Custom dice made for Tower of Doom

I should have the prototypes for Redemption City, Tower of Doom and Small Talk completed by tomorrow lunch time.  Today I separated the 250 business cards that make up Small Talk and finished the custom dice for Tower of Doom.

The dice are recycled Kid’s Yahtzee dice.  These are ideal as the faces are recessed with stickers.  So, all I had to do was print new stickers, take the old ones off, mark them with a Sharpie to indicate for which level the dice were to be used by each character in the game and then adhere the new icon stickers (see picture below).  The red dice were originally yellow and I used a permanent marker to change their colour.  In the game there are 3 levels to the Tower.  When a player descends to the next level they ‘level up’ their abilities by using a new die for combat.  The dice have greater abilities and greater chances of making hits as the characters descend their way through the Tower of Doom.

 

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BIGCON to do list revisited

Earlier this week I injured my back and with only 5 or so days left to BIGCON I really need to get my butt into gear.  Below is the updated to do list:

 

 Redemption City

  1. Check supply of cheap playing cards – buy necessary packs for prototype
  2. Check supply of poker chips – buy necessary dollar store chips for prototype
  3. Buy sticker sheets for creating prototype cards
  4. Create Sheriff ‘guide’ card
  5. Print out rest of scene cards
  6. Draft player guide for play testing

 Tower of Doom

  1. Use sticker sheets to create dice labels for characters
  2. Print player boards and adhere to card
  3. Cut out monster and event cards
  4. Use white Sharpie to finish Tower blocks
  5. Find small plastic counters for prototype
  6. Draft player guide for play testing

If You Go Down to the Woods…

  1. Cut out cards
  2. Use Excel to work out probabilities
  3. Draft player guide for play testing

 Small Talk

  1. Buy cheap pack of 250 white business cards
  2. Print out scenario and topic cards on business cards
  3. Draft player guide for play testing

 Storage Wars

  1. Create list of available tiles
  2. Create list of event cards for each character
  3. Create character attribute cards
  4. Create board for game
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Basketball Deck Building Game

In chatting about how to create a basketball game I came up with the idea of a basketball game where the players take on the role of the coach of a basketball team trying to win as many games as possible through a season (the game length).  The main mechanic for the game is deck building (see image below for game layout).

Players start with 16 identical cards.  Six of these cards are player cards and the remaining 10 are the player’s deck.  The deck works in a similar way to most deck building games.  Draw five, play cards, discard hand, draw next five.   Five of the player cards are placed face up in front of each coach (game player) and one on the bench.  These are your starting five and sixth man.  A player may use any five of the player cards as his starting five.  The players have skill levels – both offence and defence.

In between the coaches are two decks – the Season Deck and the Skills Deck.  Six cards from each deck are revealed.  The Skills Deck includes new players and skills cards that are used to improve players offensive and defensive stats and the coaches game strategy – for example, fast break, half court, press defence, zone defence etc…   By buying cards the coach improves his chance of winning season cards.

The Season Deck include the victory points needed to win the game.  Each card represents an opponent.  On these cards are the stats needed to beat the opponent.  Basic skill levels combined with the coaches strategy will determine if you beat an opponent.

I am thinking that the six Season Cards revealed (six opponents) can either represent one week of play and the game could be played over X number of weeks or depending on the number of coaches there are X number of Season Cards and when these are exhausted the game is over.

Once a card is taken from the revealed Skill Cards then it is immediately replaced.  This would be the same for the Season Deck cards if exhaustion is used as the game end scenario.

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Advice from Sebastien Pauchon

I have two games in my collection that were designed by Sebastien Pauchon, Jamaica and Yspahan – both very enjoyable games.  Jamaica (co-designed with Bruno Cathala and Malcolm Braff) is a great family game where you race pirate ships around islands picking up treasures along the way.  Yspahan is a great dice game – and if you know me you know I love a good dice game!  For more details about the games please click on their links.  Other games that were designed by Seb Pauchon and that I have yet to try but want to include: Jaipur and Metropolys.

What some people may not know about Sebastien is that he also publish games through his company, GameWorks, so when he gives advice for aspiring designers he is coming from two perspectives – designer and publisher (maybe three – game player!).

I want to thank Sebastien for taking time to read the other comments from the other designers.  He has added new information while also underlining some of the important points from earlier comments.  His advice is very inspiring, interesting and insightful.  I have edited some of the English but left the bulk of his email in his own language (English not being his native tongue).  Here is his advice:

Hello Clive,

Things have finally calmed down some, so I can now take some time for your request… sorry for the delay! If you think my English needs to be “anglicized”, please do! 🙂

What are the three most important pieces of advice…Hmm, most bases have been covered by the previous interviews, so the best I can probably do is second some ideas. Hope some of you will find it helpful in some way.

1) Be aware of what’s out there, play, play, play. Ok, there is a downside to that: you might find it hard to walk away from what you already know and break ground.  But, a big experience in playing might give you a good feeling for analysing your own designs. Isn’t it a bit too long for a party game? Isn’t there too much luck involved for that kind of strategic 5-hour monster? How did that designer break ties? How did that other one make a simple game tricky because of the winning conditions? How did this one invent such a variety of actions with only 3 cards? On and on it goes.

The more you can appreciate how well balanced, clever, funny, original (etc.) somebody else’s game is, the more that might inspire you and give you thinking material for improving your design. Also, bad games, or games that are supposedly broken, or ones you wouldn’t ever play again should give you a flavour of things to avoid, and defaults to recognise and fix in your own designs.

Don’t necessarily fall into group thinking and ignore “bad” games, play them instead!  And while you do, don’t kill them, dissect them!  Ok, it sucks, ok it’s bad, ok it is waaaay too long. But wait; isn’t the trading phase really clever? And why is that? 

If you can really name what you liked, what you didn’t and why, you might be in a position where you can also objectively judge your own games and act accordingly.

2) Tests

They are crucial. And as it has been said before, not just with your family and friends who might not know much about board games in general and who’ll easily think you’ve just invented the first original game after Monopoly, Chess, Risk and such. Their opinion is often biased and therefore (unfortunately) almost worthless. Tests can be conducted with your friends and folks, of course, but you must know how to put the results into perspective and you absolutely must then move on to more experienced players. I’m not saying those players have to be hardcore gamers.  They just have to be (very, if possible) familiar with the type of games you’re having them test, be it a party game, a word game or a heavy strategic one.

Stay open to criticism, but there also, you need to put things into perspective. When testing, all of a sudden every player seems to be a designer, so you need to sort good advice from just blah blah. If you hear “I’m bored”, well, the player who said that can’t be wrong, it’s his personal feeling. If you hear it often, an alarm bell should start ringing somewhere. If you hear “that extreme strategy goes against the game play, but assures probably a 80% win”, that certainly has to be examined if it turns out to be right. But if a player says, “you should abandon blind bidding with dice, it’s stupid”, well, you should know better, because it’s your idea and you have a hunch that it’s original, fresh and you want to make it work. Just nod and let the test go on.

As Wolfgang says, when your game is good, make it better. Always try to cut out what isn’t necessary. Reiner speaks of redundancy, and that’s the exact word for it. Let’s say you have 7 choices and intertwined mechanisms that seem to create a great deal of tension in the game. Ask yourself, which of these 7 items really do create that tension? Who knows, maybe it’s only 3 of them… In which case, cut the rest out if the essence of the game remains. That will give you a more fluid game, probably more enjoyable, too. It’s not always possible to do, but is more often than not. Streamlining a set of rules always pays off if the price to pay isn’t a loss of tension or interest, which goes without saying.

If you’re meeting with a publisher and you get a chance to play your game with them, or at least show it’s mechanics at length, you should be able to answer any question, because all leads should have been examined during the designing and testing process. If the question is “there seems to be a lot of cards for that action, wouldn’t it work with only half of them?” then your answer can’t be “Huh, yeah, maybe, would be faster that way wouldn’t it?”.

The answer should rather sound like “Actually no. I know it’s a lot of cards, but you see, if we remove half of them, then this or that card shows up too often, and they tend to do this and that, while with such a set-up this situation or that one happens only every so and so, etc. etc.”  The publisher then knows you’ve done your homework, and he knows he isn’t in front of a half-cooked newbie’s first idea.

Also, if you don’t have any games out yet, you should be remembered as a new designer with good solid prototypes, which might not work for the said publisher at that given moment, but whose next prototype he might be willing to examine, knowing it will probably also be sound. Given the huge amount of protoypes that are sent and seen each year, you don’t want to be on the list of designers not worth spending time for because of their laziness or carelessness… 

3) A nice prototype

I know not everybody agrees on that, but I’m truly convinced a prototype should be if not good looking, at least perfectly readable. Of course it is ultimately the publisher’s job to make a game beautiful, and of course you’d better have an ugly great game than a beautiful stinker of a game, but still, make it at least readable.

The less one has to “decipher” the map or cards or any components in general, the more one is prone to be engrossed in the actual playing of your game and therefore has a chance to enjoy the process. Would you send a publisher a book in a hard-to-read font that goes on for pages and pages, like the exaggerated example attached here: 

Well, you could, but your story better be really, really good, because imagine the pain of reading it… Imagine what mood that puts you in, and how much you curse the writer instead of enjoying his words…

Well, some games, and the more complex they are, the more their ergonomy should have been worked on, just need to have crystal clear components to be played effortlessly, thus maximising the chances of the players actually having pleasure with them.

Again, it doesn’t have to be a piece of art, don’t spend 2 months on drawing the board, but be kind to your “readers” and present something nice. Also, while doing that thinking, you’ll be in a publisher’s shoes for a while, and that is also an interesting experience in itself.

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Things to do before BIGCON (two weeks)

THINGS TO DO:

 Redemption City

  1. Check supply of cheap playing cards – buy necessary packs for prototype
  2. Check supply of poker chips – buy necessary dollar store chips for prototype
  3. Buy sticker sheets for creating prototype cards
  4. Create Sheriff ‘guide’ card
  5. Print out rest of scene cards
  6. Draft player guide for play testing

 Tower of Doom

  1. Use sticker sheets to create dice labels for characters
  2. Print player boards and adhere to card
  3. Cut out monster and event cards
  4. Use white Sharpie to finish Tower blocks
  5. Find small plastic counters for prototype
  6. Draft player guide for play testing

If You Go Down to the Woods…

  1. Cut out cards
  2. Use Excel to work out probabilities
  3. Draft player guide for play testing

 Small Talk

  1. Buy cheap pack of 250 white business cards
  2. Print out scenario and topic cards on business cards
  3. Draft player guide for play testing

 Storage Wars

  1. Create list of available tiles
  2. Create list of event cards for each character
  3. Create character attribute cards
  4. Create board for game
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I am addicted to new things now…

I moved to Canada in ’89 right in time for the start of Magic the Gathering.  Like most addicts I would sell my body so I could afford to get my daily fix of boosters.  Back then it came in pretty simple strains of red, blue, white, green and black and was simply Magic!  Now there are Planeswalkers, Scars of Mirrodin, New Phyrexia, Zendikar and many other ways to get your gaming high.  How does one keep up?  I certainly am not interested…but…

Today I went to one of my ‘friendly local gaming stores’ having been invited by the owner to partake in the Magic the Gathering Celebration Day.  So, I headed down to All A-Board games to take part in a free mini-master tournament  Five tournaments were held over the five or six hours.  I took part in 3 of the five mini-tourneys, after all it was free!!!  Taking 15 manna cards (3 of each colour) each player was given a Core Set booster pack.  These combined made your deck that you would play with – win a round and you got another booster to improve your deck!  Free boosters!  Free fixes!  I probably ended up with six free boosters…but…

I realized quickly that this was no longer an addiction.  While this was recreational and free and fun, I wasn’t that excited about the prospect of discovering a rare or powerful card.  I was excited about gaming.  I have moved on to other addictions…BOARD GAMES  🙂

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Advice from Martin Wallace

When most gamers think of Martin Wallace they think of trains!  Why trains?  Well two of his most popular games are Steam and Age of Steam – both very good games.  However, as most gamers know, the depth of Martin’s designs cover a wide spectrum of themes.  There is Automobile where you compete in the US automobile industry in the early 20th Century; there is Rise of Empires, a civilization/empire building game; there is London where you attempt to build up London after the Great Fire of 1666; and there is his latest release, A Few Acres of Snow, a two player deck building game based on the English/French conflict in North America.  Of course, Martin has designed many more board games and I suggest a look at BoardGameGeek to get more details.  Martin Wallace also is a game publisher and self publishes many of his games.  His company is called Tree Frog Games.

Without further ado, here are Martin Wallace’s three pieces of advice for aspiring gamers:

Hi Clive,

Sorry for the delay in replying – if I don’t reply immediately then stuff gets buried under a pile of other emails.

I wish I could give some incredible insight into the best way to get into the business of designing games. Unfortunately I think my advice will sound dull and trite, but it’s the best I can do.

1. Persistence – expect to get knocked back repeatedly before having a design published.

2. Ruthlessness – do not get too attached to a design, chucking bits of a game, or even the whole thing, can sometime be the best way forward.

3. Practice – which ties in with 1 and 2. Design is like writing or cooking or any other skill, you learn by practice.

Hope that is of use to you.

Best

Martin

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Glen More and Pergamon

Last night, I got to game with two friends I hadn’t gamed with in about a year!  It was great to game with Jeremy and Brandon.  We played Glen More and Pergamon.  While neither is in my Top 10 they are both very solid games with interesting mechanics.  While the mechanics may not be unique, I thought I would mention them here as I think they can be used to fit other themes and game designs.  And perhaps tweaked to better fit other projects.

Glen More:

Glen More is a tile placement, resource management game.  Players claim and place tiles in their play area.  When activated each tile has a resource or reward that allows the player to ultimately collect whiskey, chieftains, and special locations that will provide the points for winning the game.  Here are the mechanics I like in Glen More:

1.  Turn order mechanic

Turn order in Glen More is not a simple clockwise mechanic.  In Glen More there is a square track.  The game start player places their meeple on the track.  The next player places their meeple in front of the first players meeple (clockwise) and so on…  When all players have played their meeples the remaining spaces (but one) are filled with tiles that will be claimed (see picture below).  On the start players turn that players meeple jumps over the other meeples and claims any tile on the track.  The meeple travels in a ‘circular’ clockwise motion.  When the player claims a tile they pay the cost, place it in their play area and activates that tile and other surrounding tiles.  The next player follows in the same manner.  The key to this mechanic is that the meeple at the back always goes first.  So, if the first player jumps 5 tiles ahead and the second player only jumps to the first tile then the second player will go again before the first player.

2. Scoring Mechanic

Scoring is done during three points during the game and is not a simple counting of resources.  Rather there is a point system based on the differential when compared with the player who has the least of the resource being scored.  In the picture below the score system is in the centre of the board below the warehouse space.  Example – if I have 6 whiskey barrels, Jeremy has 1 whiskey barrel and Brandon has 0 whiskey barrels then my differential with Brandon is 5 and I get 8 points and Jeremy’s differential with Brandon is 1 so he gets 1 point.

3. Warehouse Mechanism

In Glen More all resources that can be stored must be created by activating tiles in your play area.  Extra resources may be sold or bought for immediate use.  This is done in the warehouse – centre of the tile track in picture below.  If I want to buy a resource I must pay the next open value next to the colour or that resource.  So, the first player who wants wood (green) in the game pays one coin to the warehouse (stacked on the 1 in relevant warehouse space).  The next player then has to pay 2 and the next 3 coins.  If selling a resource the player takes the highest value pile of coins next to the resource colour.

Courtesy of Mikael Vintermark - posted on BoardGameGeek.com

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Pergamon:

Pergamon is a bidding and set collection game based on archaeology.  Designed by Stefan Dorra, I believe this game could quickly become one of those great gateway games.  The player that collects the best sets of artifacts and displays them at the best time in the museum will win.  Here is the main mechanic I like:

1. ‘Bidding’ Mechanic

Each round starts with a bid for available research funds.  Two cards are placed face down.  These cards indicate the range of funds available for the next dig.  A card can either have a value of 1 to 4 or a value of 5 to 8.  So, if one 1 to 4 card and one 5 to 8 card were revealed then the potential research funds available would be between 6 and 12.  With this limited knowledge players then set up their next dig.  In a three player game, player one, knowing that there is only 6 guaranteed monies available may place on a level 3 dig on the research track, player 2, knowing that there there is only a guaranteed 3 monies available if player 1 gets his money may bid on a two level dig on the track hoping to guarantee at least 2 monies.  The third player could bid on another 2 dig or another 3 dig if it is below the first players on the track.  Thereby they would guarantee some money.  Alternately, the third player could gamble that there is actually a high value on the reverse of the cards and bid on the highest 6 dig.  Once all players have placed their workers the values are revealed.  If the total values revealed equaled 6 then the second player would get their 2, the first player would get their 3 and the third player who gambled on the 6 would only get the remaining 1 money for their next dig.  If the total had been 12 then the second player would have got their 2, the first player their 3 and the third player would get the remaining 7.  (Do the math for all results in between  🙂  )   There is almost a push your luck attitude for the final bidder.  The player who bids highest on the track will be the first to bid during the next round.

Posted by Dice Hate Me on BoardGameGeek.com

 

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If You Go Down To The Woods…Coming to BIGCON

If You Go Down to the Woods is a game I am designing with my 7 year old daughter.  It is a push your luck game with basic math.  Sophie came up with the theme and from the theme we created a simple card mechanic that allows the players to try and collect as much food as possible without waking a sleeping dragon.  The math is still being worked on and the explanation below is just a rough idea of the math involved.

If You Go Down To The Woods:

 

 

Overview:

In this game you play an animal that is searching for food in the wood.  BUT BEWARE!!!  There is a dragon in the woods and if you get too close you will wake the dragon and have to run away with no food.  Also, as more and more animals enter the woods the scurrying around might get too noisy and again the dragon awakes.  Who will be the bravest animal?  Who will collect the most amount of food?

Contents:

4 player hands in different colours (including a mix of pathway cards valued 1 to 8 )

Dragon figure

4 animal figures

Game Play:

The youngest player will be the start player.

All players shuffle their pathway decks and place them face down in front of themselves.

The start player may turn over a total of 7 cards creating a pathway into the woods.  The player may stop at any time.  If the total of the cards revealed is over 21 then the dragon awakes and the animal runs home and loses any food collected.  If the player stops then they potentially collect the following food counters depending on how many cards they revealed.

Cards Revealed

  1. 1 food
  2. 1 food
  3. 1 food
  4. 2 food
  5. 3 food
  6. 5 food
  7. 7 food

So, if the first player turns over the first six cards without going over 21 then they potentially collect 13 food counters at the end of the round.

After the first player has played the second player starts their turn.  However, if any step goes over 6 x the number of players then the dragon awakes from the noise and the second player loses all their food and the first player loses all their food up until the second player made too much noise.

Example – the first player plays 4, 6, 7, 4, totalling 21 and stops.  They would collect 1 + 1 +1 + 2 food (5).  The second player plays 5, 1, 7.  Because the total of the two third placed cards is above 12 then the second player runs away from the dragon but the first player manages to save the food on the first two cards.

For the third player the total noise level would be 18 and for 4 players it would be 24.

Once the dragon has awoken all cards are shuffled and the next player, clockwise, starts.

After a pre-determined number of rounds or a per-determined number of points have been reached the game is over and the animal with the most food wins.

 

 

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Redemption City…coming to BIGCON

Redemption City is a game I am designing with David Short (designer of soon to be released Ground Floor through Tasty Minstrel Games).  It has been in the works for 8 months or so and has been prototyped and play tested with friends by me last Christmas.  The prototype is with David in Arizona and I will be creating a new copy of the prototype for BIGCON this coming month.

Redemption City (probably to be renamed):

Overview:

Redemption City is a game for between 3 and potentially up to 10 players.  Probably plays best around the 5 to 6 player mark.  It is a party card game in the way that Saboteur is a party game.

Redemption is where gunslingers go to make their name and gain fame, or meet their doom.  A player takes on the role of a gunslinger walking the streets of Redemption.  As the street scene is revealed by a unique card laying system (created by David Short) people get ready to draw their revolver, rifle or dive for cover as other cowboys, bandits and events occur in Redemption City.  A quick eye and even faster hand will be the making of the faster gun in the West.

Contents:

Street scene cards

10 x cowboy cards

60 x bullet counters (6 per player)

50 wound cards

50 fame tokens

10 player hands (consisting of 2 pistols, 1 rifle, 1 barrel, 1 poker chip per hand)

1 Sheriff badge

1 Jail card

Game Play:

One player takes on the roll of Sheriff.  The Sheriff is responsible for unveiling the street scene cards and for policing Redemption.  The Sheriff determines the winner and loser of any quick draw or event that occurs in Redemption.  On a turn the Sheriff will do the following:

  1. Asks if any players wish to heal – they miss the turn to discard a wound card.
  2. Asks if any player wishes to reload – any player reloading is open to any event that occurs on the next turn but cannot participate in that event.
  3. Make sure all players are ready for each street scene card.  Before a scene card is revealed each player holds their 5 player cards in their off hand and places this hand on their lap near their belt.  The other hand is placed flat on the table.  When all players are ready the Sheriff reveals a scene card.
  4. Determines the winners and losers of events in Redemption.  Possible events include the following (a) One players cowboy encounters another cowboy in Redemption and the players draw for their pistols, (b) a bandit enters the street and everyone draws their pistol, (c) a bandit on the horizon appears in Redemption and everyone draws their rifle, (d) a stick of dynamite appears and everyone draws their barrel to hide behind, (e) a poker hand appears and everyone draws for their poker chip or (f) an innocent bystander appears and no on reacts.  The Sheriff also polices the drawing of the players cards.  If a player draws early or moves their hand and returns it to the table or tries to bend the rules then the Sheriff can throw them in Jail for one turn.  If the player argues then he may get a longer Jail sentence.
  5. The Sheriff scores the fame points for each card (it is possible nothing happens on a turn of a street scene card).  The events score as follows (a) head to head duel – winner gets one fame token and loser takes a wound card – if the winner is the second cowboy to appear on the street then they get two fame points.  This is because the first player would have had the ‘drop on’ the second cowboy. (b) The first cowboy to draw their pistol gets a fame point, the last player gets a wound card and a player that draws the wrong card gets a wound token, (c) the first person to draw their rifle gets a fame token and the last gets a wound card and wrong cards get wounds (d) when dynamite appears the last person to draw their barrel card gets a wound, along with anyone else drawing a wrong card, (e) when the poker hand occurs the first person to draw the poker chip wins the poker hand and gets to take a fame token from another player and (f) any player that draws a weapon on an innocent bystander loses a fame token.
  6. The Sheriff makes sure everyone who drew a weapon turns over a bullet token.  When all six bullet tokens are turned a player must reload.

Once five Fame Tokens have been awarded the player with the most Fame Tokens becomes Sheriff and the Sheriff takes on the role or their cowboy.

The game ends when there are no more wound cards or no more fame tokens.

The winner is the player with the most fame.  If a tie then the player with the least number of wounds is the winner.

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