Dec 112007

The latest game design that I’m working on has spawned from a single mechanic into something really fun to work on. I won’t go into the mechanic now, but I will talk about the theme of the game: Sci-Fi!

The game’s setting is inspired by Mos Eisley from Star Wars. The central board of the game depicts a spaceport where there’s lots of hustle and bustle amongst the lowlifes and smugglers. You play as the equivalent of a Hutt Crimelord. Your job is to get your shipments of goods and contraband to where they need to go. You loosely control pilots and their ships to do your dirty work. Yes, this game could just as well be played in the Mediterranean with your typical traders with weird hats, but who wants to play that yet again?

By setting this game in a familiar place, I can infuse theme into the game by asking WWHSD? Han Solo would find business at the Cantina. Han Solo would do anything for the right price. So far, that seems to be working. Those ideas translate into: You can convert goods into contraband at the Cantina. You can use your opponent’s ships by paying the other player off. As I hone down the rules and mechanics, I’ll be adding more thematic elements like these.

Last night I refined my prototype to make sure I had enough pieces to play. When I threw the game together initially, I just grabbed some wooden cubes and said to myself “This looks like enough.” So, I looked through my box of game bits and found some colored cubes for the shipments. I took some small wooden milk bottle things and made them into rocket ships. My board, which is just a circular ring of docking bays, needed some cantinas, so I just added some gray blocks to the board. I put the board on a black cloth just to add to the space-faring theme.

The individual planets that a player controls were fun to design. Right now, they are just denoted by what cubes they produce and what cubes they require. Since there are only three types of planets and three types of goods, it was a bit tight to design them yet still make them interesting. Also, one of the planets is a Rebel planet. It is where all of your contraband needs to go once you acquire it. I still need to make the individual planet place cards because as of right now the cubes will be sitting on post-its.

Right now, I’m still in the design phase, but certain rules are starting to congeal into permanent ones. I’m still experimenting with ideas and trying new techniques out, which is where most of the fun is when working on a game. I’ll try to keep you posted on my progress.

Last night I had some friends over to play House of Whack. Most of them had played the version that comes in the box, but I wanted to show them the version that comes *outside* the box. This was the version I had always wanted to play. It’s not something that can easily be explained in a manual as you really have to experience it firsthand due to its emergent, organic game play.

Before we set up, I asked each player to describe what made a game fun for them. Nick said he enjoyed player interaction. So I then asked for another player to take on the responsibility of making sure Nick had player interaction. Julia volunteered. Next, Jen said she really enjoyed being able to hoard money in a game. So Cory volunteered to introduce financial tension in the game. Jake liked games with bidding. Nick offered to oversee that aspect. In fact, when Julia said she wanted a game with multiple end goals, Nick made everyone bid for the right to manage that. Jake won by bidding two blue beads (at this point Cory had yet to reveal the value of any of the beads in play). Finally, Cory said he liked games where player actions had lasting ramifications. Jen took on the responsibility of making sure that element was in the game.

Everyone then chose a playing piece from a selection of D&D minis and HeroClix figures and placed them on the Start tile. I then said, “The rules say you start out with three Drama cards each, but what do YOU say?” The players proposed that everyone should get five cards instead, except for Nick, who got only two. He was outvoted.

I explained that the information printed on the cards should be used as a last resort, if the players had difficulty inventing an alternate purpose for a card. I said that the name of the card and the artwork were actually more important than any rules they might find there. Nick immediately played the Destiny card, but called it the “High 5” card as it showed a hand on it. He announced that whenever two players high-fived, they got two gems. I pointed out that Nick had now made an offer to the other players. The players then had the opportunity to agree with this new “rule” or modify it. I discouraged outright vetoes.

The players began exploring the House. They decided to ignore the movement rules and say that you could use an Action to automatically move to an adjacent room. When a new room was revealed, I asked the player to tell everyone about the room and if there was anything special we should know about it. For instance, if someone entered the Clone Chamber, they had to face a horrific clone duplicate of themselves. One of my favorite inventions was the Whack Ball room. Nick decided that players could engage in a gladiatorial sport called “Sun Fighting.” Each player started with an arm extended above their head. You won the battle by pushing down on your opponent’s fist so that it went down past their shoulder. At one point, Nick and Cory got swallowed by the Dire Frog and discovered a room inside the Frog’s belly. But then Julia played the Impostor card and switched their position with Jake.

I should point out that Nick never chose a playing piece. It was discovered that Nick and Cory were somehow grafted together like conjoined twins. Wherever Cory moved, Nick was there too. This also gave each player access to the other’s Drama cards. When they tried to high five each other to gain 2 gems, the other players protested, saying it was actually just clapping, given their circumstances.

A few rooms were in play before Cory realized that he had no idea how to win. Jake, thinking of Julia’s desire for multiple end goals, proposed that there be multiple ways to win. This was put to a vote. Each player then came up with a way to win or end the game. So, in this instance of the game, a player could win by having the most money (but Julia could win if she had the least), or if they rode the Walking Room, or if they ever had 15 cards in their hand, or if they recovered all four of the Sacred Artifacts, or if there was no more room on the table for more room tiles, or if someone sang the best rendition of Johnny Cash’s “Ring of Fire.”

During this game, most of the action was in the Drama cards. Only about five rooms made it into play and about six Whack cards were drawn. The Guest cards were never used. Jen caused a tower to rise up in the middle of board. Jake used the Architect to build himself a tiny green house which allowed him to charge rent for anyone who landed in that room. And I can’t remember the exact sequence of events, but Jake sent an army of ninjas off to retrieve something that Jen was trying to steal, but they ended up getting destroyed in a war. Cory played the Scarf Trick card on Nick, who had recently taken up knitting and was literally knitting a scarf during the game. His trick was to instantly change his sad face to a happy face behind the scarf. It was one of those things where you had to be there to appreciate it. This applies for the entire play session too.

I was really happy with everyone’s inventiveness concerning the Drama cards. I felt that each of the players was able to tell an interesting story with their cards and make convincing cases for actions they were trying to perform.

The game ended when Nick entered The Gate and discovered the Walking Room, which he was able to ride. Jen won the game because she had the Hope card in her hand, which granted 10 Gold Hearts at the end of the game. Cory revealed that the hearts were indeed the most valuable currency in the game, worth much more than the red, blue and gold beads.

Overall, I couldn’t have been happier with how the game went. It was exactly how I imagined the game would be played. The actual “rules” that come with the game were rarely referred to. So hopefully this account will inspire you to try playing the game in a completely different way.

Dec 072007

On Tuesday, it was just me and Ian at the design meeting. We played a several iterations of my new Space Port game. We took it from a bunch of clunky mechanics and turned it into something that was interesting and playable. It still has a lot of work to go, though. Besides that, we also experimented with some new rules for Monkey Lab intended to reduce the chaos in the game. That led us into a discussion about what chaos is, why it exists, and why some games have it and others don’t.We defined chaos as the feeling a player has when he has little to no control over significant changes in the game. This can come into play when your opponents mess with neutral playing pieces, as in Wiz-War, or your playing pieces, as in Wiz-War. In Fluxx this occurs a lot, and you might as well not even pay attention when it isn’t your turn because the game will have changed dramatically by the time yours starts again. Consider yourself lucky in either of these games if your plans haven’t been entirely disintegrated after one round.

Chaos is something that can be amplified when the number of players increase. In a two player game, you have one guy who is always doing his best to slow you down. In a six player game, you have five guys that can all potentially choose to work against you. Even when there are not direct attacks possible in the game, multiple players simply means that the percentage of choices you make in the game is smaller.

Werewolf is the perfect example of demonstrating the chaos/player relationship. In a hundred-player game of Werewolf, the results are very chaotic. Your vote to kill a villager is almost insignificant. The odds that you get what you want are very small. Once the game gets down to a small handful of people, you feel much more in control because there are less people to convince and less opposing arguments to overcome.

RoboRally is another game of chaos. The chaos exhibited here is in the form of unexpected and uncontrollable outcomes. As a player, you do have a lot of control over where you want your robot to end up on the board. However, one unplanned bump from another robot will make the rest of your moves nearly random. Planning for this, players can choose to “take the long way” to the goal and avoid interactions with other players thereby reducing the amount of chaos. So, with RoboRally, players can control the amount of chaos they want to encounter. They are effectively “in control” with their risk management plans.

My game Monkey Lab has a similar problem, except it does not have a strong “risk management” solution to the chaos. Your plans can be messes up no matter what you do. The solutions we came up with allows for players to take actions such that they can avoid chaos in the short term. Chaos will still exist, but players should feel more in control of whether or not they want to subject themselves to it.

Chaos is something I never really though about until now, and I plan on being more aware of it. Chaos can exist, but the key is all about keeping your game under tolerable levels of it.

Nov 302007

At this week’s meeting, I mentioned this dexterity game that I made for a BGDF designer challenge about two years ago, and I thought I repost it. I don’t remember why I brought it up, but it did come in second place and I think it’s pretty good. It’s really easy to make (household stuff), but be warned you will get light headed with all of the blowing you’ll be doing!

Downdraft Skiing
By Dan Manfredini

For any number of two player teams

Components

• 1 Cotton Ball
• 1 Ping Pong Ball
• 1 Crumpled Paper Ball
• 5 (or more) Unopened Cans (Soda, Beer, Soup, etc.)
• 1 Stop Watch
• 1 Sheet of Paper w/ Pencil
• 1 Long Table

The Object of the Game

Downdraft Mountain is notorious for its strong winds and deadly cliffs, but that doesn’t stop skiers from attempting to slalom down it. The object of the game is for you and your teammate to blow your skier (ball) in and out of the flags (cans) to the end of the course.

Setting up the Game

• Clear off a long table and remove all of the chairs around it.
• Place 5 cans down the length of the center of the table. You may use more cans depending on the length of your table. Player may agree to stagger them off of the center to increase difficulty.
• Designate a “start” end and a “finish” end to the table.
• Assign teams of two players.

Playing the Game

The game will consist of three rounds. The type of skier will vary each round:

Round 1 – Cotton Ball (Stops reasonably)
Round 2 – Ping Pong Ball (Does not stop)
Round 3 – Crumpled Paper Ball (Stops too early)

On Your Run

Each team will get one chance during each round to run through the course.

On your team’s run, both players go to the “start” end of the table. One player stands on the one side of the table and the other player stands on the opposite side. One player will place the ball on the table in front of him.

Designate a player on another team to be the referee. That person will give a countdown, tell the players to start, and then start the timer. The player will then blow his ball through the first gate (between the edge of the table and the first can). The teammate will then blow the ball back around the next can. This will continue until the ball goes through the last gate (between the edge of the table and the last can). When the ball passes through the last gate, the moment it leaves the table is when the timer should be stopped. The referee then records the time for that run.

Special Rules

• While the ball is on the table, it may not be touched, except the replace a fallen ball.
• If the ball falls off the table, put it back on at the edge where it fell off.
• A player cannot leave his or her side of the table.

Scoring

At the end of each run, that team is penalized one point (+1) each time the ball falls off the table, one point (+1) each time a teammate touches the ball illegally, and two points (+2) each time a player leaves his or her side of the table.
At the end of each round, the team with the best time marks off two points (-2).
At the end of the game, the team with the least points is the winner.

Okay, here’s the full rundown on what I did at BGG.Con 2007, also cross-posted from my blog. The short version: played a lot of games, promoted and sold Honeypot a bunch, and generally had a blast with a whole bunch of fine folks. And now, buckle up – here comes the long version.

Thursday 11/15/2007

I woke up at the unholy hour of 5:30am to finish packing and get myself together for the trip up to Dallas. This is my first BGG.Con, so I wasn’t entirely sure what to expect, but after hauling way too much crap around on the flight up to Indianapolis for GenCon, I was determined to err on the side of packing too little. I only brought a small clump of clothes and toiletries, my small bag to carry notebooks, schwag, and games in, a medium-sized box of Honeypot games to sell, and a big box of games for the math trade. I didn’t actually bring any of my own games to play, since I figured there’d be more than enough to lay hands on once we got there. Boy, was I right.

I got myself over to Nukes’ house around 7am, just before Drey, and before too long we were on the road. Huge props to Nukes for driving there and back – that would have been one hell of a bus ride. We arrived around 11am or so, found Mischa and our other peeps, got our room situations straightened out, stowed our junk upstairs, registered, and hit the floor rolling. Everyone got some kind of free game as a door prize, and I was lucky enough to show up early and snag Mission: Red Planet. I haven’t played it yet, but I’ve heard good things, and it looks pretty decent.

First thing, I sat down with some of the boys who were just finishing up a game in progress (I don’t remember which), and played a filler game of Honeypot with Peter while we waited to get in on the next one. First up was The Circle. This game has excellent art direction, and that’s about the best thing I can say about it. Took forever to untangle the rules, set everything up, and finally get started, and then the first several turns took another forever to grind reluctantly up to speed. By the time we figured out what we were doing and had a sense of how the game worked, we realized that it was pretty crap, and bailed. This was extra sad for us, because we could see the potential in the game, but it just wasn’t there for us. Not an auspicious start to the gaming, but everything was up from there.

After a brief interlude in which we ate some tasty greek delivery, someone brought out Saturn, a gorgeous dexterity game from the Theta line. Basically, you have these three rings around the center sphere that balance along various axes, and you have to place differently-sized balls in slots on the rings, without making them all tip over. It seems easy, but it was mildly challenging, and the scoring system was simple and elegant, and all the players were fairly engrossed the entire time. I’d definitely pick this up if I could find it cheaply, but it’s one of those rare games that will probably wind up costing more than it’s worth.

We cleared the big plastic planet off the table and set up Ruse and Bruise. Fast to learn, fast to set up, and fast to get started, this was a tight little card game that was simple, but still had a good bit of complexity to it. You have a deck of twenty cards or so that represent members of your court or something along those lines. You play these under a bunch of treasure cards that you want to claim – each treasure is worth a different number of points, and each requires a certain number of cards to be played under it before the round is over. When all the slots are full up, you count the total number of points that you’ve played under a treasure to see who gets it – aha, but many of the cards have special powers, which affect the outcome greatly. It’s easy for a cunning play that you’ve set up to be shattered by the wrong card played by a crafty opponent. It was one of those games with just the right amount of chaos to make things really fun – lots of banter and laughing, and quite often, someone would reach for the rules to check something out, and everyone would almost cheer, because we knew they were up to something. I’d like to pick this one up very soon.

The group broke up and some of us reconvened in another part of the gaming hall, and tucked right in to our next game, Patrician. Much more sedate than our last game, but still quite good. Basically, you play cards to either build two stories on one of two towers in one of the cities, or build one city and do a special action. The cards tell you where you’re allowed to build, and where you pick up your next build card, so although it doesn’t feel like there’s much choice at times, you can still shoulder your way in the direction that you’d like to go by basically choosing where you’ll be sent next. Some of the cards also have faces on them, which are worth points at the end of the game if you can collect sets of three of them. The game ended relatively quickly, scoring happened, someone won, we were all happy with it. Not world-rocking, but still fun.

Next up was Burg Appenzell, a sweet German game about mice trying to collect cheese in a castle with sliding floors. I loved this game – the bits and pieces are all very well done, the construction of the castle out of the box is awesome, and even the little mouse pieces look and feel perfect. The gameplay is kind of light, but still quite engaging – it’s kind of a cross between The Amazing Labyrinth and Stay Alive. You get three actions per turn, which include moving your mouse, sliding a row of floor tiles, or removing roof pieces to reveal a section of floor that you can enter. The floor tiles are either blank, contain a piece of cheese (which you can collect if two of your mice are on the same kind of cheese), or have a hole in them that you can fall through, losing your mouse. The game is over when someone collects three different kinds of cheese, or someone loses all but one of their mice. Lots of fun. There should be an English version out there somewhere (called Castle Roquefort or something), and it’s another game that’s high up on the wish list.

Wicked Witches Way was next. It had a cool box, and some custom dice with neat symbols on it. Other than that, meh. There’s some speed/memory stuff in there, a little card play, and some moving your little witch pieces back and forth on the race track. It didn’t really grab anyone, so we put it up after a handful of turns. We could totally do better with what was in there, but we repressed our re-designer instincts, and pressed on.

More building! Die Saulen von Venedig – or The Columns of Venice – was on the table next. In this game, you get to simultaneously lay down cards that tell you what occupation you’ll be playing in the current turn – you can grab columns or city pieces, sink columns into the water, build city on top of columns that are there, grab points off of someone else’s occupation card, beg or steal someone else’s occupation, or even blow up a piece of city that’s already there, and benefit when someone builds on the empty posts. Cards played are passed to the next player when the round changes, so everyone gets a chance to play everything, even if they get an initially crappy hand. Points are accumulated during the game for building and laying posts cleverly, and play ends when you run out of columns to build on. It ran about an hour or so, which was just about right – I enjoyed playing, and I’d definitely play again if it came up.

We broke for dinner at a wings’n'beer place across town – and by that, I mean “drove through the barren waste of the Dallas outlands until we hit a clump of neon and grease where we could get something that resembles food”. But, hot wings, cold Shiner, and a table full of geeks geeking out in a non-con setting. Good times. After, it was back to the Westin for more gaming – we assembled a group of ten or so to throw down with a game of Die Kutschfahrt zur Teufelsburg, or Coachride To Devil’s Castle. This game is always awesome, and I’ve never played a round of Kutschfahrt that wasn’t followed by the players talking about it for some time afterwards. Basically, it’s Werewolf on steroids – there are two factions, each of which needs a certain set of items to win, but nobody knows who’s on which side, or who has what. Each player has their secret affiliation and occupation cards (your “junk”) and a bunch of item cards (your “stuff”) – occupations and items give you different abilities in the combat or trading portion of the game. Each player in turn either challenges another player to a duel, or offers one of their items in trade. Combat is resolved relatively simply, with the other players supporting one of the duelists, after which the winner gets to look at the losers “junk”, or their “stuff”. Through strategic fisticuffs and wily trading, players slowly learn who is on their side, and attempt to gather their items to declare victory. If you declare wrong, your side loses. It’s an intense, exciting game, even though it doesn’t appear to have much going on when you look at the surface of the play. Kutschfahrt really requires a group of eight players who are down with the intrigue to really shine, but I will virtually never pass up a chance to play, if presented with the opportunity.

(I liked the game so much that I ordered ten copies from a German game company to sell/trade/distribute, in hopes of seeding some more play out there. Since then, a few American retailers have picked it up, but it can still be tricky to find. If you’re having trouble getting your hands on a copy, let me know, and I’ll see what I can do about hooking you up with some Coachride.)

After Die Kutschfahrt, we wound down over Fire, another very pretty game by the same folks who did Saturn. Very, very nice to look at, but not super enthralling with the play. It’s basically a slant on Jenga, only with round pieces of different sizes stacked in a U-shaped wooden support piece. The hour was late at this point, and interest was waning – pieces were drawn, pictures were taken, bits fell down and were re-built, people wandered off, and the evening ended.

Ah, yes. At several points during the day, I stood at the Pirate Billiards table in the main common area with various folks as we waited for people to assemble for food, or debated about what we would play next, or just loitered aimlessly. “Piratenbillard” is a game where you whack a canvas-bottomed board from below with these long mallets, and try to bounce your little balls from one end of the table to the other. You can capture other players’ balls, or destroy them with the cannonball or pirate ball or whatever it’s called. There’s some way to score points, but nobody really ever paid attention to that (except in one exceptional game, where we actually got it totally together), and we mostly just had fun trying to get the little colored balls to go somewhere near where we wanted them to go. I may have mentioned elsewhere that I might have a go at building one of these. Yay, fun.

That’s a lot of games, and it’s only the first day. Plenty more to come, directly.

This is cross-posted from my blog:

I was in Dallas this past Thursday through Sunday for BoardGameGeek.con, a fantastic board gaming convention. It was a smaller, more laid back type of con than your GenCon or ComicCon, with perhaps only 700 attendees.

I cajoled Cory into going at the very last minute, so he, Nukes, Majcher and I headed up there Thursday morning. The con was at the Westin near the airport. The only thing nearby was a Denny’s and a Shell station. That Denny’s must make bank as it was the only source of reasonably priced “food” within several miles, as we found out.

The con itself was spread out between a large ballroom, a smaller ballroom and an overflow room. Plus there was a foyer area and a games library. The games library was this heavenly wonderland where you could find every game you had ever heard of, no matter how rare or out of print. Games that would cost you $300 on eBay could be checked out and played, even taken up to your room overnight. That right there should tell you about the top shelf quality of people at this convention.

I got to see Mischa again! Mischa is a gaming dynamo. I came down one morning, at what I thought was an early time (maybe 7:30 or 8AM) to find Mischa embroiled in a game of Galaxy Trucker. He had gamed through the night with no signs of stopping. Later that afternoon, I began to suspect the use of illegal stimulants, or, at the very least, a clone. How could someone do this? The secret to his staying power was revealed a few days later, but I shall take it to my grave.

I had the most fun playing obscure games, out of print games or games designed by my friends. Kapitan Wackelpudding left a deep impression. Shipping a stack of coffins and video games to Dracula land is no easy task. Tales of the Arabian Nights stole my heart. It is a game I should have been playing during my childhood at the same time as Talisman or Cosmic Encounter. It is essentially a Choose Your Own Adventure board game with role-playing elements. Thankfully, Z-Man is coming out with a new version next June. I learned the ferocity of soccer moms vying for the best looking garden in Garden Competition.

I played Dan’s Monkey Lab again, outwitting my opponents. I also had a chance to play Majcher’s Honeypot, which is a brilliant abstract strategy game. I was also delighted by his prototype of Fluffy Bunny Tea Party. It involves bunnies sitting around eating cakes, drinking tea and being horrifically polite to each other. Dan sold out of Chains of Fenrir, Majcher sold out of Honeypot and Ian sold out of Taktika. We were all really happy for Ian. He walked around in this kind of daze, unprepared for how well his game would be received.

I brought 12 units of House of Whack and managed to sell 6 of them! At first I was really overwhelmed. I felt kind of stunned by what it was I was trying to do and a deep terror grabbed hold of me. I didn’t think anyone was going to like my game. I wanted to give up and run far away. But on the morning of the flea market, I went down to the show room, claimed half a table, and set up a display for House of Whack. When the browsers flooded in like a Zerg rush, I kept my head and hyped the game to everyone who came by. My very first sale was to Aldie, one of the guys in charge of the convention. That was cool.

Friedemann Friese, a famous game designer was there as the guest of honor. He hung out and played games with everyone like a regular guy. You could always spot him in the room due to his shock of bright green hair. He always looked like he was searching for something, entering a room, head craning about, trying to spot something just out of view. I talked with him about what it was like when he had finished his first game and he said that he felt like he had no idea what he was doing, but, after the first game, nothing else quite gives you the same feeling. I get that.

Sunday morning found us packing up our massive hauls of treasure gleaned from the math trade and the flea market. If I had an extra $100 (and more trunk space), I would have matched Jake and Jen’s impressive finds. I think they got Arkham Horror and Descent for $40 total. Nice.

And then we came back to Austin.

The End.

Last night Ian and Marc showed up at my place, and we did a bit of playing and a lot of design talking. Here are some of the highlights:

Lab Work 

I asked if we could try out Monkey Lab with some suggested rules. There were some clever plays, and a few evil ones.  In the end, I beat Marc by one point. Ian was spinning his wheels working on one cage the whole game, and wound up with only mooched points.

We discussed the merits of the rules changes. The first rule change (a monkey can’t open a cage in a room with the guard in it) didn’t come into play. The second rule change (the guard moves two spaces toward a cage being opened) worked alright. It was noted that the guard usually ended up in a room that was already tapped out of points. I think we were all ambivalent with the moving rule because there were good reasons for having it and good reasons for leaving it out.

Hell and Back 

We also tried out a game Ian and I made a few weeks back about escaping from hell. The game is a kind of set collecting game where you are trying to endure tortures without losing your will to escape. The sets being collected are actually runs of numbers, so collecting a “4-5-6″ would be a valid run that you could cash in to move one step closer to escaping from hell.

In our first version we used a d8 and some stones as a way to track our stats. In order to clean it up, the second version used a personal board for each player with some sliding counters to represent the stats. The funny thing was that the cleaner version was harder to use. It is much easier to glance at your opponent and see he has a pile of stones than it is to look at his board and see where his counters are at long their path.

Ian proposed that the cards utilize color in some way. I was against is because I think there is something novel in games that don’t use a suit. Games like No Thanks! and Category 5 just have that uniqueness about them that separates them from games with color and suit like Lost Cities. I eventually conceded to the “color matters” design, but I pushed that there only be two colors, red and black. The colors will be used as a way of progressing yourself out of hell a bit faster using a Candyland-like mechanic. Both Ian and I are going to try our hands at making a hellscape board that makes use of this mechanic and gives the player incentives to make progress rather than hoarding cards.

 Sci-Fi Party Game

As we were discussing game designs, Marc said that we needed to make a party game. I told him that I had an idea for a social game that is based on the game Zobmondo. Where Zobmondo likes to focus on sick dilemmas like “Would you rather eat a jar of spoiled year-old mayo, or drink out of a spittoon?”, the idea I had would focus on science fiction quandaries. For example, “Should it be legal to marry an intelligent being of another species?”, “Now that we’ve colonized and found oil on Mars, which country has rights to it?”, “If your brain is surgically transferred into your clone, is the clone you for legal purposes such as taxes, debt, and property?” We also discussed putting the game into a format where players would be debating these issues as futuristic presidential candidates. Marc jumped right on this one and is planning on working on it.

Nov 062007

Tuesday night is here again.  Here are some things we may see at our meeting:

Ian has a new game out called Taktika. It is a disc flicking war game that is a lot of fun. The last I heard, he was polishing up the last bit of box art and rules wordings. The game is currently available to be purchased here or at BGG.CON where he will be demoing it. Hopefully tonight we will be seeing the final version.

Drey has just gotten some copies of his game House of Whack in from the printers. This is a twisted house exploring game where anything can happen. He was only able to get a handful early so he would be able to show them off and sell some at BGG.CON. There’s nothing better than unwrapping a fresh new game. Ahhhh!

I’ve got some Monkey Lab testing to do with some new rules. Maybe we can try them out.

Random Design Thought:

In Blue Moon City, if you had to use your starting hand for the entire game, I wonder if the game would eventually come to an end. This is assuming you redraw your discarded cards at the end of your turn instead of drawing new ones. I’m sure it could be done for most hands, but what about for each possible hand of 8 cards? Just something to think about.

Oct 302007

I found out yesterday that Travelogue has failed to move forward in the Lucca Best Unpublished Game contest. It stalled out in the top 10. It is my understanding, though, that it will be available for all to play at the Lucca Comics & Games convention. That is assuming they translated my rules into Italian or someone is willing to teach it. In any case, I look forward to reading any feedback I receive about the game from the contest judges. I’ll have to make a nice copy again for my own collection, but I think I’m going to wait until I get the official “death certificate” email from them.

You have to have a thick skin to take the rejection you get as a fledgling game designer. Once you make it past phase 1 (idea, design, playtest, development), you’ve got something that people tell you is a good game. Rest assured, they told you it sucked at some point along the way, but since then you’ve made your game into something they really like now. You’ve got the prototype and the rules as polished as you can. You’re happy with it, and you’re ready to push it out into the real world. Yay!

You then move on to phase 2, where you send it out to a contest or a publisher. Get ready, get set, wait! It is best to just forget about your game for this period because there is little you can do to move the process forward (besides nagging to the publisher). As the months progress, you may wonder about what kind of adventures your game is encountering, and if it is making friends. The big day will come when you’ll find out that your game doesn’t suit their needs. It is very anti-climactic. It just ends after all that wait. Your little game went out into the big world, only to be squashed like roadkill. Sometimes they’ll send it back in a box, most of the time they won’t. Maybe the game deserved it. Maybe it didn’t. Poor game.

On the bright side, a game is only an idea. You can make another copy! You can send it out again, but this time better prepared. Hopefully someday it will make it to the published world, where you can move on to phase 3, where you can feel a new type of rejection: apathy or even disdain from the gaming public. Every game has its lovers and its haters. Some games even fade into the background after its initial hype. It is to be expected.

Anyways, I don’t want this to be a depressing post because I’m feeling fine. It’s a repetitive process, and, if anything, I’m feeling a bit exhausted. Its a lot of work for little feedback. I’ve got all the time in the world to continue this process, and I intend to do so. So it looks like back to the drawing board.

Oct 162007

I dusted off the Ubermause prototype and brought it over to design night. I got to meet John finally, who turned out to be interesting and pleasant. I had not really looked at the game in about a year and only had a ream of printed notes with the rules scattered throughout. I was able to convey the basic concept of the game and we played until John had to go. We got a lot of things wrong, mainly because I misinterpreted Drey From the Past’s notes to me, Future Drey.

One of Dan’s strong suits is creating elegant designs. I tend to throw tons of ideas into a design, fill it with all kinds of bells and whistles and options, but I often end up with this unwieldy beast.

Dan had some brilliant ideas to simplify the game and actually increase the fun factor. His idea was to integrate the ship power-ups into the mice themselves. That way players are immediately invested in the value of their crew even before they land on a planet. Also, we talked about making the ships themselves mini-boards, environments for the mice to move around in. For instance, an engineer could normally sit in one of the purple engine slots, increasing the ship’s movement. But if the ship got damaged, the engineer could move to the repair slot to fix it, but then you’d lose the extra speed. I was very excited about this idea as it took away several layers of complexity while adding a new fun element.

I shall mock up the new ships when I get a chance and maybe next playtest we’ll actually get to land on a planet and see the mice in action!