Sunday, August 28, 2016

Time is running out

I have made great progress on my 2 week microgame. I have played about 8 games, changing the rules after each game, and have made it much more smooth (gameplay-wise, the art is still as clunky as ever) and more strategic as well. It is still not ready, but I only have till Wednesday, so I am going to have to just move ahead with it, and try to polish it as much as possible.

I also made a horrible game logo (I used a dragon from khomesclip at deviantart, who licensed CC):

Here are my current notes from last play session (and my thoughts as I write this):
Can you trade coins? (Yes!)
Anec should like coins. (Hating treasures is weirdly out of character for a dragon.)
If deck runs out, game ends too abruptly. change number of dragons revealed? (2?)
With multiple players, slow the game down. How? Anger tokens?
(Perhaps:
When a dragon gets offended, place one anger token on it. If a dragon with two anger tokens on it gets offended, then the dragon leaves.)
Check remaining character card balance (Augh! that is going to be a time consumer!)

For those that are interested in trying it out, here are the PnP files and Rules.

I have also gotten the 3d printer working again, and started making stuff for my games again, as well as things for some friends.

Monday, August 22, 2016

Two New Games

I finished a rough draft of a bunch of cards for the robot game. I have weapons, chassis and reactors done. I still need repair units, single use power supplies, the aliens, and other stuff I haven't thought of yet.

I would be farther along, however I discovered a design competition that I have decided to enter, and I have to finish my game by next Wednesday to enter. Since I haven't even started making it, I have a lot of work to do.

The competition revolves around the box that your game has to fit in. It allows for approximately 60 poker cards in it, and it opens up into two pieces that nest inside each other.

Here are my plans:
24 (1/2 sized) action cards (4 each of: Plead, Grovel, Whine, Brag, Flatter, Riddle)
24 (1/2 sized) treasure cards (6 each of: weapons, art, armor, jewels)
6 (full sized) value tracks (one for each action)
6 (full sized) dragon cards (Kih (Weapons, brag), Jafe (art, riddle), Vollys (armor, plead), Ohen (jewels, flatter), Tayr (most, grovel), Anec (least, whine))

6 value tokens

The players are each dealt a horde of treasure cards (face up). 2 players= 12 cards each, 3=8, 4=6, 5 or 6=4. Any remaining treasure cards are given to the dragon.

Reveal the first dragon. This dragon will not be used to score the game.

Each player is dealt 4 action cards (face up)

The value tokens are placed on the value tracks (look at the first dragon's card to determine where to place them).

In turns:
1) play an action:

  • If the action is in the ♥ square, then take a treasure from the dragon's horde, and this action's value drops to 💀.
  • If the action is in the + square, then swap one of your treasures from one in the dragon's horde, and this action's value drops by 1.
  • If the action is in the 0 square, then this action's value drops by 1, and another action's value increases by 1.
  • If the action is in the - square, then discard a treasure from your horde, this action's value drops by 1, and all other action's values increase by 1.
  • If the action is in the 💀 square, then discard a treasure from your horde, reveal the next dragon, and all other action's values increase by 2. If you cannot reveal another dragon, then the game ends.

2) Play a second action.
3) Draw an action, reclaim an action, remove an action (if there are two actions left)

If the deck runs out, reveal all remaining dragons, and then shuffle the removed cards to form a new deck. If the deck runs out a second time, the game ends.

When the game ends, the player(s) with the most copies of the treasure that the last dragon revealed liked are eaten by the dragon. He didn't want them to steal all his good junk.

The last dragon revealed will be used to score the game (for the remaining people). All treasures count for 1 point for each copy that you have (for instance, if you have three art objects, it is 3 points each, or 9 points total), except for the treasure that that dragon liked, which will count for double.

That's all I got so far. Hopefully I have a mockup by tonight so I can playtest it.

Monday, August 15, 2016

Moar work on Moar Moai!

 I have begun to work on getting Moar Moai ready for a round of blind playtesting, so I have been having all the folks over at BoardGameGeek look at it. (the rules, and mats mainly). It is always so helpful to have people on the internet sanity-check your stuff, because I find that things that I thought anyone would understand are not actually all that easy to understand.

If you are working on a game, it is invaluable to let people that have never played the game before look at it. You can get the best feedback that way - feedback that is the most similar to the type of stuff that actual players in the wild would have given. Your local playtesters probably like you and are not overly disposed to tell you that your game sucks, or that it is hard to understand.

Here is the new player mat:
It does look fiddly (it has a lot of boxes), however it makes playing the game way less confusing to people that don't love math, so it is worth it.

The way that it works is: you place meeples in the rectangular spaces to declare what actions you are taking. If the meeple covers up an icon, you have to use up one of the associated resources (so to catch a fish, you remove a fish from the public fish track and discard it). You then gain the benefit that is above the space, and if the benefit is a move then you gain it on the thing that is left of the space.

I have also made the rules document available for public editing (and have gotten great help from a Romanian guy and a South African as to how to fix it up). Here the link is (in case you are interested in helping as well.) At the bottom of it you will find links to a gallery of all the artwork in the game as well as a pdf for printing out a PnP copy (if you are interested.)

I am not yet ready for everyone to PnP it, however I am getting pretty close.

Finally, I have begun to work on Terran Robot Defense League (previously tentatively called fighting robots) - a game that is supposed to be sort of like a mix between Sam Huges Ed Universe and X-Com Apocalypse. I have nothing to show for it yet, but it is gonna be sweet!

Monday, August 8, 2016

Grid Based worker placement

We played a few games of Moar Moai with reduced scores, and the balance needs some tweaking, but the game still works fairly well. Since I want players to enjoy the whole game (and not hate the scoring), I am going to work more on it.

One of my play testers also had a new idea about how to rearrange the worker placement mats to make them way more easy to understand. The idea is a grid based placement area which incorporates all of the math in the shape of the grid. I haven't yet finished a mockup of it yet, but will soon.

I also just went to the Viking festival in Gimli Manitoba, and am thinking about more changes to Age of Vikings.