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First play of the new island game

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So, I brought the new island game to the BGDG last night. I need to get a name for it - it is that game that I mind dumped in December about.

Here are my notes from the playtest:

Place one worker per buildingMust not place more than one village per regionAfter divvying up resources bid workers for crownMercenaries don't count as people of your colorScarcity should be higher in 4 player gameMake canoes cost people to launchRemove 3 tiles from game per person missing: 5→18, 4→15, 3→12, 2→9Take out weird tile with middle lineMake it a tile without any lines at allMoney costs people?stone?somethingTo use mercenaries: drop multiple mercenaries as free actions at the start of your turn, and then play one worker, then remove all of the used mercenaries Now, I am going to start writing up the rules as they currently stand. I will work on that here.
Additionally, I am getting ready to submit Citadel of Madness to the Cardboard Edison. Perhaps tomorrow I will do it. Making the movie is obvio…

an idea

An idea mind dump:

Game design goal:
undercutting
market affecting
secret goals
?hidden teams?

equipment:
Board, canoes, pigs, trees, workers, fish, stones, statues, huts, bags, value track

two bags - one to pull from when starting each round, and one to place into when spending

After round, market is modified based on what was spent and what was not drawn:
Draw from draw bag and lower value of that item on the market
Draw from the discard bag and raise value of that item on the market

Reveal a number of things from the bag.
players bid a value, and the player that bid the lowest takes from the pile of draft things first, working up to the player with the most things. The player can take any value of things that matches what they bid.

After every player has taken from the draft, then players spend workers to do things with their resources. You may double spend workers which makes you discard them.

Resources: wood, stone, food

Things to make:

wood: canoes, huts, move statues,stone: stat…

Ks is live

I have been meaning to post for a while, but apparently I never did.

I have one big announcement, and a bunch of small ones:

The Perfect Moment is being published! You can find it here.

Also, I had a great time at Essen. I talked with a bunch of publishers, and placed some games for evaluation with them. 5 games that is. I don't think it is kosher to say who, but some are with really cool publishers.

Notes about Space Game

Here are some notes from my last BGDG meeting about Space Game:

Make the grid smaller4x4?3x3?Make it autofill after every draftMake it go to more points100?make planets have points, and planets have requirements to ship tocash value of each animal and plant should be on the cardbonus money for second, third, fourth start playersbring back the multishipsmake science make more effect on the game.Autoscience?Draft pool for science?


Getting ready for Essen

I finished up a version of Grab the Loot, and played it at BGDG and at work. It went fairly well, but I am still not really happy with it. I will probably do more work on it before I try playing it with people again.

At the same time I have been playing Terraforming Mars, and Near and Far at work. Both have been really fun.

I have also been working on a new version of Jurassic Universe because my kids keep wanting to play it with me. They love making the ecosystems, and figuring out what will eat what. Rea is very good at building "working" ecosystems (working according to game rules, not necessarily according to real world ecosystem rules.)

I have printed a new version with a few changes, and am ready to test it again. Here are the changes that I made:

Making more omnivorescombining an animal and a producer on each card (top and bottom)adding back in the science deck (and space scientists to allow you to use it)adding back in planets with rules I have also been working on ge…

Witch hunt is back, also I got some art.

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I have been receiving artwork for The Perfect Moment recently, and I have to say - it is looking pretty good.


I have also dusted off Grab the Loot, and am considering what to do with it. I want to majorly rewrite it, so I might end up doing just that. The current idea is to bring the gameplay more in line with the silly theme, and to make it lighter and easier (without taking the optimization completely out of it.)

I have made a brief first attempt at that, but more has to be done before it is complete.

I also just made another version of Witch Hunt - this time I dropped it down to 9 cards, and 21 pennies. The BGDG liked it, so you might hear more about it some time. Here are my notes about the play through:

Adding in different types of could allow for different testimony "strength", which would add another layer to the strategy.penny = +1/-1, nickel = +2/-2, dime = +3/-3  Cheating is possible - tucking a penny under a card is prone to players looking.Use opaque cups on a smo…

A short notes post.

Here are my notes for the last BGDG meeting (which I never typed up till tonight): Add an icon to indicate when balancing is necessary?Perhaps scientists are needed to repair a room, but they refresh automatically when the action completesScarcity is fun to play withTime rooms are powerful abilities, and fairly cheap to obtain - perhaps make them more expensiveMake a bonus for ending the game - 3-5 points?machines are worth too much - perhaps 1 point each?make throne of arronax add a part or a coreremove some time cards from the gamesabotage rooms with minions? I have been really busy, so this is all that I am writing up right now.