More Motu

We played another two games of Motu (formerly Micronesia) the other day. Here are my notes:

Labor is a better Gather than Gather - Possibly make Gather also build more farms?
Islands should be worth 2 points each (or 3 if they have less places to tuck cards)
Laka sucks. Fix it.
Arohirohi should be: activate 1 ability n times.
Check the gods - they need to be weaker than the leaders without followers.
Hina is totally broken. Make her say 1+(n/4) points instead of 1+n points.
Perhaps some limit to the number of gods/worshipers per god is necessary. This will prevent the godsnowball of doom.

During the first game, I deified Hina, and then just won the game without any contest in four or five rounds. The game ended 13-26, and was not very fair.

Alison contended that Hina needed to be changed, and I agreed. She said that no strategy could overcome it, and I wasn't so sure. It seems that that there are multiple options for beating it, but they would all involve composing a good collecti…


I have recently been working on Micronesia a lot. I am still trying to find a good name for it - I might just go with the Maori word for island - Motu.

Either way, the game is ready to be brought to BGDG. I will have more to report about it after the 24th. Here is the end of my last game:
The left player won, but given one more turn, the right player would have won. It felt really close.
The game is still super unbalanced, but it is fun to make those crazy combos. I think that it plays like a Carl Chudyk game, which is really fun to me, given that I like his stuff a lot. I just have to make all of the cards broken the same amount, and then I will enjoy it even more.
I have also made a website over the last two days - one that is not yet complete, but at which you can see some of my icons. I need to still add a search feature, but once that is done I will have a much easier time keeping my new icons posted when I draw them.
Here it is (such as it is): https://publicdomainicons.firebase…

I Aten't Dead

I took a few weeks off from anything board games because after a reorganization at work, I suddenly found myself working on a far less desirable technology. All is well now, though. I went on a job hunt, and through the hand of providence secured a better paying job closer to home that allows me to set my own hours and work from home some times. I start next Friday.

I played two games of The Citadel of Madness on Friday, and had a pretty good time. Here are my notes from the games (and my explanations of them):

Name should be printed on both sides on part cards (I need to make it visually obvious that cards can be rotated 180 degrees, and making opposite facing names would do this. This is a really obvious solution to the issue, so I am happy that it was arrived at).Return all active workers to your mat (somehow the refresh action on the mat didn't say that, so I need to modify the action)Any ability that had an arrow takes your turn (this needs to be added to the rule doc, because…

Post SaltCon slowness

SaltCon was super fun. I played a bunch of games that were new to me, bought a bunch of games, and also pitched the Citadel of Madness to a publisher with moderate success.

My favorite game from the convention was Santorini. Alison's was Clank!. We had played neither before. As a result of this, I have a good idea for a birthday present for Alison.

When I pitched Citadel of Madness, Ryan liked the game, and said that he wants to see how it will develop, and would consider publishing it if I were to clean it up and change the score cards. I am happy with that. His ideas were quite fun, and I am going to try them out soon. I don't get to go to the next BGDG because I have a dentist appointment planned then, however hopefully by the one that is two after that I will be ready to go with my changes.

I have been drawing more icons, but haven't been able to work on my games very much - it has been pretty busy. That being said, I do have plans to do that soon - once I get the time…

Getting ready for Salt Con 2018

I have been working on The Citadel of Madness a lot recently. I have applied most of the changes that came from the last guild playtest, and they are working well. I also had a really helpful guy on the internet offer to create artwork for the game. The results speak for themselves:

I have been making good strides toward getting the game completed. Even though it is not yet all the way there, it is moving along fairly quickly, and it is making strides toward becoming a easier to understand experience for those involved.
I am preparing to submit it to Red Raven games. I think that Ryan could help to make it a better game than it would otherwise be. Perhaps he would even provide some final artwork for it.
I have also been working on Micronesia. The game is undergoing major revisions. I will probably hold off on anything big until after SaltCon, but the game is definitely scheduled for some more surgery before I am through with this round of editing.
The SaltCon math trade is upon me as…

Back to BGDG

After being sick and Christmas and such things, I finally got back to a BGDG meeting. We played "The Citadel of Madness" with two of Daniel's ideas applied. The two ideas were: removing rounds in favor of "refreshing" periodically, and removing "madness" in favor of "device levels"
Here are my notes [comments], and things that I plan on trying out in the immediate future: 1 color cards are no longer nearly as good - play a card for both energy? The low cost 4 type cost room cards might be too easy to complete - perhaps reduce their value. Time is still confusing 1 action per turn is good - it speeds up the game. Secret rooms? Possible ways to make the game have take that element [as an aside, I don't really want to add that type of play, but I am faithfully typing up these note, so I am recording them here] wipe out one/multiple rooms as an action so that other players cannot score them, and swap point cards with other players. Converters:…

Another feedback braindump.

I met with Daniel Peterson (of Mayday games) to show him some of my games. He was not impressed with any of them. Though that was true, we still had an interesting conversation, and I gained some good insight into what Mayday wants. I think it increasingly unlikely that I will ever get a game published by Mayday, because I enjoy a lot more calculation, accounting, and heavy, repeated planning than they want in a game.

The biggest take home was that I should be designing games for ADHD players, and that the math and accounting all has to happen in a very subtle way to be palatable to players. That being said, I have also determined that if Berrett likes a game, then it is possible that Mayday would like it too.

Here are my notes from the meeting.

The Madness Place:
madness should be integrated into other costs
high level machines should cost more to build
all cards should be level 2, and have the ability to level up (taking actions and or cards and or something)
perhaps tech tree your …