Showing posts with label Horde. Show all posts
Showing posts with label Horde. Show all posts

Monday, April 29, 2019

Excessive game box size

I've been really enjoying Splendor, which I was given for Christmas. I've played a couple times in the past week after playing it for the first time a few years back.

I've been thinking about box size. I've commissioned some cool art for my card game Horde, and I'd like to get that printed up for distribution. It uses cards plus some scoring tokens, so I need a box big enough for about 90 cards plus 11 tokens and a set of rules. I've been using TheGameCrafter's token chips, which are a satisfying size and weight. All of that could probably fit handily in a small box.
Interestingly enough, that's also about the same component set as Splendor, although it has more like 40 chips instead of 11. Still, it shouldn't need a big box. But they gave it one! Here is a comparative look at the game:

The top picture shows how it's packaged. It looks nice. Below that is the space all the components actually take up.

Clearly, it doesn't need this big a box. It's bad for the environment and bad for storage. It's 80% empty space, and it needs a huge blow-mold plastic frame to hold it all. I wonder, though, if people are willing to pay more for it (and think more of it) if it looks like a bigger game than it is. At $25 retail, or $40 MSRP, I bet a big chunk of that price is actually the empty space in the box. I wonder if I can pitch a smaller box for Horde and convince people that it's as much of a value small as it would be with wasteful packaging. Sometimes when we shop we're just dumb sacks of meat, and I think this might be one of those times.


Thursday, November 1, 2012

Hippodice entered!

I've entered two games in the Hippodice competition this fall - Horde and Yoggity.  We'll see how I do - I've made the second round once but never their top 10.  I gather it's very competitive.

A user named Yort over at BGDF looked at my stuff and commented that it might be more polished than they were looking for.  I got that impression when they looked at Diggity a couple years ago - one of the reviewers said, essentially, "why are we looking at this?  we're only supposed to look at prototypes."  Of course, it was a game prototype at the time, just printed up nicely via TheGameCrafter, and well within the Hippodice rules which indicate less than 100 total copies.

We'll see how I do - these competitions are always a little unpredictable, but I really respect Hippodice for its organization and standards.

Monday, February 20, 2012

Game Design Notebook - Horde - Step 2: Revision and Prototype

In my last post, I mentioned my newest game project, tentatively called Horde.  The original submission was for a contest entry at BGDF and was constrained by the contest restrictions and the 200-word limit on entries.  Once the contest was over, free from those restrictions, I liked the idea enough to create a prototype and try it out.  The original idea had used small figures of different colors; I shifted that to cards, and created a deck of cards with six "suits" - typical fantasy stuff: fire, water, sun, moon, forest, royal - and five monster types - troll, ooze, golem, dragon, skeleton.  I doubled each of these, for sixty total cards, which would be more than enough for people to pick a couple of them on each of 11 turns (5 monsters + 6 suits = 11) and have enough.
Art for cards

But, as I was making these up and doing some rudimentary art, I thought of some ways to make the game more interesting, by having special additional monsters that allowed for special plays or special scoring.  That added a bunch more cards, and because those cards are generally more powerful than the regular ones, I needed new rules to balance out these cards.  The mechanism I tried initially was this: whenever somebody chooses a special card, everybody else gets another one.  More on that in my next post in this series.

I wanted to make the prototype at least look nice, so I collected some art for it, shown at right.  The art that I used came from four sources:

  1. stuff I made myself - generally crude or bad, although some of them were OK
  2. stuff I already had access to - I commissioned some art for a previous game, Zombie Ball, so I had art for skeletons and vampires already in place.
  3. online clip-art - I didn't want to use clip-art that was licensed or of unclear origin, so I went with royalty-free open-use stuff.  There's a pretty extensive clip art library at clker.com which purports to be all  royalty free.  There's another one at openclipart.org which is even more clearly royalty free.  Clker includes nearly everything at openclipart.org, so you can get more options at clker.
  4. art from expired-copyright books - for this, I used Google Books and searched for books from prior to 1923 - anything in those is in the public domain.
I include examples of each of these below.  The result is not publication-worthy, but it looks good enough.
    I got the background textures for the cards from a variety of sources, but a great one that I use a lot is Mayang's Free Texture Library (http://www.mayang.com/textures/) - this has high-res texture images of all kinds of things.

    Once I had art, it was easy to go ahead and order a prototype from TheGameCrafter.com - and because I was curious, I even went ahead and got one of their medium boxes, which is cool - I'll discuss that later too.  



    I did the ooze using PowerPoint
    and some GIMP effects
    The final prototype
    A knight from a fairy tale book,
    once colorized, became my Elvenking
    Clip art borrowed from clker.com

    Game Design Notebook - Horde - Step 1: Contest entry

    So, I entered a game in the newly-shrunken monthly BGDF design showdown in January.  I got second in the voting. I'll put up a few posts about it here, the first being my entry there.

    The restrictions for the contest were (1) that players had to make permanent rules as they go (inspired by New Year's Resolutions) and (2) that things have to come in pairs.  These aren't that important, but they did lead me to a game design I like a lot.  The new word limit for entries was 200 words.  In case you were wondering, it's very difficult to make a robust game whose rules fit in 200 words; none of the other entries described a full game.  Here's my entry:

    Horde 
    2-6 players
    Object: 
    Build the highest-scoring horde of monsters
    Components: 
    10 Rule cards – 5 colors, 5 monsters (red, yellow, blue, black, white; ogre, dragon, knight, goblin, ooze) 
    50 monster tokens - pairs of monsters (2 each of five colors and five types)
    Scoring board – 10 score spaces (0, 1, 1, 2, 2, 3, 4, 5, 7, 10) 
    Setup: 
    Shuffle the rule cards and place them and all other components between players (rules face down).
    Play: 
    Each turn, a player first draws a rule card and places it on the board on any open scoring space. This establishes (resolves?) the scoring for the monster or color shown. Next, the player chooses one, two, or three monsters from the common pool. None of the monsters can match (same color or same monster). The other players then each take the same number of monsters from the pool. These monsters also may not match each other. Players unable to take the full number legally must take fewer.
    Scoring: 
    Game ends after ten turns (all rules played). For each rule card, the player with the most of that color or monster type gets the point value shown for that rule on the board.