Thursday, September 18, 2014

Two rooms and a zombie boom

We played a memorable game of Two Rooms and a Boom today.

There were fourteen players: five red, one bomber, five blue, one president, one zombie, and one nuclear tyrant.

The zombie plague took the other room on the first round sparing only the president (who had held out when the initial infection occurred).

Most of the blue team was infected before the first swap as only one blue guy was in the other room.

During the first round the red team successfully found the nuclear tyrant and partially treated him (which also allowed him to know the bomber's identity), and cast him to the other room so that the president could finish him off.

The first swap occurred: one zombie traded for one nuclear tyrant

The second round the tyrant zombies up (instead of being fully disarmed by the president), and the zombie infects the bomber and the remaining blue team member through confusion.

The third round the tyrant goes back to try to infect the remainder and takes over the first room with help of all the zombies there.

One non zombie is sent to the other room.

Threat of blowing them all up convinces the three remaining non zombies to join the zombie team, and the room plots to send over an ambassador to the other room to convince them to keep all non zombies over there on the last swap so that the bomber can come over and blow them up.

The final swap approaches, and everything seems to be working out, but when the swap occurs the non zombie president comes back...

I don't know how he managed to convince a room full of zombies to send him away, but somehow he did it.

In the end, the president was the only winner since all of the other players were either red or zombies at this point.

I am going to have to talk to him tomorrow to figure out how he did it.

Friday, September 12, 2014

Sandy Board Game Design club 3rd meeting

I went to a meeting of the Sandy Board Game Design club last night. We played Ryan (of Red Raven Games) Laukat's new game, which is based in the same universe as Empires of the Void.

It was a 4x game which combined mechanics of area control, drafting, and combat similar to Cosmic Encounter, and it was pretty fun. Alison liked it, which is surprising since she has never liked a 4x game before this.

I tested the combat of the game (every time I design a game like that people never really fight enough to test the combat fairly well, so I thought that would be a good thing to do), and it was pretty easy to understand and seemed balanced fairly well (with a slight bonus to the defenders that made them have enough of a boost that you had to think about attacking a planet).

We also played a game of Dancing Robots, which went fairly well. After the game was over there was a short brainstorming session and we discussed how to speed up the game. A drafting mechanic was discussed for building robots (every player getting a draft hand and passing the hands around like in 7 Wonders) which might speed up the game, as well as the option of dancing simultaneously (which is done with more experienced players anyway). I thought that the drafting parts mechanic was a really good idea.

They also said that my recent change to make all of the parts double sided was way too confusing when building a robot. I still like it, but understand how it is confusing. One option that they came up with was drafting without knowing the back side of the card. I like that idea. I will definitely try out both new ideas.

Thursday, September 11, 2014

Oliver with a Twist

I entered my creative accounting game into a game contest. I rethemed it again as an Oliver Twist game, but the rules did not have to change at all. I look forward to seeing the results.

Also, I ordered a high fidelity version of dancing robots to be printed up. I wanted to order it at the game crafter, but they had a wait time of a few months and so I ordered it at drive thru cards instead. Hopefully everything will go well, and I will have cool cards soon.