Dan Manfredini

I’ve been revamping Space Port lately to fix some issues with the game. Actually, I’m revamping it to allow for more design space to fix some issues. Here are the changes:

StarCreds

The first change I made was to the currency system. In this universe, I used StarCreds as the money of choice. It was a name made up during one of our improv game design sessions and has been a running joke ever since. The problem with StarCreds is that is just a simple system. You gain StarCreds through certain actions, then you use them to pay for other actions. Basically, they function just like any other currency. As I was looking over ways to create more design space, I saw that the StarCred wasn’t pulling its own weight. It functioned as just a number. It was always just in a range of zero to some unbound amount. My idea spurred from the desire to inject more information into this mechanism. What if the used StarCreds didn’t go away, but just stayed there in a “used” state? What if there was a limit on the number of StarCreds you could own? Bam! That’s when it hit me.

To make sense of what I was about to do, I rethemed the StarCreds from currency to Henchman. Henchmen are just like StarCreds except they have a binary state: active or inactive. When you would gain a StarCred, you now activate a Henchman. When you would pay a StarCred, you now use (deactivate) a Henchman. New actions also have arisen such as recruiting a henchman, which is just taking a Henchman from the supply. New design space has arisen from this all over the place. There is now a limit on how many Henchmen you can have active at a time (Before there was no limit on StarCreds). You can increase that limit by recruiting (a whole new area to design with). Timing (my favorite game mechanic) comes to the limelight as now it becomes important when you gain a massive influx of “currency” because sometimes you have the room for it (a lot of inactivate henchmen), and other times you don’t (only one is inactivate). Also, the main use of StarCreds was to pay for loading goods, trading, and “borrowing” ships. Instead of paying for it, you now just have your Henchmen do the job for you!

StarCreds acted as another way to gain points at the end of the game. Each two StarCreds was worth one point. Gaining those points just happened, and there was no real thought involved. This scoring is now replaced by Henchmen which are each worth one point (active or not). To recruit a Henchman, you need you use two other Henchmen while at a Cantina. See what happened there? Using two Henchmen is the same as using two StarCreds. Instead of having two StarCreds left at the end of the game to give you points, you now have to make the decision to buy that point during the game. Of course, recruiting a Henchman has other benefits, so it all fits seamlessly together. Letting the player make the decision is what game play is all about.

Risk Management

Bad stuff can happen to you in the game and you just have to sit and take it. This was brought to my attention by Ian and Drey. We talked about the issue at length, but in the end it boiled down to risk management. I decided that by giving the player the choice to protect themselves at a cost, he can choose the level of risk he wants to take.

Shipping -The game is full of shipping. You can use your ships, neutral ships, and even other player’s ships. Other players don’t like when you use their ship even though the borrower has to pay for the privilege. The problem is that you can’t deny other players from doing this. The solution to this is to modify the cost system of borrowing. Now, the borrowing player uses a certain number of Henchmen. The ship’s owner can now deny them use of his ship by paying an equal amount of Henchmen. The ship’s owner now must manage his Henchmen so that he always has enough to thwart any attempts to hijack his ship. The hijacker must now carefully consider whether or not he wants to try and steal a ship because if his attempt is canceled, then he basically wasted Henchmen as well as a turn. Besides all that, with the new Henchmen mechanism, this oozes with theme.

Contraband - Contraband is the hot ticket item in the game. You never just want to leave it sitting on your ship or in your warehouse because someone else might play an inspection card which discards them. It was discussed that there be a way to pay for more protection for your contraband if you wanted it. So, the new system is that if you have two active Henchmen, your contraband is safe. No payment is necessary. Thematically, they just sit there and guard it. Of course, having your guys locked up to do this means that it will be difficult to pay for other things, but now at least you have a choice. I still need to playtest this a bit more, but I think it is simple enough to work.

Well, we meet tonight and I hope to test this out (and a few other changes). My preliminary testing last night made for some interesting plays, so I’m excited to see how it handles with more players.

Jan 212008

I have been looking for some boxes for my games for awhile now. In fact, I was in a car accident earlier last week on my way to Hobby Lobby to look for boxes. (Long story short: Fault-Theirs, Car-Totaled, Me-AOK). So, my box hunt lead me to Wal-Mart where I found Duck Brand Boxes. They come in a three-pack for less than $5. They are all white with a tuck box lid. They are meant to hold a regular 8.5 x 11 sheet of paper, which is perfect for what I’m doing. I had to modify them with a little tab made out of scotch tape to make them easier to open, and a little more tape around the flap to make them easier to close, but other than that, I they are pretty nice. I glued a simple printout to the top for a cover and they were ready to go.

Does anyone have any good tips for game boxes?

Jan 102008

Due to scheduling changes, at least for awhile, our game design meetings will be on Thursdays. Tonight I plan on testing Space Port to get it ready for a convention this weekend.

But first, a recap of last meeting…

First Drey, Ian, Marc, and I played Space Port. Actually we didn’t get very far. The whole thing fell apart gameplay-wise so we stopped. It worked fine last time, but I must have tinkered with the wrong gears and apparently made it unplayable. Surprisingly, this turned out to be a good thing. I got a lot of feedback about my train wreck… a lot of good and diverse feedback. This had me theorizing that “great” games cause enthusiastic responses, “ok” games cause silence or apathy, and “bad” games cause productive and creative responses. I think that the last one may be because they know that everything is changeable because nothing really worked, so all suggestions are more likely to be implementable.

Then we played Marc’s new re-theming of his old game Pangaea, called Coalescence. The old theme was about continents merging into land masses. The new theme is about star systems coalescing. He fixed some rules from the last time I saw it where the end game was hard to determine. This was fixed by making most actions irreversible. This worked perfectly and the game wrapped up nicely without any confusion. Both Ian (or was it Drey?) and I had a problem with the new galaxy board design. It was too busy and distracted us from the game. Other than that issue, and the need for a tie breaker rule, the game looks and plays pretty good.

Finally, we played with some hero cards and tactics cards from an expansion to Ian’s Taktika. The hero cards are “always on” abilities. The tactics cards are “one shot” abilities. Overall, the concept worked pretty smoothly, although the actual content of the cards will probably need to be tested and tweaked a lot.

Now for tonight…

I have been solo playing Space Port as a two-player game this week for testing. Tonight, I hope to try it out with more players. Right now, the game allows two to four players. Any more and the game would probably be too crowded. I suppose I could create a different board for more players with more spaces, but that is a problem for the future. A two-player game comes in at about 21 minutes, according to the four times that I timed it. I am going to speculate that four players will take twice that amount. Of course, my timing was based on me playing as two players, so it may be more or less that amount.

Part of my plans this year is to playtest as much as I can at conventions, especially easy-on-the-wallet local ones. This weekend Ian and I will be attending a convention in Round Rock where we plan on playing, playtesting, and selling some of out games. I’m trying to get Space Port to a solid enough state to where I can play it with strangers without having to apologize every minute about a hole in the rules or about a clunky mechanic. I am also printing up another copy of Travelogue to play. I haven’t played it since July when I sent it away to Italy, so I’m curious about my new perspective on the game.

I have been busy this past week working on Space Port (or sometime Space Dock, as I interchangeably call it). I can’t remember the last time I’ve worked so hard on playtesting and revising a game in so short a time. I think it may be a by-product of my new schedule for game design this year. Now that I know that I only have a fixed amount of time to work on this game, I guess I am putting more into it up front. I work better under pressure, and it shows. My current year’s calendar has me working on Space Port for four months starting in January. By the time March rolls around, I should be heavily playtesting it with whoever I can find. By the third month, I’ll have a polished copy of the rules to begin blind playtesting. In the end, I should have a publisher friendly game box with a nice prototype and rules.

Starting in February I will begin work on my war game for four months. So, the two games will overlap for awhile. This will allow me to have something to do when I’m frustrated with the other game. We’ll see how that goes. I plan on entering both of these games into the Hippodice game design contest at the end of October. I’l probably have to retheme them since they are both sci-fi themed, but that’s another issue for another day. So, February is my unofficial mini-deadline for Space Port since at that time my attention will be divided in half.

The rest of my year is also planned out with new games and old ones that need revisiting. One new game is for the Lucca contest, which I wont start until they announce the rules for entry. Another new game is just left wide open. I wanted to give myself an “elective” game of sorts. That way I can come up with a cool idea and rest assured knowing that I’d have time set aside to work on it. The old game I’ll be working on is Venture Forth which has been received with glowing indifference. I basically need to inject some pop into the game because I think it is worthy of it. I also have my group of finished (or 99% finished) games that are “on” all the time which means that I should be always actively dealing with them by sending them to publishers or refining that one extra piece. It is comforting to have this plan because I feel that I’m in more control over where my games are headed. While the past two years my games were in pre-school running rampant and doing what they pleased, this year they are in college with a nice schedule to help further them along to “graduate”.

So far, my plan is going smoothly. At the very least I feel more relaxed and focused.

The new year is upon us and I’d like to take a moment to make my game design resolutions for 2008. In no particular order, here they are:

I will only work on a fixed number of new games.

This resolution will be a hard one to follow, but it is important. Having a fixed number of games means that I will only be allowed to spend a certain amount of time on any particular game. Sometimes I move on too quickly after designing a game before I am actually done with it. Other times I spend way too much time on a game and neglect my others. Having a fixed number of games will help me divide up my months so that I will know where I should be and what should be finished. This is important especially when designing rulebooks. So often I neglect writing down important details and end up forgetting them when I pick up the game after a hiatus. I haven’t determined how I will handle the number of games, or if my existing prototypes will fall into the mix, but I do have an idea for what is on tap for the coming months.

I will enter more game design contests.

I found that entering contests this year has helped me a lot. It has given me focus with themes and deadlines to work around. Next year, I plan on picking a few contests, like Lucca or Hippodice, and being committed to them throughout the process. Too often I let the deadlines pass for contests that I should be entered into. Usually that is because my games are in a troubled state or they are being currently reviewed by a publisher. With that in mind, I hope to start planning ahead of time to make sure I have a game ready well in advance.

I will do more blind playtesting.

I can never get enough people to blind playtest my games. Having someone who has never seen my game before learn the game solely from the rules gives me great insight into how well I am conveying my game. Ultimately, I want to see if the game is ready enough for a publisher to look over. As long as the testers were able to play the game without much trouble, I consider it a good test.

I currently have a system worked out with our sister design group in Oklahoma where we will be sending our games back and forth for each other to playtest (it just so happens to be blind). Right now, they have one of my games, and I am waiting for them to ship it back piggybacked with their prototype(s).

I will collect more playtest data.

I nearly always forget to time how long it takes to play a prototype. I don’t write down the scores as much as I should. I really ought to be collecting stats on how often certain strategies win over other ones, or which items are used most frequently. Most of the time the info isn’t useful on the spot, but it sure makes a difference when you want to prove a point to yourself later on. This is a bother to do, but I think if I prepare better before the playtest begins, I will have a better chance of capturing this info.

I will listen more to my playtesters’ advice.

I often get defensive after a playtester offers some advice about one of my prototypes that I don’t agree with. I immediately counter their opinion with reasons why things are designed this way or that way. Sometimes they offer suggestions to add mechanics I’ve tossed two versions ago, other times they want to add arbitrary chunks of gameplay to the game. Well, it turns out that all feedback (whether I like it or not) is useful. It doesn’t mean they are all right, it just means that they have their place.

When one player says that my bidding mechanic is clunky, I need to write it down and remember it! I may scoff it off now, but when a few months later another player says the same thing, then there might be something to it. Part of listening is capturing it all down on paper. Filtering that info into good and bad advice can be done later. The more opinions collected, and the more I reflect on them, the more likely I will see perceived problem areas in the game.

I will be published in 2008.

By this, I mean I will have signed a deal to be professionally published. The actual game may come out whenever, but next year, I’m going to make it happen. Now, I’ve said this year after year, and haven’t done it, but this year I can see it happening. My backlog of working games is getting bigger and better, and one of them is bound to be noticed.

OK. That’s enough for now. I don’t want to give myself too much pressure.

~ Dan

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.

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.

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.