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Showing posts with the label Age of Vikings

Another feedback braindump.

I met with Daniel Peterson (of Mayday games) to show him some of my games. He was not impressed with any of them. Though that was true, we still had an interesting conversation, and I gained some good insight into what Mayday wants. I think it increasingly unlikely that I will ever get a game published by Mayday, because I enjoy a lot more calculation, accounting, and heavy, repeated planning than they want in a game. The biggest take home was that I should be designing games for ADHD players, and that the math and accounting all has to happen in a very subtle way to be palatable to players. That being said, I have also determined that if Berrett likes a game, then it is possible that Mayday would like it too. Here are my notes from the meeting. The Madness Place: madness should be integrated into other costs high level machines should cost more to build all cards should be level 2, and have the ability to level up (taking actions and or cards and or something) perhaps tech t...

Jurassic Space again

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The gorilla game is moving along. Rea likes it, so we have played a few games (without a traitor, however). We also played two games at work, and it was well received. The players liked the traitor mechanic. The bad guy might be too powerful, because he won handily, but I can always modify the setup in order to weaken him. Two players were QA, and as such, they came up with all sorts of interesting interpretations of the rules. I need to specifically say that you cannot lay the gorilla down flat on the table when you are loading it up with other animals. They also showed the need to come up with a timer to stop someone from taking way too long setting up their turn. They would certainly play the game again, and I am definitely going to continue working on it. I have also been preparing Age of Vikings for submission to a publisher. I finally have a copy of it assembled again. My last copy was consumed in the Iludo game design competition. When the game won 2nd place, one of the st...

My latest idea

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Not too long ago I made a survey about what people were having a hard time with when it came to designing great games. I have collected the results, and decided to make a website that connects playtesters to game designers. The biggest things that people complained of was not having enough time, not having enough playtesting, and preparing to submit games to publishers or put games up on kickstarter. This website should directly help solve the second problem, and if I make it correctly, it should also address the first and third problem as well. Designers will have to spend "points" to get their game to sort to the top of the list of games to playtest, and the only way that points can be gained is by playtesting other designers games and providing feedback. Once you have points, you can apply them to your own game, or you can sell them in a marketplace to designers. Thus people that just want to get their game playtested without helping other people out can pay for that...

A lot of numbers

This last weekend was SaltCon. It was pretty great. I got 11 new games, played about that many games which I hadn't played before, and met a lot of great people. Thursday I presented The Age of Vikings to the judges for the Ion Award. It didn't go very well, so I wasn't surprised when (on Saturday) it was announced that I didn't win. I went into the finalist judging with presentiments, because Dan announced that the highest scoring game scored an average of an 8, and that matched my highest score (which means that my average was lower than that). I had also talked to another of the finalists, and he said that he had gotten calls from two of the judges asking for more info about his game. Fortunately I held back on submitting Terran League of Defense Robots this year. I have made so many good changes to it since I submitted all of my games that I know that it will have a much better chance next year. I got to play the game that won the Ion Award this year - Paloo...

More things than expected

Much of my time recently has been spent gearing up for SaltCon. If you don't have tickets yet buy some now, it starts on Thursday! We played a game of The Perfect Moment, and also Avalon at work on Friday. Avalon is a fun lying game. I like it much better than the other lying games that they all love, because you can actually deduce things. I was the Assassin once, and we totally aced the entire game, and then I guessed Merlin as well (though we won the game). On the second game, we won as the good without them guessing Merlin, and then on the third game the good guys won hard core until the Merlin guess, which made the bad guys win. So, I won two out of three games. On Friday night we had a local game group get together, and we played The Perfect Moment as well as Age of Vikings. I practiced teaching it in preparation for my presentation on Thursday. We figured out some parts of the presentation that need more work, and my wife engineered a killer game engine that blew the com...

Two playtests, One day

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At work we played The Age of Vikings at lunch. It went fairly well. We nearly finished the game in an hour (which is quite a feat). If we had finished I think that I would have won, however that is not guaranteed. The game is getting its final polish before I present it to the judges for the Ion Award. It seems to be going well, however I have two more test presentations at least before I consider it all done. When I play against the judges, I want them to be able to understand the game, but not have any real hope of winning (because I know the strategy, and they don't). Here's to hoping that I strike the right balance. We also played a game of The Perfect Moment tonight, and had some things that we wanted to change and or try out. Here are our notes: Flowers should say "Swap a face up card with a card from your hand. Do this once or twice." Add 1 (or more) face up card to simulate another player. Everyone can use the ability on it that is facing the center o...

Somehow, nothing of interest has happened.

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I brought The Perfect Moment  to the last BGDG meeting. It was at Demolition Games  for the first time. The venue is nicer than the last place that we met at. We had 11 people, and only one person brought a game (which only supported two players). I presented  The Perfect Moment , which received good feedback. We decided to change the Ring card to allow players to trade cards. I also showed off my new artwork for the first time. They liked the new look better than my original look. I have gotten the laser cutter working really well. It cut out all of the cards for  The Perfect Moment . I should probably have it cut out tiles for Terran League of Defense Robots , but I have not spent the time to do that yet. I have, however, been preparing to present The Age of Vikings at SaltCon . The Age of Vikings was declared a finalist in the Ion Awards this year. That has been where a lot of my time has gone, but I have also been fine tuning my laser cutter, and cutting ou...

The Ion Award submissions are complete!

I ended up only submitting two of my three games before the end of the deadline. The Dragons' Game, and The Age of Vikings. Both of them seemed ready, whereas Terran League of Defense Robots did not seem ready. I will continue to work on Tldr this year, and hopefully it is ready next year. I think it is a great game, I just hope for it to not have any major changes while I am submitting it. I am also submitting a bunch of games to Cardboard Edison, which should be a fun competition. In addition to the three mentioned above, I am submitting Moar Moai!, Polynesia, and Sorcery, Inc. Hopefully they like them. To submit my games, I need to make a five minute pitch movie for each of them. This is not my forte, so I think that that will be the hardest part. In other news, I played Talisman for the first time two days ago and thought that it was way too random to be fun. I also played Cash and Guns, and it seemed to be a reasonable party style game. Not my favorite, but certainly...

The ongoing tale of rules editing

With the Ion Award submissions deadline looming I have been editing my rules documents pretty consistently every day of the month so far. That hopefully means that I will get done on time, but you never can tell. The Age of Vikings  is coming along quite nicely. The document is much better than it was on the first of the month. I have pretty high hopes for this one. The game plays well, and is strategic and fun, however it does tend to take a long time. I think that this is definitely the year to submit it to the contest. The only problem that remains (as far as I can tell) is the unification of modes of speech - Sometimes I tell the reader of the document to do things (e.g. "If you have 3 coins, Move your ship"), and sometimes I tell the reader that the players will do things (e.g. "Any players that have three coins must move their ship"). I need to make it all the same, so that it isn't jarring when I switch between both modes of speech In the past I hav...

The month of rules editing begins

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By the end of NagaDemon "The Madness Place" was playable, but not finished by any stretch of the imagination. Alison and I played a game right at the end where we finished the entire game, and though it all worked, the game definitely was too big to take a proper swing at in one month with a full time job and a family. With NagaDemon over, I have been trying to clean up my rule documents for submission to the Ion Award. I have three games that I will probably be submitting this year:  Terran League of Defense Robots ,  The Age of Vikings , and The Dragons' Game . I think that I am furthest along with Age of Vikings, in that one I have finished moving all of the rules around, and I have caught a lot of the grammatical errors. I will still have to do more work, but I am feeling like this one will definitely make it in time. The rules for Terran League of Defense Robots are currently being shuffled around. I need to look them over for grammar still, and I am not sur...

Arika McClure: the first person to punch out a spaceship

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I just went to my 3rd Board Game Design Guild Meeting last night. Since there were not enough people who brought games, we ended up playing The Age of Vikings as one of the two games that were played. The people seemed to understand the game and we got through an entire game as well. The notes that I took (of the comments that people made) were as follows: When someone buys points, following players should have to pay 3 to buy points. (this is sort of against my original idea, however I see why this would seem a reasonable thing to say.) Viking games should have more warfare (This was reiterated at least twice. I need to do some theme work, apparently). Fiddly rules should be on a card (I can totally do this - I already have such a card, and expanding it into a mat wouldn't be that hard) Perhaps there should be disputed territories: when a player takes over an island half way they can block the other player from benefiting from it. (not sure if I love this. I want the game t...

Extinction Events

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Te tried out the chieftains, but they were not balanced. We had to spend way too much effort fighting them off. We have ideas about how to fix that, but I have been working on a new game that just came to my head instead of Age of Vikings. The new game is tentatively called "Extinction Events" (though that is not really that good of a name). It is about building a species of animal, and using it to survive various extinction events. The player that has the largest population by the end of the game is the player that wins. The species are collections of cards splayed in various directions (splay mechanic is taken from both innovation as well as chibi mob). The game is still not playable, but it was fun to start it out. Here are what the cards look like at the present time: I will post here if it becomes playable.

Chieftains to the rescue!

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Friday we played another game of TLDR at lunch, and we did much better. We still haven't finished a game yet, but I suppose that the game is a fairly long one, so it makes sense. I also came up with a new modification to The Age of Vikings - Chieftain meeples. Instead of gaining threat, players add chieftain meeples to their islands, and those meeples reduce the defense of the islands that they are on. Once another player conquers the island the meeples are removed, or the player may spend an action to remove the meeples. This removes and replaces the 'Threat' mechanic completely. I look forward to trying it out and seeing if it works. Finally, I have been working more and more on Jurassic Galaxy, and I am getting close to making up a prototype and testing it out again. I currently have planet tiles, tech cards, plant cards, animal cards, and contracts. The animals are not completely finished, but it is coming along.

The Crushing Defeat

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Yesterday we played Terran League of Defense Robots at work for the first time. It went really badly. One player thought it would be funny to play all of the hardest foes that he was dealt, so the players lost pretty quickly. Despite this, three of the players expressed interest in playing again. The easy mothership Multiple of them seemed to understand how to build a robot and most of them wanted to try to fight off the alien threat. The mothership that they drew (which was played on the second turn by the turncoat player) was the easiest mothership possible, so they still had a chance when it came out, but they quickly lost as more and more killer aliens appeared. I didn't learn nearly anything at all from the playtest that could help the game, so it was almost a complete loss for me. The only two take homes were the fact that I need to balance the motherships against each other, and that I need to stress the necessity of cooperation to the playtesters when I intr...

Alien Destruction

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Over the last week I played three more games of Terran League of Defense Robots (which also has a lot of other names), and one more game of The Age of Vikings. TLDR is coming along nicely. The last few games have been pretty smooth. I have added character cards, and modified a lot more about the game. The game is still way too hard, but I have begun to work on adjusting the difficulty in a downward direction. I also have nothing in the rules about how to actually fight, so I need to add that stuff in. The way that I am decreasing the difficulty might be interesting to some, so I will discuss it now. The game used to get harder each time the deck was shuffled because a new alien meeple would come into play each shuffle, and the aliens would do 1 more things each round than they used to do. This proved to ramp up the difficulty really fast, so instead I decided to add a card to the deck called Alien Destruction. Players may put any number of Alien Destruction cards into the deck...

The Nanobot Mortar : fierce, helpful robots to shoot at your foes

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On Tuesday we played a game of The Age of Vikings  at lunch at work. We had 6 players, and we didn't get through a full game before lunch ended. It is a much bigger game than is usually playable in a lunch hour (I only rarely work on such games because it is hard to playtest them to make sure that they work properly). The game is working pretty well - people with different strategies still got similar scores and nothing seemed really broken. It took a long time, however there are a lot of important decisions that have to be made at every juncture, so it is not that surprising given that some of our players have some analysis paralysis. Since that game, we have added and tested out 6 new god cards and a new "helpful" action reminder card. I am currently working on resizing the island hexes to make them fit on a game crafter medium hex tile. I might have to scale down the tokens to make it work, but it should make the game fit in a smaller box. On Thursday we played...