I know this is a simple little thing hardly worth mentioning, but it does illustrate that math can be moved around. The comparison is still there and the game plays identically, but now you just have to glance at the board to see if you have any penalties rather than to do some quick math.</p>
<p>What other games have math smoothed out?</p>
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		<item>
		<title>Two New Games!</title>
		<link>http://flywheel.gizmet.com/2008/06/26/two-new-games/</link>
		<comments>http://flywheel.gizmet.com/2008/06/26/two-new-games/#comments</comments>
		<pubDate>Thu, 26 Jun 2008 13:53:33 +0000</pubDate>
		<dc:creator>Ian Cooper</dc:creator>
		
		<category><![CDATA[Board Games]]></category>

		<category><![CDATA[Game Design]]></category>

		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/06/26/two-new-games/</guid>
		<description><![CDATA[Dan and I met Tuesday night for play testing. We each brought a new game design to the table. Dan had a dice game based on the video game Rampart. We each had a Castle and had a stack of gold placed inside. We were able to build up the walls to our Castles, place [...]]]></description>
			<content:encoded><![CDATA[<p><font face="Times New Roman">Dan and I met Tuesday night for play testing. We each brought a new game design to the table. Dan had a dice game based on the video game Rampart. We each had a Castle and had a stack of gold placed inside. We were able to build up the walls to our Castles, place attacking ships around our opponents Castle, blow up walls, and steal each others gold. While the game did not really have an end condition, it played very nicely. On the first round I was not very excited about the game play, but by the end of the 3 round I did not want to stop playing. While there are a lot of dice rolls in the game, there are also a lot of decisions about how to use them and in what order you need to attack the different sides of your opponents Castle. Dan indicated that this was just the core mechanics of a larger multiplayer game. Dan talked about some really cool sounding additions to it. I’m excited to see where the game goes, and I look forward to playing this again with 3 or 4 players. </font></p>
<p><font face="Times New Roman"> </font></p>
<p><font face="Times New Roman">My new game is essentially a light Galactic Empire Building game that has a Flicking mechanic to it. The game should scale for 2 to 4 players. Each player controls a faction of humans that have fled their own galaxy for fear of a seemingly unstoppable alien race that is bent on their destruction. After arriving in this new galaxy the refugees discovered ancient relics of 4 alien races that have long ago disappeared. The faction that develops the most new technology based on the ancient alien relics will establish the foundation of the new Human Empire. There are 24 world discs that are spread across the table. Each world disc has non slip rubber backing so they don’t move around. Players will move from planet to planet by flicking small starship discs. Also, starship combat is accomplished by a simple flicking mechanic. There are 4 different types of Technology that can be developed and each type has two different abilities (now 3). There are two different types of buildings that can be built: Research Facilities and Planetary Defenses. The game also did not have an end game condition so Dan and I played about 12 rounds. It played very well for a first prototype. There really seemed to be no reason to build Planetary Defenses, and every time I built a Research Facility Dan would take it over because it was cheaper than building his own. I focused on building up Technology while Dan focused on spreading out and Occupying Worlds. When we stopped playing Dan had about 28 points and I only had 3 points. I have tweaked the scoring a bit so it should be a bit closer next time. </font></p>
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		<item>
		<title>Bits and Pieces</title>
		<link>http://flywheel.gizmet.com/2008/06/24/bits-and-pieces/</link>
		<comments>http://flywheel.gizmet.com/2008/06/24/bits-and-pieces/#comments</comments>
		<pubDate>Tue, 24 Jun 2008 14:50:00 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
		
		<category><![CDATA[Board Games]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/06/24/bits-and-pieces/</guid>
		<description><![CDATA[I saw this very interesting site today called BoardgameBits. They sell all the little wooden game pieces that you see in all sorts of boardgames, like roads, cubes, cylinders, etc. The best part is that he is local (to this continent) so you get all of the European quality without the overseas shipping costs.
]]></description>
			<content:encoded><![CDATA[<p>I saw this very interesting site today called <a href="http://www.boardgamebits.com/">BoardgameBits</a>. They sell all the little wooden game pieces that you see in all sorts of boardgames, like roads, cubes, cylinders, etc. The best part is that he is local (to this continent) so you get all of the European quality without the overseas shipping costs.</p>
]]></content:encoded>
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		<title>Another Honeypot Review</title>
		<link>http://flywheel.gizmet.com/2008/06/20/another-honeypot-review/</link>
		<comments>http://flywheel.gizmet.com/2008/06/20/another-honeypot-review/#comments</comments>
		<pubDate>Fri, 20 Jun 2008 05:47:22 +0000</pubDate>
		<dc:creator>Marc Majcher</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/06/20/another-honeypot-review/</guid>
		<description><![CDATA[The reviews of Gizmet games keep rolling in! This time, it&#8217;s our old friend Yehuda, with a thorough and fair, but overall positive review of Honeypot. Thanks!
Also, to everyone who&#8217;s ordered in the last week or so: we&#8217;re running low on Taktika stock, but Ian is busy producing some more, so we&#8217;ll get those orders [...]]]></description>
			<content:encoded><![CDATA[<p>The reviews of Gizmet games keep rolling in! This time, it&#8217;s our old friend <a href="http://jergames.blogspot.com/">Yehuda</a>, with a thorough and fair, but overall positive review of <a href="http://jergames.blogspot.com/2008/06/honeypot.html">Honeypot</a>. Thanks!</p>
<p>Also, to everyone who&#8217;s ordered in the last week or so: we&#8217;re running low on <a href="http://www.gizmet.com/taktika">Taktika</a> stock, but Ian is busy producing some more, so we&#8217;ll get those orders out as soon as possible. I&#8217;m out of town this week, as well, so I won&#8217;t be able to get things packaged and sent off to the post office until Monday, at the earliest. Thank you all for your patience with our one-man mailing operation!</p>
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		<title>Designer Chit-Chat</title>
		<link>http://flywheel.gizmet.com/2008/06/11/85/</link>
		<comments>http://flywheel.gizmet.com/2008/06/11/85/#comments</comments>
		<pubDate>Wed, 11 Jun 2008 14:46:34 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
		
		<category><![CDATA[Board Games]]></category>

		<category><![CDATA[Game Design]]></category>

		<category><![CDATA[Playtesting]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/06/11/85/</guid>
		<description><![CDATA[Last night Ian, Jon, and I met.
Chit-Chat 
We started a bit differently by chatting about games on the couch. We talked about our games being published, and all of the details that go along with that.
Ian told us about his newest game idea involving dice, Chun-Li, and fireballs. We were very taken with the idea [...]]]></description>
			<content:encoded><![CDATA[<p>Last night Ian, Jon, and I met.</p>
<p><strong>Chit-Chat </strong></p>
<p>We started a bit differently by chatting about games on the couch. We talked about our games being published, and all of the details that go along with that.</p>
<p>Ian told us about his newest game idea involving dice, Chun-Li, and fireballs. We were very taken with the idea of a Street Fighter-based game, and Jon and I were spouting out ideas left and right.</p>
<p>The topic of designing to prevent cheating came up when Ian mentioned using dice behind a player screen. Jon said one of his biggest pet peeves was when playtesters ask: &#8220;How do you prevent the players from cheating?&#8221; He said that cheater will cheat regardless, and there&#8217;s no reason to work to stop them. I was concerned with unintentional cheating: accidentally giving the wrong answer in Mystery of the Abbey, or not following suit when you have one in you hand, or, in Ian&#8217;s example, accidentally manipulating some game state (dice, score track) that is behind a screen. Those actions can derail a game sometimes. I think we all agreed that taking the time to consider these problems is worth it, regardless of whether or not we fix them.</p>
<p><strong>Haunted Destinies</strong></p>
<p>Knowing that the night was slipping by, we decided to head to the table and play Jon&#8217;s game Haunted Destinies. It was a deduction game, but it lacked deduction. It was more in line with a &#8220;stab in the dark&#8221; style of detective work.  The players had to determine who the bad guy was by revealing cards from the individual player&#8217;s decks. If they saw the bad guy card, then they knew how to proceed to victory. This sounded good when Jon described it, but I felt like it was a slow process. With 30 some cards to look through, a player may stumble upon the bad guy right away, or, through no fault of his own, not find the card until he sees everyone of them. Actually, that isn&#8217;t entirely true. In a three player game, the maximum amount of cards you actually need to look through is 2/3s of them because if you don&#8217;t find the bad guy card in player 1 and player 2&#8217;s decks, then it must be in player 3&#8217;s.</p>
<p>The revelation part of the game was, for me, the part that needed the most attention. The other parts of the game, however, were actually very clever: Eliminated ghost players, and making setup of the board into a mini-game. I hope Jon continues to refine this game to make all of the mechanics shine.</p>
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		<item>
		<title>Taktika in Boardgame News</title>
		<link>http://flywheel.gizmet.com/2008/06/10/taktika-in-boardgame-news/</link>
		<comments>http://flywheel.gizmet.com/2008/06/10/taktika-in-boardgame-news/#comments</comments>
		<pubDate>Tue, 10 Jun 2008 20:58:04 +0000</pubDate>
		<dc:creator>Marc Majcher</dc:creator>
		
		<category><![CDATA[Board Games]]></category>

		<category><![CDATA[Links]]></category>

		<category><![CDATA[News]]></category>

		<category><![CDATA[game]]></category>

		<category><![CDATA[taktika]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/06/10/taktika-in-boardgame-news/</guid>
		<description><![CDATA[Taktika was just mentioned favorably in a front page article on Boardgame News today. Sweet!
If you&#8217;ve been eyeing it for a while (or saw the beautiful photo that accompanies the article) now&#8217;s the time to break down and get yourself a copy. You deserve it!
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gizmet.com/games/taktika.html">Taktika</a> was just mentioned favorably in a <a href="http://www.boardgamenews.com/index.php/boardgamenews/comments/mary_dimercurio_prasad_flicking_games/" title="Taktika on BGN">front page article</a> on <a href="http://www.boardgamenews.com/index.php/boardgamenews/">Boardgame News</a> today. Sweet!</p>
<p>If you&#8217;ve been eyeing it for a while (or saw the <a href="http://www.boardgamenews.com/articles/flickinggames/large/taktika.jpg" title="taktika photo">beautiful photo</a> that accompanies the article) now&#8217;s the time to break down and <a href="http://www.gizmet.com/games/taktika.html" title="Taktika game">get yourself a copy</a>. You deserve it!</p>
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		<item>
		<title>multi-game</title>
		<link>http://flywheel.gizmet.com/2008/05/27/multi-game/</link>
		<comments>http://flywheel.gizmet.com/2008/05/27/multi-game/#comments</comments>
		<pubDate>Tue, 27 May 2008 21:41:33 +0000</pubDate>
		<dc:creator>Marc Majcher</dc:creator>
		
		<category><![CDATA[Game Design]]></category>

		<category><![CDATA[online games]]></category>

		<category><![CDATA[web games]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/05/27/multi-game/</guid>
		<description><![CDATA[Back in the earlier Internet days, about a dozen ago (that&#8217;s 1996-97-ish, for those of you who are either math-addled or from the future), I had fancied myself a bit of a web game developer. I had a website with couple medium-sized multiplayer online games, your standard strategic exploration and combat and tech tree stuff, [...]]]></description>
			<content:encoded><![CDATA[<p>Back in the earlier Internet days, about a dozen ago (that&#8217;s 1996-97-ish, for those of you who are either math-addled or from the future), I had fancied myself a bit of a web game developer. I had a website with couple medium-sized multiplayer online games, your standard strategic exploration and combat and tech tree stuff, one about cavemen and one about nanotech spaceship-clouds. Maybe had fifteen thousand registered users, give or take, which for the time was pretty decent. It was all old school play-by-web, with frames and javascript and database-driven Perl CGI backends and whatnot - all pretty gnarly and poorly maintained, and it all eventually collapsed under its own weight after I lost interest after a business deal fell through and I started to focus more on my day job, which was basically the same thing, only for clients who actually paid us.</p>
<p>I&#8217;d never try to resurrect those exact same games - the designs were clunky, the code wasn&#8217;t anything to be proud of, and the old player base is long, long gone - but I&#8217;ve still got design documents in various stages of decay sitting around for a good half dozen totally decent web-based games that could be thrown together, given a bit of care and time. A little bit of playtesting and polishing here, a chunk of content generation there, spray the Rails hose at it, and voila. Sounds reasonable enough. Unfortunately, as a freelance developer, overbooked stage performer, and relatively new father, most of my billable and non-billable hours are spoken for, and most of my game design time is directed towards the tabletop side of things. Also, the landscape is much different now than it was then - there are hundreds of browser-based games out there, many of them possessing much greater polish and love than I could ever hope to give them, unless I quit my life or something. Still, the projects are on the stack, and someday, they might get gotten to.</p>
<p>But, that&#8217;s not what I&#8217;m here to talk about. I&#8217;m here to talk about something that I don&#8217;t think I&#8217;ve seen yet, and if I&#8217;m not able to make it happen right now, I&#8217;d love to see someone else try it out. So, off into the collective consciousness we go: I&#8217;d like to see a set of web-based games that are totally different play-wise, theme-wise, and other-wise, but all their players operated on the same set of data that described the world, and the resources in it. So, say, you&#8217;d have one set of players flying around, mining asteroids and fighting aliens and space pirates in your typical 4x/Elite-style galactic trader game, another set of players hacking away at monsters in a fantasy world based dungeon crawl, another bunch of players fighting over city blocks and illicit businesses in a gang war game, and maybe another set doing something interesting in some stock market financial simulation thing. Or whatever.</p>
<p>But! When players do stuff in one of the games, it doesn&#8217;t just affect their game world, it becomes part of all the others, too - all the games work on one big database, but they all provide radically different views and available actions on that world data. So, your gangland activity in one game generates the monsters that the dungeon crawlers fight. The trading of goods in starports across the galaxy and the selling of loot in medieval towns are reflected in the stock exchange in the financial sim. The players that become leaders of the Mages&#8217; Guild in one game are portrayed as mob bosses in another. A shrewd investor cashing in a bunch of hot commodities in one world causes a medical emergency for an outpost on the galactic rim. You could even hook generated game data into real-world sources like weather patterns, the actual stock markets, RSS feeds, twitter chatter, all kinds of fun stuff. There are so many ways to weave totally different game worlds together, and the really fun part is, you really wouldn&#8217;t have to tell anyone about it. Players on one web game are the alien menace in another, and nobody knows except the admins - until the day that the master plan leaks, which leads to all kinds of awesome.</p>
<p>Sure, there are some technical and design challenges involved with a scheme like this, but in my mind, totally worthwhile ones. Who knows - maybe this is already happening, and the veil hasn&#8217;t been lifted yet. And I guess I&#8217;ve blown my cover already, so if I ever do get around to doing something like this, it&#8217;ll come as no surprise. Still, potentially fun times ahead. Keep watching the skies.</p>
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		<title>Coalescence Contest!</title>
		<link>http://flywheel.gizmet.com/2008/05/23/coalescence-contest/</link>
		<comments>http://flywheel.gizmet.com/2008/05/23/coalescence-contest/#comments</comments>
		<pubDate>Fri, 23 May 2008 06:06:11 +0000</pubDate>
		<dc:creator>Marc Majcher</dc:creator>
		
		<category><![CDATA[Board Games]]></category>

		<category><![CDATA[News]]></category>

		<category><![CDATA[coalescence contest stars]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/05/23/coalescence-contest/</guid>
		<description><![CDATA[Hey, do you want to win a free copy of Coalescence? I know you do. Well, how about that, and a free copy of Honeypot, to boot? There is no resisting a deal as sweet as that, right? So, what you need to do is get on over to BoardGameGeek, and check out the contest [...]]]></description>
			<content:encoded><![CDATA[<p>Hey, do you want to win a free copy of Coalescence? I know you do. Well, how about that, and a free copy of Honeypot, to boot? There is no resisting a deal as sweet as that, right? So, what you need to do is get on over to <a href="http://www.boardgamegeek.com/" title="the geek">BoardGameGeek</a>, and check out the <a href="http://boardgamegeek.com/article/2337624">contest</a> I just posted up there.</p>
<p>All you need to do is identify these nine stellar objects, and tell us what they are, and if you&#8217;re the first one to get them all right, the tubes are yours.  Head on over for the official scoop!</p>
<p><img src="http://www.gizmet.com/img/coalescence-contest.jpg" alt="Coalescence Contest Image" height="523" width="699" /></p>
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		<title>Suit Up!</title>
		<link>http://flywheel.gizmet.com/2008/05/19/suit-up/</link>
		<comments>http://flywheel.gizmet.com/2008/05/19/suit-up/#comments</comments>
		<pubDate>Mon, 19 May 2008 14:00:49 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
		
		<category><![CDATA[Board Games]]></category>

		<category><![CDATA[Card Games]]></category>

		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/05/19/suit-up/</guid>
		<description><![CDATA[Over the weekend, I realized an important aspect of suits in game design. They restrict options and therefore increase tension.
Imagine a game of Lost Cities where all of the cards were of the same suit and they could be played on any expedition. Now instead of a 20% chance of drawing the suit you need, [...]]]></description>
			<content:encoded><![CDATA[<p>Over the weekend, I realized an important aspect of suits in game design. They restrict options and therefore increase tension.</p>
<p>Imagine a game of <a href="http://www.boardgamegeek.com/game/50">Lost Cities</a> where all of the cards were of the same suit and they could be played on any expedition. Now instead of a 20% chance of drawing the suit you need, you have a 100% chance. The discarding aspect of the game would be pretty pointless. In short, all of the interesting decisions go out the window.</p>
<p>This seems pretty obvious in retrospect. In fact, I&#8217;ve added suits before to games for that very reason. I guess I was just oblivious with my perpetually undone game, Venture Forth, which was lacking suits. The game gave you lots of options, but ultimately felt flat. I added suits yesterday and all of a sudden the tension in the game started to come out! Behold the power of suits!</p>
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		<title>Control Panel</title>
		<link>http://flywheel.gizmet.com/2008/05/07/control-panel/</link>
		<comments>http://flywheel.gizmet.com/2008/05/07/control-panel/#comments</comments>
		<pubDate>Wed, 07 May 2008 13:30:13 +0000</pubDate>
		<dc:creator>Dan Manfredini</dc:creator>
		
		<category><![CDATA[Board Games]]></category>

		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://flywheel.gizmet.com/2008/05/07/control-panel/</guid>
		<description><![CDATA[Last night at our design meeting, I mentioned a game that I thought related to the topic at hand. We were discussing designing a game with a space ship control panel, when I remembered this game called Wormhole that had that very thing.
According to the entry on BoardGameGeek.com:
&#8216;Wormhole&#8217; by www.worldworksgames.com is a tabletop space combat game which [...]]]></description>
			<content:encoded><![CDATA[<p>Last night at our design meeting, I mentioned a game that I thought related to the topic at hand. We were discussing designing a game with a space ship control panel, when I remembered this game called <a href="http://www.boardgamegeek.com/game/26890">Wormhole</a> that had that very thing.</p>
<p>According to the entry on BoardGameGeek.com:</p>
<blockquote><p><font color="#808080">&#8216;Wormhole&#8217; by </font><a href="http://www.worldworksgames.com/"><font color="#808080">www.worldworksgames.com</font></a><font color="#808080"> is a tabletop space combat game which promises an affordable yet paradigm shifting gaming experience. Taking the &#8220;virtual board game&#8221; concept to the bleeding edge; instead of forcing overpriced lead miniatures on players Wormhole offers a complete fleet of high quality 3-D models that you print and build from your home printer. This feature alone gives players the opportunity to build massive fleets without breaking the bank.</font></p>
<p><font color="#808080">Wormhole promises &#8220;cinematic&#8221; space combat with visual style and presentation not yet seen in the genre. Rules are easy to understand but offer a scaling level of depth for a variety of play styles. Wormhole also introduces an interactive damage and orders system which removes heavy book-keeping tasks and replaces it with a &#8220;control panel-like&#8221; interface (you feel absolutely in control, barking orders to your fleet). A number of unique gaming elements conspire to make Wormhole a truly immersive and completely original gaming experience.</font></p></blockquote>
<p align="center"><img src="http://images.boardgamegeek.com/images/pic313921_md.jpg" /></p>
<p align="center">Notice how in the top right picture how the panel is modular!</p>
<p align="center"><img src="http://images.boardgamegeek.com/images/pic320652_md.jpg" /></p>
<p align="center">I don&#8217;t know if it is just the lighting, but this looks awesome!</p>
<p align="center"><img src="http://images.boardgamegeek.com/images/pic213360_md.jpg" /></p>
<p align="center">And here are the ships you actually play the game with.</p>
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