My entry for the October GDS at BGDF.com took second. The entries are here - mine's #5. I'm happy about that - the first place game was very creative, and I voted for it.
I've played my game a few times now, and it's super fun. I'll post revised rules and some other stuff on here soon. I'm trying to make better art for my gameboards, but I need to work up my Illustrator skills some. And develop some sense of visual art.
Sunday, October 23, 2011
Tuesday, October 11, 2011
Bones and more bones
Ten entries in the BGDF challenge this month. The theme and restriction has made several of them seemingly similar within a couple broad categories - including "sort out body parts" and "undead things beat each other up." It'll be interesting to see how it's judged - the outcomes in this competition always seem a little bit random to me, although the winner is usually a good game.
Sunday, October 9, 2011
BGDF contest for October
Got my entry in, after sitting one out. This one's requirements are the dead and a Mancala-style choosing mechanism. We'll see how I do; I haven't made a game like this entry before. I'm hoping to get to playtest it some more with some friends this week. I'll report how it goes, and how it does in the contest.
Still trying to figure out what I'll send off to Hippodice this year. I might try this game, and I might try Warped, my entry in TGC's vehicle contest. Or, I might resubmit Yoggity with some rules changes I came up with over the summer. Hmm...
Still trying to figure out what I'll send off to Hippodice this year. I might try this game, and I might try Warped, my entry in TGC's vehicle contest. Or, I might resubmit Yoggity with some rules changes I came up with over the summer. Hmm...
Tuesday, October 4, 2011
TGC Vehicle design contest submissions
Vehicle Types |
Game Types |
By my (admittedly idiosyncratic) standards, I'd say roughly half of the entries I categorized as flawed in some significant way and not a threat to win. This was not usually based on looking at the rules, although I did read through some of them. The problems included very crude art, very crude or simplistic design, poorly-written or incomplete descriptions, or other reasons.
My easy dismissal of these might be wrong - there could be a gem of gameplay in there, hidden behind bad art, in the same way that visually beautiful games can often suck in terms of gameplay. About 1/4 of the games had good to great art. My art isn't the greatest, but it's OK, and the game behind it is fun. I'm not certain the rules will make it clear how fun it is, and there are some complexities that I'm not sure I got across. The fact that I'm competing with six other space-trading games is troubling, too.
Well, we'll see how it goes. As usual, I'm sure I'm over-thinking this.
Monday, October 3, 2011
Boxes and real game boards, printed on demand.
Wow. SuperiorPOD is now doing full gameboards and printed set-up boxes, they announced on BGDF. There's a bit of an arms race going on between SuperiorPOD and TheGameCrafter at the moment, but this is a big step forward for SuperiorPOD. TGC has promised chipboard boards for a while (although I don't know if they're going to be wrapped like SuperiorPOD), but not a fully printed box (TGC currently has a nice black box with the option for a printed sticker on top).
Pictures from here: http://superiorpod.proboards.com/index.cgi?board=announcements&action=display&thread=95
This looks like the real deal. About $4-5 per box, $4-5 per board if they're part of a whole game printed there.
Pictures from here: http://superiorpod.proboards.com/index.cgi?board=announcements&action=display&thread=95
This looks like the real deal. About $4-5 per box, $4-5 per board if they're part of a whole game printed there.
Labels:
POD,
Publishing
Saturday, October 1, 2011
New space game nearly ready for release
My entry in TheGameCrafter's vehicle design contest is in, and just under the wire. I haven't gotten a copy yet (although it's ordered), so I haven't published it in the shop, but here's what the page will look like when I do. I like the game - I've played it a number of times now with friends (thanks, Derek and Bob!), refining it each time, and it's pretty darn fun. It centers on trading goods between worlds, but it quickly evolves into a race to complete missions and build technologies.
Plus, there's pirates. What's not to like?
Plus, there's pirates. What's not to like?
Labels:
Competitions,
Design,
Warped
Thursday, September 29, 2011
New CCG POD - the link
Here's a link to the announcement from SuperiorPOD I commented on in my earlier post.
Labels:
POD,
Publishing
New CCG POD possibilities
The game print-on-demand company SuperiorPOD has announced the ability to create card packs with random frequencies, such as would be required to make a collectible card game (CCG) like Magic or Pokemon. There are tons of independent designers who have ideas for this kind of game, but it's been very hard to get them made because of the high cost of printing. Having this capability in a print-on-demand service is great for those folks, and it's been an often-requested and so far unfulfilled wish in the forums at The GameCrafter.
I'm a little dubious that you could get an indy CCG off the ground. Even with this potential printing solution, it's going to be hard to get enough of an audience that they'll be willing to send lots of money away just for a chance at getting a rare card, especially when there are lots of CCGs already saturating the market. But I don't know that market well - none of that kind of game ever did much for me. Card-based combat and the interrelationships of abilities I like, but the idea that you'd do better if you spent more on cards always killed it for me.
I'm a little dubious that you could get an indy CCG off the ground. Even with this potential printing solution, it's going to be hard to get enough of an audience that they'll be willing to send lots of money away just for a chance at getting a rare card, especially when there are lots of CCGs already saturating the market. But I don't know that market well - none of that kind of game ever did much for me. Card-based combat and the interrelationships of abilities I like, but the idea that you'd do better if you spent more on cards always killed it for me.
Labels:
POD,
Publishing
Thursday, September 22, 2011
Art for space game
Here's a sample play board (one of a 2x2 grid) for my new unnamed space game that I'm submitting for TheGameCrafter.com's vehicle game design contest, due in about a week. In the game, players control ships and trade resources from planet to planet while completing missions and building ship upgrades.
The game board background image is NASA's Astronomy Picture of the Day from June 30, 2011, seen here:
http://apod.nasa.gov/apod/ap110630.html
It is of Star Factory Messier 17, taken by the European Southern Observatory's VLT survey telescope's OmegaCam.
The planets are textures from http://www.mayang.com/textures/ that I altered, recolored, and mapped to spheres.
The green grid I created in Adobe Illustrator, with shadows added in GIMP. The wormhole art is a GIMP plasma rendering with a bunch of effects. The pirate icon is clip art from the Open Clip Art Library (http://openclipart.org). The starlanes (blue paths) are a path trace in GIMP with some gradient filling and border effects. The text and disks around the planets I made in PowerPoint 2007.
The game board background image is NASA's Astronomy Picture of the Day from June 30, 2011, seen here:
http://apod.nasa.gov/apod/ap110630.html
It is of Star Factory Messier 17, taken by the European Southern Observatory's VLT survey telescope's OmegaCam.
The planets are textures from http://www.mayang.com/textures/ that I altered, recolored, and mapped to spheres.
The green grid I created in Adobe Illustrator, with shadows added in GIMP. The wormhole art is a GIMP plasma rendering with a bunch of effects. The pirate icon is clip art from the Open Clip Art Library (http://openclipart.org). The starlanes (blue paths) are a path trace in GIMP with some gradient filling and border effects. The text and disks around the planets I made in PowerPoint 2007.
Labels:
Art,
Competitions,
Design
Friday, September 9, 2011
Dueling D6's: Combat Odds for 6-sided dice
I've been working on a design recently in which I am thinking of using a pretty standard style of dice-based combat resolution. I first saw it in the game Mystic Wood, then in Talisman, and in a similar pirate-themed game called Sword and Skull. Each player rolls a die and adds a bonus to it; high roll wins. I did the math (not hard math) to figure out what a 1-point or 2-point advantage is worth in this scenario. I knew it wouldn't be linear, but I was curious how it looked. The zone for ties gets smaller as your advantage increases, and a +4 isn't too different from a +5 in terms of results except that you can actually lose a +4 battle a fraction of the time. Anyway, here are the results.
Labels:
Design
Monday, August 29, 2011
Rules-writing guidelines
Michael Keller over at GameDesignerWannabe.com has some notes from a GenCon seminar by a Hasbro executive named Mike Gray about writing effective and useful rules documents for your game. The notes and tips are interesting and very specific - I wish I'd been able to attend the seminar. Definitely worth a look, and includes a copy of a summary handout from the seminar which is also concise and useful.
Labels:
Rules
Saturday, August 27, 2011
Vehicle Design Contest at TheGameCrafter
Described here. The prizes are promotional points on TheGameCrafter.com's site, which is interesting - you can get your game entry (or another game) featured there, which is nice, and obviously winning the contest will give you some small notoriety/marketability.
The restrictions are interesting, too - the most restrictive parts are that the game must use their vehicles (although only one type makes it not too bad) and that your game must price out at under $20, which is pretty limiting, since even Diggity (which is only 100 or so cards plus rules, no extra parts) comes in at about $15. If you want a board or other tokens, it could be tricky to hit that limit. Another "prize" is getting to judge the next contest, which is interesting also and comes with some free games.
There's not much info on what the criteria are, too, which is a bit tricky, although there are some suggestions (artwork, polish).
Deadline is October 1. Obviously a better fit for people with new vehicle-related ideas who are used to the TGC production system.
The restrictions are interesting, too - the most restrictive parts are that the game must use their vehicles (although only one type makes it not too bad) and that your game must price out at under $20, which is pretty limiting, since even Diggity (which is only 100 or so cards plus rules, no extra parts) comes in at about $15. If you want a board or other tokens, it could be tricky to hit that limit. Another "prize" is getting to judge the next contest, which is interesting also and comes with some free games.
There's not much info on what the criteria are, too, which is a bit tricky, although there are some suggestions (artwork, polish).
Deadline is October 1. Obviously a better fit for people with new vehicle-related ideas who are used to the TGC production system.
Thursday, August 25, 2011
Really great playtesting advice from JT at TGC here. I've done most if it for Diggity. I do win nearly every game I play, which isn't good (Wookiee Test), and I'm not sure if all newbies can play fast enough to make it fun (Speed Test). Very useful advice throughout - this should be a must-read for all new designers.
Tuesday, August 23, 2011
Diggity sighting
Diggity, near the elbow of the guy in the blue shirt and dashing facial hair. |
How's that for link-mongering?
Labels:
Diggity
Jump Gate - first thoughts
I've played a couple games of Matt Worden's Jump Gate now (and won zero of them). It's a different game than I expected, but I've enjoyed it a lot. Some observations:
- The game is way more fun to play than I thought it would be from reading the rules the first time. That's mostly a good thing (far better than the opposite) but it would be better if the fun showed through from the rules. I worry about that with Diggity some. For Jump Gate, it seemed like there would be some pretty simple set collection, some different kinds of moves to make, and then not much complexity, but there ends up being a surprisingly non-obvious set of strategic decisions you've got to make to use your relatively scarce turns, and figuring out how to maximize your score is tricky.
- The theme is neat, and fits the game well, but it's only loosely integrated into the game - what I mean by this is that you could pretty easily switch the whole thing to, say, a carnival theme, where you're picking up sets of stuffed animals and candy, rather than the space ship one.
- The art is great - very neat design and layout.
- The manufacturing part seems also to be great. The rules are in color, the components bagged and good quality, the box really neat. This was a self-publishing effort by Matt, and he's clearly done well with it. I'm not sure how many he got made in his print run, but I'd guess these cost him in the neighborhood of $10-15 each minimum, maybe more, for 2000-3000 copies, which makes it hard to sell them at retail through a distributor, which I don't think he's doing given the relatively small set of companies it's offered at. This is nothing wrong that Matt did - it's just a really hard part of being a small publisher.
Friday, August 5, 2011
Clue
I played Clue with the kids last night. We didn't have this when I was a kid, so I never played it much growing up - only with friends. Back then, I thought it was pretty simple, but fun. Playing as an adult, I realized there's more to it than my 8-year-old self saw. Where kids mostly just focus on getting the clues noted correctly and puzzled out efficiently, there's this meta-level where you analyze what others are doing with their suggestions, and then a kind of meta-meta level where you watch what other people are noting, especially in response to OTHER people's results, and then a meta-cheating level which I tried to avoid where you can sort of see what part of people's note paper they're marking and determine whether they're noting a weapon, room, or suspect.
There's still a lot of luck. My daughter (age 14) played well and won, and was doing more fakery and strategy than I thought (is it good when you realize your kids are deceiving you?), but some of her success came from getting the room nailed down very early, which was a function of where she happened to start on the board and what cards she was dealt. My son (age 12) also did well, and played Colonel Mustard in character as a bombastic blowhard the whole time. What a clown.
The rolling and moving mechanic has always seemed pretty stilted to me, too. There's likely a better game trapped in there somewhere. But it was a fun time - gotta love the classics.
There's still a lot of luck. My daughter (age 14) played well and won, and was doing more fakery and strategy than I thought (is it good when you realize your kids are deceiving you?), but some of her success came from getting the room nailed down very early, which was a function of where she happened to start on the board and what cards she was dealt. My son (age 12) also did well, and played Colonel Mustard in character as a bombastic blowhard the whole time. What a clown.
The rolling and moving mechanic has always seemed pretty stilted to me, too. There's likely a better game trapped in there somewhere. But it was a fun time - gotta love the classics.
Wednesday, August 3, 2011
Jump Gate
My copy of Jump Gate arrives on Monday, and I'm looking forward to seeing fellow indie designer Matt Worden's award winning game in person. I ordered a copy of the 2nd edition of the game, so the one he had printed up, not the TheGameCrafter.com version, so it should be interesting to see what he was able to accomplish with a reasonably small print run as an independent publisher, something I've been considering for some time now.
Plus, I'm sure the game will be fun to play as well!
Plus, I'm sure the game will be fun to play as well!
Monday, August 1, 2011
Contest at TGC
TheGameCrafter.com is running a game design contest through their site. Prizes are from their new point system, which you can use to get your games featured on their site. I have no idea what the value of featured status is - whether it translates to more views or more sales - but it's an interesting idea, and I've been entering contests with no prizes for a while now at BGDF and at Hippodice.
Unfortunately for me, the contest focuses on their vehicle parts, which isn't really my thing - I guess I go more for abstract stuff rather than using fiddly miniatures. Of course, I could just use some of the vehicles as pawns or markers, I guess. I'll have to see if I can think anything up.
Tuesday, July 19, 2011
Zeno Clash review
Ghat has some mommy/daddy issues |
The game was built on the Halflife 2 engine, and there were some weird similarities of interface and graphical appearance there, but it was otherwise very, very different. The game is very, very weird. The stuff you do is weird (I just finished a level where I shot at rock-throwing eskimo dudes while being rowed along a fanged canal and discussing the nature of crime with a deep-voiced blue-faced ancient sage). The art is chaotically bizarre, and the plot and dialogue are sort of dream-like - you're doing things that sort of makes sense in context, but you don't know what's going on, and you're just supposed to accept the weird stuff mostly unquestioningly. There's some backstory where you were moved to kill your hermaphroditic parent organism with a skull bomb for reasons that only slowly become clear.
Usually, this kind of deliberate artsiness turns me off, but it sort of works here. I've been engaged with the story, and even though the art is strange, it's OK. It's actually the game part that is not working well for me. It's a first-person shooter, but you don't shoot much - the weapons are kind of powerful, but you lose them whenever you get hit. Most of the combat is punching and blocking.
This is fun, kind of, especially when you land some good punches, but they keep putting you in battles with multiple opponents, and you only have the standard 120 degree field of view, so you don't know where the other enemies are. You are trying to fight one guy, and then you get beat on or shot by a guy you can't see. A radar or something would really help, or maybe less complicated battles.
Compounding this is a lack of save points. You get to save after most major battles, but sometimes not, and when you get sent way back to re-fight a battle that you only barely won after 12 tries, it really kills the experience. I am currently stuck in a fight where you have to beat down three to five guys who are brought back to life by a weird dancing drummer, then kill the drummer. I've done that once, but then you have to (without life refill if you've eaten all the magic berries, which you need to do to survive the first fight) smash a big strong guy (who also has a sidekick) who can only be hurt with a club, which you lose whenever you're struck.
I've tried this series of fights probably 15 times and never even come close. Some of the earlier fights were like this too. I don't mind a challenge, but I'd like the option to manage it better - I don't see a way through this. Maybe there's a difficulty setting - that might do it, but it's not obvious in the interface.
I've noticed that in several computer games I've designed - I get pretty good at them while playing, so I don't have a good sense of how hard other people will find it.
Anyway, even with the issues, it was definitely worth $3.75. Hard to imagine how that kind of pricing works for the original authors, who must be getting only a tiny cut after Steam and all the other middlemen take their cut.
Monday, July 18, 2011
GDS - Europoly
I've got an entry in the newest BGDF design showdown after sitting the last one out. We'll see how I do - it's a bit of a challenge, to make a Monopoly game that keeps the mechanics and pieces but is more "euro" and fun. Of course, if people played original Monopoly like the rules say, they'd have more fun to begin with...
Monday, July 4, 2011
The Game Crafter v 2.0
Some really exciting changes at The Game Crafter described here. The biggest in my opinion will be the chip-board game boards, the much better profit-sharing, and the box options. But nearly all of it sounds like a great improvement. The requirement that a game be purchased at least once before being released should also cut back on the ocean o' crap that print-on-demand services suffer from. And if they can solve the nagging card-cutting issues, then that should be really great too.
I'll have to see how my games transition - I'm going to have some problems with Yoggity, since the game board is sized at their board size that's being discontinued, but I can probably figure something out.
This sounds really cool.
I'll have to see how my games transition - I'm going to have some problems with Yoggity, since the game board is sized at their board size that's being discontinued, but I can probably figure something out.
This sounds really cool.
Labels:
POD,
Publishing
Wednesday, June 8, 2011
End of the Line
Here's a really useful post from Jackson Pope over at Reiver Games, where he details his experience running a small independent publishing company and his strategies, decisions, and problems that led to the company's closing down last year. Sad stuff, and a good cautionary tale for people starting down the road that he did.
Thanks to Jackson for writing about his experiences; I think he might be a little too hard on himself, since he also has the global economic collapse as a backdrop for starting his company, but it's really useful to hear what he did and why, and why it didn't always work out.
Thanks to Jackson for writing about his experiences; I think he might be a little too hard on himself, since he also has the global economic collapse as a backdrop for starting his company, but it's really useful to hear what he did and why, and why it didn't always work out.
Monday, June 6, 2011
Good playtesting advice
Tom Gurganus interviewed Chad Ellis of Your Move Games, and Chad has some really good advice for getting useful playtests and also thinking realistically about how good your designs are. Very good stuff. The company looks like it was founded in kind of the way I'm trying - some designers wanting to publish but not wanting to put up with all the trouble and crushed dreams of getting published by others.
Read it here. There's an earlier part of the interview too, but this second part has the more interesting stuff design-wise.
Read it here. There's an earlier part of the interview too, but this second part has the more interesting stuff design-wise.
Thursday, June 2, 2011
Follow through...
Now that classes and end-of-year reports and such are finished, I've made some progress on the puzzle game project I mentioned back in March. I've been working with CraftyJS, a pretty neat-o game engine for javascript games. I'm still in the baby-steps stages of javascript coding and of using Crafty, but I do have something working - see the demo page here.
I'm hoping to turn this into a puzzle game, and I've got the game part mostly thought out, but I'm still working hard on the programming mechanics. Visually, my quick-and-dirty demo art looks OK, although because I'm using simple rotation of 2D art, the lighting is all wrong on the tiles in the demo.
I'm hoping to turn this into a puzzle game, and I've got the game part mostly thought out, but I'm still working hard on the programming mechanics. Visually, my quick-and-dirty demo art looks OK, although because I'm using simple rotation of 2D art, the lighting is all wrong on the tiles in the demo.
Thursday, May 26, 2011
Great article on design
I agree with nearly everything Matt Thrower says here, although the last point seems specific only to reviewers of games and not to designers. I think I follow most of his design advice, most of the time, but it's great to have an intelligent, well-written take on these concepts and to think them over again.
I particularly agree with his take on randomness - although I do love the elegance of a completely player-determined game, a random element makes for a whole lot of variety, as I've written about before.
I particularly agree with his take on randomness - although I do love the elegance of a completely player-determined game, a random element makes for a whole lot of variety, as I've written about before.
Labels:
Design
Tuesday, March 29, 2011
Keep hope alive...
I had a neat idea for a simple computer puzzle game in the middle of last week. Given that it's nearing the end of my semester, I won't have time to implement it for a month or so, but it's great to have that to look forward to. I'm going to base it on Cairo tessellation, which is a cool pentagon-based geometric pattern rumored to be common in Egyptian streets.
I always struggle to keep the spark of excitement and enthusiasm that comes with a design alive until I can actually do the work. Sometimes the spark fades away; other times, I come up with a new idea and lose interest in the old one. The result is a train of half-baked game ideas stretching back into my childhood, and only a few realized projects. Hopefully I can keep the fires going for this one.
But now I have to grade stuff.
I always struggle to keep the spark of excitement and enthusiasm that comes with a design alive until I can actually do the work. Sometimes the spark fades away; other times, I come up with a new idea and lose interest in the old one. The result is a train of half-baked game ideas stretching back into my childhood, and only a few realized projects. Hopefully I can keep the fires going for this one.
But now I have to grade stuff.
Saturday, March 26, 2011
Writing Rules
There's an interesting discussion on what makes rules good over at BGG. Lots of good ideas and useful observations there for people writing rules for their own games. Also some differences of opinion - a lot of people seem to like Settlers of Catan's rules, which have an alphabetical section discussing various topics in the middle after the main rules. I'm not opposed to a glossary or something like that, but the way Catan has it set up, I often find myself trying to remember what term a particular rule is listed under, which means I have to flip around through the alphabetical section to find the rule. I'd much prefer to have all the rules listed in a structured way, where they relate to the part of the game being discussed, rather than alphabetically.
Tuesday, March 22, 2011
Dicestorm
Below is my entry in the huge February BGDF Game Design Showdown contest. It nearly made the cut for the finals, but not quite. I think it would be pretty fun; over the summer, I think I'll try to put a set together (wouldn't be too hard - just need lots of six-sided dice) and see how it plays.
Dicestorm
(c) 2011 by Dave Dobson / Plankton Games
2-4 players
2-4 players
Introduction
In the olden days, the Ur-gan clans of the Stonetop Mountains vied with each other under a strict code of mortal combat. To the losers, a decade of defeat, shame, and self-pity. To the winners, ten years of dominion over all the other clans.
You lead one of these clans in a battle to the death! Your warriors are represented by dice - each die is a warrior. When you are out of dice, your clan has lost, and you are out of the game. Will you fail, and lie unsung in a coward's grave, or will you roll to victory? (Get it? Roll? Get it?)
Components
- 30 white six-sided dice
- 1 black six-sided die
- 2 red eight-sided dice
- 1 green 10-sided die
- 4 Restoration mini-cards
- 14 Tide of Battle mini-cards
Object
Be the last player with surviving armies in the game
Setup
Each player gets a set of normal warriors (white six-sided dice). The number of starting dice depends on the number of players as follows:
- 2 players - 15 dice each
- 3 players - 10 dice each
- 4 players - 7 dice each
Each player also gets one Restoration card. Shuffle the Tide of Battle cards and place them face down nearby. Roll to see who goes first.
Game Play
Game play consists of two phases, the battle phase and the draw phase
Battle Phase
On each of your turns, you will battle with the opponent to your right. To conduct a battle, you and your opponent each roll all your warriors (your dice). Battles are resolved from the die rolls according to these rules:
- Each roll of five or higher counts as a hit
- The number showing on each die is the number of hits needed to defeat and remove that die
- The player dealing hits may decide which of the opponent's dice the hits affect
For example:
- Gollum has six dice and rolls: 6 5 4 4 2 1
- Frodo has seven dice and rolls: 6 6 5 3 2 1 1
Gollum has scored two hits, and he may either take out Frodo's two dice showing 1's or Frodo's one die showing a 2. Normally, it would be better to take out two dice rather than one, but if the die showing 2 is a special die, Gollum might want to get rid of that one. Frodo scores three hits and would probably use them to take out Gollum's two dice showing 2 and 1.
Draw Phase
After the battle is resolved, the player draws one card from the Tide of Battle deck. The player may choose to pay the cost shown on the card (the cost is paid in dice), or he may pass it to the right. The next player has the same choice - pay or pass. If the card makes it back around to the original location, the cost is reduced by one and the process repeats. Eventually the card will be bought, or the cost of the card will drop to zero, at which point it may be taken for free.
Losing
If you ever lose all of your dice, you are out of the game immediately, even if you could add more dice by playing a card.
Cards
There are two types of cards - Restoration cards and Tide of Battle cards. Restoration cards bring a player's force back up to its starting total. Tide of Battle cards can have many different effects. The following rules apply to these cards:
- Some cards have permanent effects; others can be played once only and are then discarded.
- Some cards are played at specific times in a battle or during a player's turn. Other cards can be played at any time as long as the player still has dice.
- Some cards call for additional dice to be added to a player's army. If those dice are not available when the card is played, they are not added or owed - they are lost. Partial adding is allowed (e.g. if a player is instructed to add five and three are available, he or she gets the three dice).
- If a player is ever out of warriors, he or she has lost and can play no cards, even if they would restore warriors to the player's army.
- Tide of Battle cards that are used are discarded. When all of these cards are used, shuffle the discards to restore the Tides of Battle pile.
- Restoration cards are never re-used once played.
Tide of Battle Cards
Explanations of the Tide of Battle cards are below.
Sunday, March 13, 2011
Word from Hippodice
I didn't make the finals - I don't know where I was out of the hundred or so games they took. A good experience the first time around, though. Full results are here. If (A) means Austria, it looks like 11 of the 12 mentioned on the finals page are from at least partially German-speaking countries (the other one is from the U.S.) - it hasn't been so strongly Germanic in the past, if I remember past lists.
Not that that means anything; the German gaming community is huge and diverse, with many great designers. Just an observation.
Not that that means anything; the German gaming community is huge and diverse, with many great designers. Just an observation.
Monday, March 7, 2011
Biggest Game Design Showdown ever?
This month's Game Design Showdown over at BGDF is huge - 37 entries! I think the biggest one I've ever seen is twelve or so. I've got one in, so we'll see how it looks compared to the huge field.
Why so many? Probably because there's a publisher interested (Michael Mindes of Tasty Minstrel Games), and the restrictions in the contest are actually his design specifications for a potential publication. Also, because those specifications are mostly just that you use dice with only limited other components, and nearly everybody can think of a design for a dice game.
There's no guarantee that any of the entries would be published, of course, and no guarantee that the winner of the contest would be the one that TM selects, since they'd have different ideas about marketability and design than the contest voters, but maybe that has people interested. I'm not sure the regular voting apparatus (up to six votes, no more than three per game, no voting for your own) are going to be workable here - it's usually a bit mysterious who wins, and usually few people vote. But maybe having so much interest will make for more voting and less quirkiness.
Should be interesting - I'll let you know how I do, and we can see if any of the entries sparks Michael's interest.
Why so many? Probably because there's a publisher interested (Michael Mindes of Tasty Minstrel Games), and the restrictions in the contest are actually his design specifications for a potential publication. Also, because those specifications are mostly just that you use dice with only limited other components, and nearly everybody can think of a design for a dice game.
There's no guarantee that any of the entries would be published, of course, and no guarantee that the winner of the contest would be the one that TM selects, since they'd have different ideas about marketability and design than the contest voters, but maybe that has people interested. I'm not sure the regular voting apparatus (up to six votes, no more than three per game, no voting for your own) are going to be workable here - it's usually a bit mysterious who wins, and usually few people vote. But maybe having so much interest will make for more voting and less quirkiness.
Should be interesting - I'll let you know how I do, and we can see if any of the entries sparks Michael's interest.
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