This is a game that Marc brought that broke new barriers in game design… or something.

Overview

This is a card game with two decks. One deck is full of tea party treats which have points on them. Points are bad. The other deck is full of action cards, like serve a treat from the row of three face-up treat cards, or “hop” to switch places with another player. On your turn you can play a card and either draw a card or sip your tea (remove a tea token from your supply of four). The game ends when the action deck is depleted or one player is finished with their tea.

That sounds simple enough, right? Well, imagine doing this “in character.” We’re talking fluffy bunnies here. Also, politeness is a rule in this game. When a player serves you a point-filled treat, you must gracefully accept like a college hazing. If you fail to be polite or forget to refill the treat tray, another player can force another treat onto your plate.

This game was so hilarious and we all had a great time playing. No doubt Marc will post his video soon.

Critique

The game itself is pretty good. I like the fact that you have to “push” the treats on other rather than playing them from hand. That prevents players from getting really powerful hands with high point treats. The trading, hopping, and frolicking all work fairly well, too.

The tea drinking mechanic was neat, but it seems like we have too much tea. None of the players were able to finish off their tea. Also, the benefit of drinking the tea is minimal. You would only drink it to try to end the game, but that is a difficult task that will take many turns. On top of that, you skip drawing a card. I think it needs to be tweaked a bit, but I do like the essence of what it is trying to do.

I wonder about the target audience for this game. You mentioned that this was for kids and old British ladies. Is it also intended for us gamers to play? If so, I wonder if Pretty Pretty Princess or similar games would have the same humorous effect.

In the end, you challenged my understanding of incorporating humor in games. Good Job!

Jul 272006

This is one of Marc’s games we playtested on Tuesday night.

Overview

This game is a card game with a deck full of rocket components like boosters, fins, and cones. The object of the game is to assemble various sizes of rockets to launch various sizes of astronauts. The astronauts include a chicken, a dog, a cow, a monkey, and a human. To collect the rocket parts, a blind auction is performed on two pieces at a time. The high bid gets his choice. The low bid gets second choice. Ties are broken with another bid.

To gain more money, you can sell of unwanted components, which all have a black market value on them.

To launch your rocket, you must perform a die roll for each component in it to see if it burst into flames on take off. Each component has different modifiers. If you succeed in your launch, you score points for your astronaut.

Critique

First off, I think this is a very nice framework for a game. It is simple and quick to pick up. People like building things, and using cards to build rockets is a great idea that works perfectly. Launching random animals is another plus.

I think the auction system needs some tweaking. While the bid high/low mechanic may work great with two players, it didn’t work very well with more than two. Maybe the idea can be expanded upon. Possibly have one card for each player. Bidding will determine the pick order of the pieces. There are a ton of different styles of auction mechanics out there, but I still think that you can find a new one that will be interesting and still work for this game.

Failure to launch is another problem. The punishment doesn’t fit the crime: All pieces of your rocket are discarded because you rolled low. Now matter how good you bid, you can’t help rolling a 1. Also, you get no credit whatsoever for even trying to launch. You go back to square one, only with less money. One way to fix this is to lessen the blow: Give the players some compensation money for each card discarded. Another way to fix this is to localize the damage: Only the failed component is discarded. One thought I just had is to give players experience for trying: Each time you fail a launch, you get an experience card that adds +1 to all your rolls on your next launch. This will give players with good bidding skills a way to overcome their bad luck.

Some other suggestions I heard thrown out:

  • Put the quantity of each component on the card itself, similar to Bohnanza.
  • Make the animals into cards. Why stop at just five animals?
  • Add other income opportunities. Right now a player with no money or parts is virtually screwed.
  • The bonus cards should be able to be added after the roll.

Overall, this is a good start, and I look forward to seeing any tweaks made.

Jul 262006

The group met up at Chris’s place for playtesting and whatnot. We sat down for a couple run-throughs of some mechanics for a board game that Chris has under development entitled “Vices and Virtues”, and a bidding/card game of Marc’s tentatively called “RocketYard”, in which the players take the roles of fictional third-world countries trying to buy and assemble rocketship parts in order to send various animals into space. It’s a blast. Ho!

We also tested Mischa’s new proto-boardgame, “Take The Money And Run”, which uses two kinds of currency to achieve some neat effects. I’m looking forward to seeing how that one develops. Ian had used his printing and laminating-fu to produce a playable Wiz-War, which is awesome, but before we sat down to relax with that, I sprung another card game on the unsuspecting boys – Fluffy Bunny Tea Party. It’s exactly what it sounds like, and it’s hilarious.

Many good things will come of this.

Jul 232006

This weekend, I had the singular opportunity to sit on a panel with esteemed game designers Allen Varney and Greg Costikyan. A friend of mine was helping to organize the Texas Indie Game Developer Conference here in town, and signed me up to do my “game design improv” panel with a couple of luminaries. (Previously, I did this last year at… MilleniumCon, maybe(?) with James Ernest and Wes Jenkins.) I also do improvisational theater on the side (mostly with my troupe, Improv For Evil), and I’ve found that there are many parallels between the way we construct fiction on the fly, and the way that we construct game designs. So, to demonstrate this a little bit – and to have a bit of fun – we go before an audience at a game developer conference, take a number of suggestions from the audience, and design a game in front of them, in about half an hour. It’s a hoot.

Our suggestions/constraints this time were a very small budget, a year and a half development time, mobile platform target, something to do with World War II, and a target demographic of seventy years old and up. Whew. We eventually came up with a casual tactical/puzzle game game that would be built with a small team using open source tools, and sold and distributed on cell phones that are given out by our strategic partner, a retirement community. The game was a networked turn-based square hunt, where you had to help lead your grandchildren out of Nazi occupied France during the war, by hooking them up with resistance operatives and finding various items on the map, trading them between players and helping each other along the roads. I should have taken better notes – it could have actually been fun – but this is the nature of improv. Ephemeral. Big fun, and then it’s gone.

Anyway, it was a great experience, and I look forward to doing it again sometime soon. Yay game design, yay, improvisation.

Jun 262006

I recently purchased a number of games- big surprise. At Bryon’s festival on Saturday, I had the opportunity to play a number of them and discovered that two of my recent acquisitions didn’t pass muster. You mihgt even call them less than stellar. These two games are You Need Drew’s Truck and Zig-Zag. I’ll post a full game session report for everything on my blog in the future. In a nutshell, Zig-Zag is a pattern-matching racing game with a bit of memory and action as its main draw (pardon the pun) and You Need Drew’s Truck is a pick-up-and-deliver game that uses a magnetic tetris-like gimmick.

Dan offered an excellent suggestion before trading away these games: Use them as a design exercise. I’ll bring both of these games to the next playtest meeting, we can play them as-written once, then see if we can come up with better rules using the same components.

Thoughts?

Jun 192006

Went over to Chris’s last night for some playtesting and confabulation. Myself, Chris, Ian, Dan, and Mischa. Tested the latest round of Monkey Lab (below), Hive (which, I think is done – all I need is art and production), took a look at Ian’s (unnamed) game, and played Mischa’s prototype of Take The Money and Run. Which has a lot of potential.

Each player has a team of politicians (with four players, three each) that maneuver around the tracks and try to buy a spot in the middle (office?). There are two currencies, dirty and clean money, which are gained and used in different ways. You can buy “protection” for your pols, hitmat, lawyer, hooker, each have different effects on different thingies. Cost to go down levels, starting positions. Obviously an early prototype, but a strong theme, good mechanics, and a lot of fun – good stuff, and I look forward to playing the next revision…

Ran a couple more playtests of Hive at ghg on friday with ryan and yari – there’s still some debate whether or not the second player has an advantage. I think not, but I’d like to run another batch of tests, paying closer attention to that.

My latest few revisions to Monkey Lab included the following changes:

Shared Scoring

When a player scores by unlocking a cage, the players in the same room or adjoining rooms also score (except one less point). The score keeping is now done with numbered chips that are kept face-down instead of opened cage tiles kept face-up. This main problem that this fixes is the runaway leader problem. When one player got a huge lead, the other players felt hopeless. Now, since the points are hidden, and since scoring happens more often, players are unsure of who is exactly in the lead and by how much. In the few tests I’ve tried with this, this seems to work nicely.

Once side-effect of this new scoring is that players can now cooperate. It is a nice addition to the game since it adds a bit more depth to your decisions and it really works with the theme. It even works well with two players and gives the players a big incentive to use the combat mechanic to scare the other player away.

Game Ending

The game used to end when the guard made his way one time around the board. No matter how much I wanted it to happen, players always forgot to move the guard. I tried it at the beginning of the turn as well as the end, but no luck. I decided to remove the guard moving altogether and add a different end game condition. Now, when the deck runs out of cards, the game will end. I’ve tried this a couple of times, and it seems to be a good timer. Players have control over it and it guarantees a certain length to the game. I still need to tweak the number of cards in the deck, but this seems to work.

The Guard IN the Rooms

I liked the mechanic of the guard so much that I didn’t want to completely get rid of it. I instead added cards that moved the guard inside the lab rooms. He has the same effect of limiting actions to his room and adjoining rooms. Thematically, it works since he is slowing the monkeys down by chasing them. It adds a certain amount of tension because the other players don’t know when he will strike. Also, since he starts out off the board, there is a certain time of “free play” in the lab. I’m not totally convinced that I want him to affect adjoining rooms as well since it seems to really hinder players options. I’ll probably test it more both ways to see which I like better.

Some of you know that I have a new noodle for a board game. Its working title is Take the Money and Run. Now, it’s been a while since I actually designed a board for a board game past the back-of-the-napkin sketch stage, and certainly the first time that I’ve done so using today’s modern digital tools.I know that the board will go through several revisions as I playtest the game, so I didn’t want to spend too much time polishing up any layout. In fact, I wanted to make a very simply layout that I wouldn’t get attached to and wouldn’t have a moment of hesitation when I needed to write on the board, to either mark up a change, or doodle an idea, or pencil in approximate starting spots. I didn’t even want something as well-put-together as a Cheapass game board. I aim to design TTMAR very specifically from the mechanics first, which is not the way my ideas usually flow. I therefore know that the theme I have in mind now may or may not change with the game, and didn’t want to obtain cutesy albeit well-themed clip art or fonts.

I currently envision the board as three concentric tracks- fundamentally, TTMAR is a resource-magagement race game. I want players to progress from the outer track to a middle track, to the inner track, with the goal in the center. (Yes, this is mildy inspired by the Talisman board layout.) Since I want this game to play well with a varying number of players, I started with sixty spaces on the outside track- Those who like math or the Mayans may know that sixty is the first number that is evenly divisible by 2, 3, 4, 5, and 6; the Wikipedia has a good deal more information on this cool number. “Plays with 2-6″ is a good label to have, I think. I chose 28 spaces for the middle track and twelve for the inner track, by taking half the spaces of the previous ring and rounding down to the first number divisible by four. We’ll see how it works.
TTMAR-1aI made my first two mockups using Inkscape, an Open Source and cross-platform vector graphics editor. This means that not only is it free, but it will run on Linux, Mac, and Windows. Plus it’s vector graphics, which scales really well and looks very sharp. I couldn’t figure out how to take a simple shape and repeat it sixty times without making my eyes bleed by doing it manually, so I improvised with polygons and stars. Regardless of the appropriateness of this board layout, I really like this first image. Cat says it’s Jungian, so make of that what you will. Trying to plan what to use for markers, I realize that those common glass stones everyone uses for tokens or markers simply won’t fit in the spaces as done. I also squeezed the tracks a bit closer together.
TTMAR-1b I made this next image by simply transforming the circle to fit in the full frame of the page. This image, when printed out onto tabloid (11″ x 17″), is the board used for the first two-player playtest between Cat and myself. I inked the 12-, 3-, 6-, and 9 o’clock positions as a visual aid and penciled in starting positions and inter-ring paths. I’d say these first two versions took the space of a couple of hours to produce, including choosing an app to do the art in- but I wasn’t working solely on these images all the time. Call it an hour and a half, max.

Cat won the first game- it took maybe twenty minutes, including middle-of-game discussion. I recall a very important playtest guideline- make sure that you playtest rules as written, rather than house-ruling problems away in the middle. You’ve got to give the rules a complete chance in order to understand what happens and why. This is a hard line to toe- we humans are all fiddlers at heart.
TTMAR-2I hit the intertron to find a better means of making the paths as I envisioned, and found a how-do-I-make-cogwheel-shapes blog post that helped me to do exactly what I needed in Adobe Illustrator. (In a nutshell, you use the Rotation tool on a selection, then alt-click the center of focus, choose copy.) This speedy methodology resulted in this second version mockup, shown here. Now that I had a better idea of what I wanted to do, the layout and design learning curve became apparent- producing this layout took about a half-hour. I like this a lot more, since you’ve got less ambiguous spaces for tokens now. These spaces are also smaller than in previous versions because I realised that I’d included a rule that prevents tokens from sharing a space- it’s never going to happen in this version. I’ve also shaded in the four compass directions in the image, again as a visual aid. Even though I now had an idea where to place the paths between rings and where to place starting pieces, I’ve left it off this image on purpose; I know that I need to physically fiddle in order for things to make sense to me. Tonight’s playtest will use this layout streched onto tabloid.
TTMAR-fjlBased on an IM conversation, an architect friend who wishes to remain Hieronymous (you know who you are) threw this mockup together in a CAD program in less than ten minutes. This proves that someone who knows their tools well is a valuable asset in game design! I like the design – much more cabalistic – but I think the interleaved spaces offer too many opportunities for confusion during playtest. Also, I’m not 100% sure that I’ll stick with these numbers or this layout, but it does showcase the difficulty of using the number of spaces that I ‘m starting with.
I have a rules sheet, already the second revision after one playtest. I’m ready for tonight’s playtest with more than two players.

Jun 132006

I found a good article recently on Do’s and Don’ts of Components: things to consider when choosing components. It includes good links to other articles: color, material, box dimension, etc.

In case you missed it, Peter Morrison has a long history of the production of Viktory up. Long, but well worth the read.

Following the same vein, you might want to read Tom Jolly’s thoughts on the subject of manufacturing and marketing.

Does anyone have any other good places to start?

MDK

Last night I met with Ian, Mischa, and Chris to do some playtesting. Here’s the scoop:

We started the night with playtesting my game Salvage. Salvage is a card game for 2-4 players that takes place in a post-apocalyptic world where the landscape is a junk yard, and you are there to salvage, build, and survive. The main mechanic of the game is card drafting, similar to a booster draft found in collectible card games. Players go through hands of cards picking the components they want to keep and pass the remaining to the next person. After the draft is over, they use that junk to build one of four types of projects: camps, tools, weapons, or vehicles. The projects are double-sided cards and players can spend junk cards to upgrade them (flip them over) as well. That’s pretty much it in a nutshell.

I tried out a new rule for my weapon upgrade. It states that on the turn you upgrade the weapon, until the end of the turn, whenever someone else builds or upgrades, they must discard a card. My goal is to create balanced abilities on all the cards that only become powerful when used at the most opportune moment. For example, this one wouldn’t be good to use when everyone has few cards in their hands since they probably aren’t going to build. It worked out pretty well in the game we played. What I didn’t expect is to have two different players use them at the same time causing a two card penalty for building. That was pretty cool though. As it stands right now, it gives both the weapon user AND the weapon victim a choice. “Do I build now with a penalty or wait until next turn?”

It was also suggested that I experiment with the quantities of the projects available to build. I tested out last night with 8 of each project. The tools and camps were the first to go. There were about 2-3 each of the weapons and vehicles. I’ll have to test this out more. I don’t want limit any one strategy. If a player just wants to build vehicles, then I want that open to him.

I’ll write more later about the other games. Please comment with your thoughts about this playtest.