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Three more playtests

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On Friday I played another game of Skye Frontier with my dad (also Mike), brother in law (Dave), and nephew (Logan). My dad and nephew play games sometimes, but are not super big into the hobby, and my brother in law is moderately a gamer (he buys games and brings them to my game nights, but he doesn't play all of the newest games). Logan started the game (and picked the blue castle), Dave was white, my dad was yellow, and I was red. My dad and I ended up contending over the lakes, while Dave focused on building mountain regions, and Logan built some of everything. I couldn't get a shipping empire set up because boats were hard to come by, and Logan (and Dave) started grabbing cash at an alarming rate, so I instead focused on building up points using scrolls and by closing regions. With a 1 point per sheep scoring tile out there, we all tried to get sheep, and the build for free action was used a lot. I capped off my regions just in the nick of time, and Dave ended the game (wh

Skye Frontier

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I just played a work in progress by Seth Jaffee, so I thought that I would post about it here. The game called Skye Frontier right now. It is an Isle of Skye and The King of Frontier mashup. Since The King of Frontier seems like a Carcassonne/Puerto Rico mashup, this is a second order mashup. Anyway - the game was totally playable, and allowed for strategic decisions to be made. Alison went all out in combining multiple synergistic goals with building a good kingdom. I just went for a degenerate strategy of building the biggest lake possible and then producing and consuming in a cycle. After the game end we summed up our scores using the remaining money tokens, so you can see that I won by 6 points (78-84), so my strategy didn't seem too overpowered, however perhaps it should be nerfed a bit, since it was pretty powerful, and degenerate strategies (in my opinion) should be less powerful than well-thought-out ones. Here is the end state: the reasoning behind my strategy - spelled ou

Child's play

 I have a brief respite from my masters program, and decided to make a game for the 18 card RPG contest that Button Shy is putting on. The game needs a better name, but it is currently entitled "G-rated movie role-playing game". It is a rules light game where the players basically generate a classic musical animated kids movie, and then play the characters from it. The rules are here . We have played one session so far, and the game is quite playable. I made Jason - a reluctant barbarian hero that would prefer to geek out over magical people and creatures, and Alison played Conina - a braggart warrior girl that was turned into a bunny. She ended up as my sidekick, because I have to go on a man-quest and kill something (though I am not sure what), and she said that if I could turn her into a human again she would help me to kill something impressive. The villains that we are facing are Mrs. Earwig - an evil witch that who is always annoyed because people mispronounce her name

Defend the university

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 Last night I just played a first 2 player game of an idea that I have been thinking of for a long time. The idea is sound, but it is going to be a huge amount of work getting it cleaned up, and building all of the factions. The idea is to make a multiplayer cooperative asymmetric game. More specifically, there will be a bunch of opponents that are coming in toward a shared "end zone", and all of the players have to defend the end zone in their own way. Each person uses their own mechanics to do so, so one player might be playing a deck building game while another is playing a dice chucker, but at the end of the day they can work together to try and repel the invaders.  The benefit of such a game is that it allows people that like disparate styles of play to be able to play together at the same game with a common goal. My son can throw down his dice while I can try and engineer a solution to a difficult knapsack problem and my wife can play her engine builder, and we are all

even with Nougat

I have been working on an 18 card legacy game in response to Button Shy's currently running 18 card legacy game contest. I have played through the campaign a few times, and it seems pretty difficult, but still certainly doable. The theme is a time traveler that is fed up with trying to make the past better, and decides instead to set everything back to how it was before time travel caused so many problems. I have finally completed a first version of my rule document for this game here: https://docs.google.com/document/d/12kcYgJuT4rJ_alwTjt7XEYqBvB5JInf2FcKjvSLMYLA/edit?usp=sharing PnP is included in that document as well. It is 3 pages (18 cards, and 3 stickers). I will update here as I try and finish the game up before the contest ends.

More Automatown and getting ready for SaltCon

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Alison and I played Automatown with many of the discussed changes last night. We liked some of them, and others we did not. The game ended up ending in 6 rounds, and it took about 80 minutes. The later rounds were longer than the first few rounds. We also were being distracted by kids, so perhaps we could have gone faster. Alison ended up with 7 workers and 9 points while I had 9 workers and 28 points (more about that later). Having fewer types of resources was very good. It made the economy less confusing, and setup and cleanup much faster. The mats worked well, and during the game, we thought of more things to put on them - (the three starting workers can be added here, as well as a reminder of what level is what in terms of dots.) Here is the mat that we played with: We started with 3 scrap, which was not enough given that we were also playing with the rule that made upgrades cost a scrap. In fact, that rule made us strapped for scrap the whole game. We decided that m

BGDG Automatown presentation #1

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Robin and Lyle form the guild played Automatown with me last night. We used the new goal cards that I just made. Here is how I modified the game: I removed all points from automa, and gave them up to 3 symbols - bullets, hands, and top hats. they can be tapped either for their ability, or to generate a symbol, but you have to place a worker on them to generate a symbol. This automa generates either a hand or a tophat: As an action you can place as many workers as you want on an equal number of automa, and then spend the generated symbols to complete a goal. Goals have from 1 to 4 symbols, and are just worth points. (considering adding abilities to some goals). This goal requires two bullets and a hand. Here is a copy of the notes I made during the game, and a brain dump of thoughts afterward. Most of the notes are comments from the other designers, so they don't necessarily match my thoughts: Recycling station: change to generic level 2 cube symbol. (this would be sim