Sunday, November 27, 2016

NagaDemon 2016: Day 27

Contrary to popular belief, I am not dead. I just took a vacation and totally worked on my cards a whole bunch during that time. My wife and I got through two entire games of "The Madness Place" (my NagaDemon), so technically I have already won, however I still need a lot more work to make the game play smoothly.

Currently the rules are as follows:

There is a hexagonal board composed of a center room, and 6 surrounding rooms. The board grows during the game. Players have a pawn that starts in the center room, and also a set of completion tokens. Players start with 7 cards from the deck, and a character card. Every player gets three actions a turn, and for their actions they can do any of the following:

  • Move your pawn to any room that there is a clear path to (must be either unnocupied or fixed)
  • Draw a card from the deck
  • Play a card (either build a construct/machine/clank/device or impress a spark/minion). Pay the cost on the bottom of the card to play it.
  • Science! (modify a construct/clank/device/spark/minion), you must have enough spark to balance the new abomination of science.
  • fix room (pay the cost and place a completion token on the room. At the end of the game, you will get points for any rooms that you have a completion token on them which the winning team uses (either Agatha, or Zola))


Once a room is completed, draw and place tiles in any adjacent slots that are not yet revealed. Once any player has completed 6 rooms, the build phase of the game ends, and the scoring phase begins. During scoring, players see where the two "heterodynes" appear, and where they are trying to get to and then they throw in their lot with one of them. They have to help the "heterodynes" complete their final rooms (which are randomly pulled from a stack of endgame rooms, and are much harder than normal rooms.), and the "heterodyne" that completes their rooms the fastest wins, and any rooms along that team's path are scored, (with the team that threw their lot in with that team getting bonus points as well).

Here are some samples of the set of cards I made:

As you can see, rooms are not yet hex tiles. I expect to get to that pretty quickly, and also to the following list of fixes that came up from last game:

  • Dr. Gallaird Prunestoggle costs way too little.
  • The Master's library should require more spark to fix
  • Otilia should say "discarded from play"
  • Needs more machines. Just make up some.
  • Flametongue should have charisma as his pump action
  • there should be a way to decompose something. (perhaps a card that lets you do it? adding it to Science! would seem sort of weird.)

Thursday, November 17, 2016

NagaDemon 2016: Day 17

Things are going at full steam right now (ha ha). I think that I will print off my first version of the cards tonight and try the game out some time this weekend. I have given each player unique abilites, combined clanks, minions, constructs, and sparks into one type of card (so the rules for them are all identical), and I have now only three types of cards: ambulators, machines, and devices.

The ambulators are built by paying the cost on the bottom of the card, and activated by paying the cost on the left. They provide the benefits listed in the on the right, and have the abilities listed in the center. Ambulators have a Spark modifier of 0.

Machines are built in the exact same way as ambulators, however they have a modifier of -2, which makes them easier to build than ambulators. The other difference is that machines cannot be moved unless the person moving the machine spends 1 strength per output symbol on the machine.

Devices are built in the same way as ambulators, however they have a modifier of +2, which makes them more difficult to create than ambulators. One device can be attached to each ambulator at a time, however they can be discarded and replaced for free at any time.

Cards can be tucked to the left or right to make more costs or benefits, but in order to tuck a card the player must have enough "Spark". The spark cost is calculated thus: outputs - inputs + modifier. Each card tucked also requires 1 build.

I haven't actually made any abilities yet, so I will need to do that before the game is complete, however I expect that I can add them as I start playtesting it.

Thursday, November 10, 2016

NagaDemon 2016: Day 11

I sort of took a few days "off", so I am a little behind. I have given stats (but not abilities) to all of the 148 cards in the main deck, and the 12 character cards that currently remain in the game. I haven't yet made all of the room cards, so I still have work on that front. I also have a lot of mechanics dreamed up, which I will outline here:

Players start with a player card that has stats similar to any other normal card. Each player card has a generic backside that gives them +2 "Spark", and perhaps other generic bonuses so they can remain hidden until they want to reveal who they are (and still have a bonus).

Each player card has a special objective that they can complete for bonus points, most of which has them repairing the castle in order to complete it.

Each player can build clanks and add cards to clanks and other core parts by using "build points" which they get based on their cards in play, and which refresh each turn. Clanks have stats, and can help the player do things. They also can move like the player and can be built up (using the same effect building mechanic that I invented for Sorcery, Inc.)

Clanks can be operated each turn one time, and the operating player must provide enough input things to make the clank run. (similar to S,I.). Any card from the draw deck can be used to improve a clank, so clanks can grow to be much larger than they started as. The limit to clank size is Spark, and a clank that produces more output than input requires the player to have sufficient spark to build it. In order to make really cool machines, players will have to build machines that improve their spark.

Constructs are similar to clanks, but they require the player to discard cards with the appropriate symbols on them to put them into play, but do not require the player to pay a maintenance cost whenever they are run. Since they require more input, they are harder to build than clanks, but they work the same in every room of the castle (regardless of the presence of fuels).

Constructs can be modified in the same manner as clanks.

Devices are similar to clanks, however they are carried by a minion/character/spark, and they add bonuses to the stats of the person. They must be balanced by spark, however they also are limited to 1 additional card per device, and they have a natural balance score of -1 so they will normally be less powerful than constructs or clanks, and require more spark to balance.

Machines are like Clanks or devices, but they are large and require strength to carry them around. To move a machine requires 1 strength per card composing the machine. Machines are easier to balance than other cards, with a base score of +1.

Minions are a different class of card - they are played by having sufficient charisma (and possibly paying other cards), and then they provide their bonuses to you. They can be modified exactly like constructs... Perhaps they should be rolled into constructs actually.

Sparks are other mad scientists that you can cow/inspire to follow you, and they will work with you to help you build things that are too hard for you to build by yourself. They require charisma as well as force you to discard cards to play them, however while they are out, you gain fewer points per room completed.

That brings me to rooms: rooms are similar to the end condition in Sorcery, Inc. - they have requirements to complete them (like 20 prestige in S,I.), however they give points when you do, not just make you win. You start with 4 rooms visible, and every time someone completes a room, three more become visible. I hope that this mechanic makes it easier and easier to complete rooms, and brings the end of the game closer more quickly. Once the castle is completed enough, the game will end after one more turn.

I will still complete this game even if I am behind. I hope to get a playable prototype by the weekend.

Thursday, November 3, 2016

NagaDemon 2016: Day 3

I have 294 card names created... All of them are based on actual things from the original comic (people, things, places). Perhaps I bit off more than I can reasonably chew, but I going to try making as many of them as I can.

I will probably end up throwing out half of them.

At least I won't have to come up with that many names of my own :)

Todo: make game abilities for them all...

This is going to be a hard NagaDemon

Wednesday, November 2, 2016

NagaDemon 2016: Day 2

I am beginning to work on my idea - turning it into a game. Right now I am in the "throw all of the ideas together, and then figure out how the mechanics will work. I am thinking that powerful cards will produce 3x the stuff that they take to make, and the weak ones will go nearly to producing 1x as many things as they take.


I haven't yet started on the naming of the rooms. I am just brainstorming all of the cards right now.