Feb 082008

Lately, our meeting schedule has been in flux, so last night when Ian and Marc came over, it was a nice treat.

Taktika

Ian discussed his latest scenario for Taktika. It involves a special disk known as the Glyph of Protection. The rules were simple and straight-forward. We recommended that he publish it on the web.

Coalescence

Marc showed us some really neat looking rings that he is using for his game Coalescence. He has painted them in such a way that, depending on the number of players, the rings can be used as different colored player pieces.

Dice Game

Marc showed us a quick two player dice game that he whipped together. It had a hand drawn board that kept track of the score. The players rolled the dice simultaneously, then selected one secretly to withhold. Depending on the dice left over, you could claim a spot in a column on the score chart. The earlier you get into a column, the more points. I think he’s on to something here, and I applaud any new non-yahtzee-like dice games.

Space Port

Space Port has shed its placeholder name and now dons the title Stellar Underworld. It connotes the seedy side of space life and has a unique ring to it. Just be thankful I didn’t put Galaxy or Galactic in the title! We’ve had enough of those words in game titles these past few years.In this latest version, we used new sector cards. The sectors are now split into three distinct groups each with their own deck. This allows players to have access to the sectors of one particular group if they want to use it as a part of their strategy. This was initially done to allow guaranteed access to sectors that desired contraband. Since several other mechanics revolved around contraband (Black Markets, Inspections) I didn’t want players to have to wait for the luck of the draw to utilize it. Besides putting contraband-loving sectors into one group, I also distinguished the groups by tiering their production. Sectors now either produce two, three, or four cubes based on their type. Overall, I think this system work great.

This was Marc’s first game, excluded some earlier proof-of-concept mock up. He said that the game had a daunting feeling to it when he started. Every player is given the same 16 cards, and each can only be used once. He felt that is was a difficult decision to play any particular card since he wasn’t sure how valuable any given card was. Also, the first turn gives you so many options that don’t pay out until later turns. After his actions started getting him some points after a few rounds, he said it started to click for him.

In the end, the score was 10 (Ian), 11 (Dan), 12 (Marc). I was very pleased with the way the game was played. Everyone was into it until the end. I’m stoked!

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