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Showing posts from February, 2018

Getting ready for Salt Con 2018

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I have been working on The Citadel of Madness a lot recently. I have applied most of the changes that came from the last guild playtest, and they are working well. I also had a really helpful guy on the internet offer to create artwork for the game. The results speak for themselves: I have been making good strides toward getting the game completed. Even though it is not yet all the way there, it is moving along fairly quickly, and it is making strides toward becoming a easier to understand experience for those involved. I am preparing to submit it to Red Raven games. I think that Ryan could help to make it a better game than it would otherwise be. Perhaps he would even provide some final artwork for it. I have also been working on Micronesia. The game is undergoing major revisions. I will probably hold off on anything big until after SaltCon, but the game is definitely scheduled for some more surgery before I am through with this round of editing. The SaltCon math t

Back to BGDG

After being sick and Christmas and such things, I finally got back to a BGDG meeting. We played "The Citadel of Madness" with two of Daniel's ideas applied. The two ideas were: removing rounds in favor of "refreshing" periodically, and removing "madness" in favor of "device levels" Here are my notes [comments], and things that I plan on trying out in the immediate future : 1 color cards are no longer nearly as good - play a card for both energy? The low cost 4 type cost room cards might be too easy to complete - perhaps reduce their value . Time is still confusing 1 action per turn is good - it speeds up the game. Secret rooms ? Possible ways to make the game have take that element [as an aside, I don't really want to add that type of play, but I am faithfully typing up these note, so I am recording them here] wipe out one/multiple rooms as an action so that other players cannot score them, and swap point cards with other p