Year One – Contest

It is almost a year since I first started this blog!  That is amazing as I have blogged in the past and never had one last a year where I have regularly posted.

In celebration of this, I am having a contest.  Nothing huge but a chance to win a board game for your collection.

Here are the rules:

There are five ways of getting your name in the draw.

  1. Anyone who posts a message on my blog before December 1st will get there name in the draw.  I want to recognize those who have been regular readers.
  2. Anyone who posts a message on my blog between December 1st and December 15th will get another entry into the draw.  December 1st will be when I post the contest on BoardGameGeek.
  3. There will be a Geeklist posted on the ‘Geek on December 1st.  This Geeklist will have entries for all my game designs that I have had an idea for or am working on currently.  (3)Thumb the list for an entry and (4) thumb an item for an entry and (5) make a comment on an item for another entry.
***ANY COMMENTS ON THE BLOG POSTINGS OR THE GEEKLIST ENTRIES MUST BE RELEVANT – I WILL DELETE SPAM OR OTHER NON-RELEVANT MATERIAL***
The games I have to offer right now are:
Acquire – new in shrink
Forbidden Island – in tin, unpunched, unplayed, new but shrink removed
Infinite City – unpunched, unplayed, new but shrink removed
The Priest of Ra – new in shrink
stay tuned for other games to be added to the list to choose from – I will pay shipping.
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Gamification

Gamification is a term that is used to describe the use of game design techniques (mechanics) to solve problems, engage audiences and motivate people.  The idea primarily uses technology to improve productivity and engage workers and customers.  Think of Facebook and all the ‘carrots’ they try to offer users to stay at certain sites.  Corporations also use gamification to encourage and engage employees.  Use of merit ‘badges’, credits and other encouragements to make what might be a disinteresting job more interesting.

The idea of gamification is creeping into the classroom.

Today, students are expected to pay attention and learn in an environment that is completely foreign to them. In their personal time they are active participants with the information they consume; whether it be video games or working on their Facebook profile, students spend their free time contributing to, and feeling engaged by, a larger system. Yet in the classroom setting, the majority of teachers will still expect students to sit there and listen attentively, occasionally answering a question after quietly raising their hand. Is it any wonder that students don’t feel engaged by their classwork?

Gamification principles are quickly being incorporated by the private sector to increase customer loyalty and engagement, but can the same tools be used by teachers to increase a student’s involvement with their work?

Gamification, if handled properly, could be what we need to make our classrooms more supportive of creativity while still teaching traditional academics. There are three considerations that must first be taken into account: motivation, administration, and budget.

http://gamification.co/2011/09/28/the-gamified-classroom/

One Grade 3 teacher has introduced the Nintendo DS into his classroom.

Ananth Pai, a teacher who is transforming the way our children learn, is here to talk about how he went from a globetrotting exec to elementary school teacher extraordinaire!  He asks us all, with urgency in his voice to “Become a drug pusher in schools—we need it.” He laughs. What he means is that we need dopamine in our classrooms.The chemical that signals “fun.”

He learned that 7 out of 10 3rd graders are not proficient in math when they graduate to the 4th grade. They are not reading at all, much less at a third grade level. And he learned that if they cannot do things by the end of the 3rd grade, the decline will begin in earnest from there.

Mr. Pai changed the system. He heard about something called the Nintendo DS from his 6thgrade daughter. He had no idea what gamification was. But nonetheless he brought technology into the classroom, through games on Nintendo DS’s and computers, he let his students play – math games, reading games and other games. Scores rose, reading levels went up exponentially. Gamification, he says, will save education.

http://gamification.co/2011/09/16/an-inspirational-teacher%E2%80%99s-story-of-making-learning-fun/

 

 

Personally, I think Mr. Pai has not introduced gamification into the classroom but rather just a form of technology with which the students can relate.  It is the lowest form of gamification – if it is gamification.

Also, the mere introduction of badges and points are nothing new in education.  The people at innovationgames.com have a better idea of what is needed.

The “Gamification” movement continues to gain speed. And while I appreciate some of the careful thinking and discussions, the entire movement is at risk of getting it more wrong than right. Quite frankly, badges and points are, well, missing the point. Gamification should not be based on simplistic, Pavlovian responses to stimulus. Click on a button. Get points. Brush your teeth. Get points. No cavities? Wow. I get a sticker. If that’s the best that game designers can do, the world is going backward, not forward, and I don’t want any part of the Gamification movement.

At The Innovation Games® Company, we think that serious games are more about actual problem solving than racking up points and badges. To realize this vision, effective serious game designers need to create collaborative interaction models that naturally motivate high levels of engagement and participation. The key word is naturally. Not artificially induced and potentially farcical behavior, but games in which the “play” produces a result. 

http://innovationgames.com/2010/12/gamification-badges-and-points-are-missing-the-point/

 

 

I am in the process of starting a consulting company that will offer professional development services for teachers.  My goals are to introduce board games into the classroom and introduce basic ideas of game design.  This information will be passed on to teachers via one on one meetings or through day workshops.  I am also considering delving into gamification in the classroom.

However, I think it is more than just providing rewards.  Imagine an elementary classroom where for 30 minutes each day the are allowed to choose to go to a work station.  The students would have role cards: artist, scientist, writer etc… and would be allowed to use the roles to go to a workstation during allotted time.  The workstations would represent the roles.  The artist role card would allow the student to go to the art workstation, the scientist to the science station etc…  There could be 5 roles and three would be picked each day.  There would have to be some way of the teacher monitoring and ‘controlling’ the frequency of visits to any particular station.  The visits would be tracked and as a certain number of visits to a station are recorded the student levels up.   While this is a simplistic form of gamification, I believe the teacher’s imagination is the only thing that could restrict this new method.   Of course, sometimes imaginations need to be prompted and that is where I would enter.

Be interested in any comments.

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An experiment in solo play

I really enjoy playing board games!  This is evident from the fact that this blog has been running for almost a year and has had consistent posts.  I have many blogs which have fallen quite flat.  I believe this blog is still going because of my passion for board gaming.

I could play board games everyday – anyone hiring in the board game industry?  🙂   The problem is that I don’t get to play everyday!  😦   How do I play games more often?   One answer maybe to play some solo games or solo variants of games.   I am unsure about this idea but plan to implement it in the near future.

Why am I unsure?  Well there are pros and cons to every decision.

Pros:

  • I get to play board games more often
  • I get to develop new strategies and learn more about the board game
  • Playing this way may open up some new game design ideas
  • No king-making and no other players telling other players what they should do next
Cons:
  • I spend less time doing things I should be doing
  • Solo game play defeats one of the reasons I love to game – social interaction
  • Who am I going to trash talk with?
Games I am going to play with solo variants:
  • Hansa Teutonica
  • Zooloretto
  • Endeavor
  • Stone Age
  • Carcassonne
  • Ticket to Ride
  • San Juan
  • Taluva
Solo published games I would like to try:
  • Friday
  • Onirim
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Board Game Blogs – news aggregator

I have just created a news aggregator site for board game design blogs and websites.  It is very basic but at the same time a one-stop shop for board game design information.

If you wish to have your site added to this aggregated news site then please comment with the URL of your blog or the RSS feed URL of your blog.  If you are using boardgamegeek’s blog then I will need your RSS feed URL.

The site can be found at:

http://individurls.com/myfeeds/clovett65/

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My blog’s wordle

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Essen Notes from Afar

I did not attend Essen but read many a geeklist and just made it through the eight pages of BoardGameGeek videos!!  Thanks to Jess and Beth for presenting and everyone else at the ‘geek who made the videos possible!

Here are my thoughts after watching the videos:

Games I am interested in:

Ghost Stories by Antoine Bauza – The designer is definitely becoming one of the ‘hot’ designers in the board game universe.  And while Ghost Stories has been on my radar since its release, after watching the demo of its expansion I realize it is a game I should probably get in my collection.

Seasons – not released into 2012, this game looks very interesting and very pretty.  I like pretty!

Ora et Labora – I have heard mixed things about this game but after watching the video it seems very interesting, playable and the pieces look great!

Santiago de Cuba –  in the Cuba family which is a great heritage!  And art by Michael Menzel – AWESOMENESS!

Friday – I have never been a huge fan of 2F’s games: playable but dry (I am looking at you Power Grid).  However, Friday seems to be a very cool concept.  I like the idea that it is a solo game but at the same time I wonder if the idea of a solo game defeats the purpose of board games?

Air Show – This is a cool theme and I definitely want to play this game.  The artwork on the plane tiles is awesome!

Tschak – this looks like a very cool game but for the type of game it is I wonder if it plays too long

Stalag 17 – cool theme!  I was a fan of Escape from Colditz as a young kid.  Good stuff!

Upon A Salty Ocean – A terrible name for a game…TERRIBLE!  But, the game play looks good.  Definitely want to give it a try.

Coney Island – Michael Schacht makes games that are light enough for the average person but contain enough decisions/strategy for the serious gamer.  Coney Island seems to be in the same vein.  I was thinking that I would not like the theme but after watching the Essen video I definitely would like to try this game!

Mechanics I enjoyed:

Some of these mechanics were not necessarily new but I certainly enjoyed watching them in action and being reminded of them.

Evolution: Origins of Species – the use of cards in cool.  I like cards that have multiple uses!

Kessen – I didn’t catch the actual name of this game – I am going to have to go back to the videos to try and find it!  The mechanism uses deckbuilding to win goal cards.

Old Man in the Forest – A Martin Wallace simple card game that has a bidding system where the winnings are the cards players used to bid.

Paper Clip Railways & String Railways – in the latter game people use pieces of string to connect cities and in the former players use paper clips to represent their railways.  Paper clips do have the advantage of being adjustable in length.

Fun Games:

Just a list of games that seem that they might be light and fun.  Look them up on the Geek for more information.

  • Fistfull of Penguins – dice and animals
  • Japon Brand’s String Railways – novel use of string as your railroad and also used as board boundary
  • Master’s of Commerce – a free for all economic party game
  • Dixit Jinx – a very quick version of Dixit without the amazing art but still could be a fun five minute game
  • Sarena – A cool abstract
  • 23 – could be the new No Thanks!
  • Flying Cheese – my daughter would love to launch pieces of cheese across the table
  • On the Cards – a very clever mixing of regular card game rules to make a new card game.  Lots of replayability but will it be fun?
  • Pictomania – a drawing game – not too sure about this one.
If you made it this far through the post then THESE ARE THE GAMES I WANT!
This looks like a deep adventure game with some neat mechanics.  Not usually my type of game but this does not seem to be your 4 hour game of Descent.  VERY COOL!
By the designer of Dominion, in this game you get to play a mad scientist building devilish devices…cue sinister laugh…this looks cool!

 

 

 

Favourite Quotes:

Jess Damherst (presenter) when introducing Mark Chaplin and telling Aldie that the last name was spelled like Charlie Chaplin…

“He (Charlie Chaplin) was a quiet guy”

 

The designer/publisher of Broad Peak the expansion for K2…

“It is a quick game…it plays 15 days instead of 18 days long”    Now that is a long game!!!  Anyone got any vacation coming so we can play this game  🙂

 

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Pamplona

I know there is a game based on the Running of the Bulls at Pamplona but although this has a similar theme this game is based upon dexterity – or flicking!

Pamplona – Running of the Bulls

This idea came around in a brief discussion with Seth Jaffee – game developer with Tasty Minstrel Games.  We were talking dexterity games when this game came to me.

In this game for 2 to 8 players the participants take on the role of contestants (otherwise known as crazy people) and the bull (or bulls).  Right now I think there will be one bull.

So how does the game work?

The game would be a modular track that would represent the streets of Pamplona.  The track could be pieced together to provide a different course each game.  Each module would have objects that would block the path of the contestants and the bull.  These would be permanent (would not move if hit by a flicked character) or non-permanent (would move when hit) and would represent boxes, barrels or barriers along the streets of Pamplona.

Game Bits:

Each players would have a set of cards numbered 1 to 4 (x2) – these cards would be played on a turn and represent the number of flicks the player would be allowed on that turn.  The cards may vary depending on the number of players.

Each player would have between 2 and 8 contestant discs (depending on the number of players).  These discs are double sided.  On one side is an image of a contestant wearing something of the player’s colour for identification.  On the other side is an image of the same character with some icon or image representing that he had been hit by the bull.

One (or maybe more) circular bull token.  Slightly larger than the character tokens.

One bull D6 with 3 ones, 2 twos and one three – this determines the distance the bull can be flicked or maybe the number of flicks.

Several gold coins

Game Play:

Players simultaneously choose a movement card.

Cards are revealed and the start player flicks his characters up the track followed by the next player (clockwise)

After all players have flicked the last player rolls the bull dice and flicks the bull trying to hit other players (it could be that one player takes on the role of the bull)

If a player is hit then the token is flipped over to represent damage.

When a player is hit, one gold token is placed on the module where the collision took place in one of the spaces defined on the track (nearest to the collision)

The bulls can only move forward

Then a new round begins with the next clockwise player going first.

Once a gold coin has been placed on the track any player may hit it to gain that coin.

The game ends when the bull crosses the finish line.

The winner is the player who gets the most points.  Points = 2 for every healthy character, 1 for every injured character, 3 for every gold coin.  Characters that do not cross the line before the bull do not count!

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Skyscrapers the card game

Another idea that I have to jot down before I forget.

These are initial thoughts and not tested.

Skyscraper the Card Game is a game for 2 to 4 players.  The goal is to create the highest set of skyscrapers (column of cards).

The deck consists of 120 cards.  Four colours with cards numbered 1 to 10 with 1 set of red, 2 sets of blue, 3 sets of green and 4 sets of yellow cards (100 cards), 15 foundation cards and five event cards.

The deck is shuffled and each player dealt 10 cards.

On a round the following occurs:

  1. The top two cards of the deck are revealed
  2. The players bid on the cards by playing a card from their hand face down
  3. The bids are revealed – the highest card gets to choose one card from either the two revealed or from one of the opponents’ bid cards.
  4. The players resolve highest to lowest – the two cards left are discarded (I am thinking of having the winner have the ability to discard one card as well as choosing first.
  5. In case of a tie the winner is resolved by colour – red, blue, green then yellow
  6. The players then build their skyscrapers by placing sequential numbers from 1 up
  7. If players build past level 4 or 8 they must play a foundation card – players do not have to build
  8. If players change colours they must play a foundation card
  9. Players replenish their hands by drawing 2 cards
  10. Then the bidding phase begins again
I am thinking of using a rainbow mechanism where players can change colours as long as they go from a primary to a secondary colour or vice versa…this might mean more cards.
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Trying to solve the age old cooperative issue!

As I have discussed before, coop games in most cases can be no more than multi-player solitaires.  This following idea tries to solve that and marry the best of Ameritrash (THEME) with the best of Euros (solid mechanics).

This idea was derived from conversations with David Short, a designer from Arizona.

SCENARIO/THEME

  • Science Fiction
  • Team Leaders or Individuals separated in a base either trying to escape or maybe rescue someone – the key is they have a common goal!
  • Heroes have either attacked an alien base or have escaped capture in an alien base and have no way of contacting each other
  • Think Aliens – creepy stuff
MECHANICS
  • Players search rooms – in these rooms several things happen.  They find items but also can build up movement points and health points.   There is a search deck like Ticket to Ride or Pantheon.  Three cards are revealed.  Players may take 3 cards per search (per character search as you order each character).  Take a movement card and it allows you to move, take a health card and it can heal you, or find some other resource.  These may often have to be played as sets to activate the action.
  • Role/Action selection – players command their individual or team of characters.  There would be 6 action but if a team of 3 then only three actions could be chosen.  These actions cannot be shared with other players.  Actions are chosen and ordered.  Each players first action is played simultaneously, then the second and so on…Some actions may counteract each other while others might help the teams that play them at the same time.  For example, if two players play communication at the same time then they may communicate by asking one question and receiving one answer or maybe the exchange of cards.
  • Other mechanics/ideas –  one action might be to get one character to operate a computer terminal.  This could scan a room and reveal what is there (more about this below).
  • The board and communication – the board would be a plus sign.  Five square pieces.  Each player would have one square on which they would play and the centre square would be where the goal/game end scenario exists.  However, to allow for the idea of no communication each board would be screened so that the other players cannot see the location of your character(s).  Maybe there is an elevator or door that when you reach connects you to another player’s board and you remove the screen between your boards (?).  The boards would all be different – possibly modular – and definitely reversible.  Each plan would be different and each room lettered.  That way other players may have a rough idea of where your team are but would not know where they are within the space.   In each room would be a token placed face down that explains what kind of room it is…armoury, lab etc…  Tokens resembling specific items would be placed face down in the rooms also…scans could unveil what is in the room.
  • Event Cards – Alien event cards would be played at the beginning and the end of a round of play.  These cards could deploy aliens in certain rooms, send instructions to the aliens to move, or maybe cut the power to certain rooms etc… etc… etc…
That is it for now.  Let me know what you think.
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Brotherhood of Suns

This is a re-theming of my Cold War deck building game.  I welcome feedback.

BROTHERHOOD OF SUNS

A game for 2 to 4 players.

Mechanics – deck building, simultaneous bidding, hand management, area influence

Overview

The people divided, the Universe at war until the Great Peace.  Now four factions vie for political power within the Brotherhood of Suns.  Players take on the role of one of the four Brotherhood factions.  By careful building and management of their decks, players vie for resources and influence within the five locations of the Brotherhood. Creating the most efficient deck while building the most influential network in the Brotherhood will take the winner to victory.

Game Bits

  • One deck of cards that will form the 5 individual planet decks (each card will be connected by colour and icon to one of the five locations – backs will be the same)
  • Area influence tokens in 4 colours
  • Four faction starting decks
  • Overthrow Card
  • Game end scenario cards
(ALL CARDS HAVE A ‘PURCHASE’ COST, AN INFLUENCE LEVEL and A DEPLOYMENT VALUE)
Game Setup
  1. Each player takes his starting deck and shuffles these cards and places them face down in front on his tableau – this forms the Faction Network Deck.
  2. The main planet cards are shuffled and dealt into five equal piles.  These form the five Planet Location Decks.
  3. The Planet Location Decks are placed on the table.  One each in front of each player and one in the centre of the table (the Brotherhood Deck).  Any remaining decks are discarded.
  4. Each deck that is placed in front of the players represents that players Home Planet Deck.
  5. There should be enough room around the Home Planet Deck that further cards can be placed next to each side of the deck.
  6. Each player placed 3 influence tokens of their colour between the player and the Home Planet Deck and one influence token on the player’s side of the Brotherhood Deck.
  7. The bottom five cards of the central Brotherhood deck are removed and the Great Overthrow card is shuffled into this five.  These are then placed back at the bottom of the Brotherhood deck.
  8. Each player is randomly given one of the Game End Scenario cards that relates to their faction.
  9. Choose a start player.
Game Flow
  1. Turn over the top cards of each of the location decks revealing cards to be won
  2. Each player draws five cards (or up to five cards) from their Faction Network Deck
  3. Take the following actions:  (a) Play event card  (b) Deploy agents  (c) Resolve resource acquisition (d) Play influence cards (e) Add influence markers to Home Planet or move influence markers
  4. Banish cards played for influence
Actions
  1. Play event card – a player may play an event card at any time or as specified by the card text.  The card text is read, the action taken, and the card discarded.
  2. Deploy agents – in order to increase your Home Planet Network you need to persuade agents, gather resources or collect information (event cards) from one of the five Location Decks.  Players look at their hand and send an agent or agents with or without extra equipment to one of the locations.  The players must deploy simultaneously.
  3. Resolve Resource Acquisition – The player who sends the combination of cards with the highest Deployment Value may win the face up card at that location.  How to win a card:  If a player is deploying at their Home Planet Deck then they must equal or better the ‘purchase’ cost of the card.  If a player is deploying in any other location but also trying to win a card that was created by your home faction (will match the colour of your faction) then the player must meet or surpass the ‘purchase’ value.  If a player is trying to win a card that is not on their Home Planet Deck and did not originate from the player’s home faction then the player must beat the ‘purchase’ value of the card.  The deployed cards and the acquired cards are placed in the player’s discard pile.
  4. Play influence cards.  Each card has an influence value.  A player may use 3 influence points to add another influence token to their home planet or play 2 influence to move an influence token.  An influence cube has to be moved to the Brotherhood location before it can be moved to another location.  A player must have one influence token at the Brotherhood at all times.  If this token is not here one has to be moved there before tokens can be moved to further locations.
  5. Cards used for influence are banished (removed from the game).
Game End Scenarios
  • The Great Overthrow card is revealed in the centre Brotherhood deck
  • One of the game end scenarios for the faction is met
Winning Scenario
Influence points are calculated.  The player with the most influence wins.
Influence points are derived from:
  • Influence points on cards in Faction deck
  • One point for every influence token in Home Planet Location and Brotherhood location
  • Two points for every influence token in another player’s Home Planet Location
  • Five points if you control the Brotherhood Location (most influence tokens)
  • Three points if you control any other player’s Home Planet Location (most influence tokens)
  • Negative 2 points if another player controls influence in a player’s Home Planet Location
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