Advice from Stefan Dorra

The board game community is an open and generous community.  Even the ‘big’ names in board games are willing to answer questions.  Yesterday, I emailed several game designers asking to give three pieces of advice for aspiring game designers.  The first to reply is Stefan Dorra.  Stefan is a favourite designer of mine and two of my good gaming buddies!  My favourite games are shown below (click on the pictures to go to the BGG page for each game).  I love the way Stefan’s games have a simplicity about them that is balanced by the depth of game play.  Stefan has designed one of my favourite ‘fillers’ and ‘party games’, For Sale!  Also, I cannot wait to get my recently acquired copy of Pergamon to the table.  Thanks Stefan for your prompt reply and the hours of fun you have provided to me, my friends and others in the gaming community!! THANKS!!

Here is Stefan’s advice to any aspiring game designers:

Hi Clive,
first: test it
second: test it
third: test it
Test your prototype with different people many, many times.
And if some players ask you to play it again, you can offer it to a publisher. 😉
Best regards
Stefan
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Game using portal mechanic

Just watched a short video based on the game portal – picture of the online game below – and thought it would make a good abstract board game.  Create and entry point and exit and work through a maze – maybe a race??  Any ideas?

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Failure to save…

Working on player boards in PowerPoint yesterday and when I opened the file today, guess what?   N0ne of my work saved from the day before. CRAP!!  So, I decided not to work on them and to work on the tiles for the Storage Wars game and the main board.

Did I say CRAP?!!!!

 

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Not much designing going on…

I actually worked on the player boards for the Tower of Doom today – for about 15 minutes.  Since coming back from vacation I have been busy doing nothing.  That is not quite true.  I got to game on Thursday and Friday evening.  We played Asteroyds, The Adventurers, 7 Wonders, Ticket to Ride: Europe, No Thanks!, Citadels and Daytona 500.  I also got to golf on Friday – shot a 45 for nine holes at Aberdeen.  Started off rough but started hitting the ball well toward the end.

Saturday was a hoot!  A friend turned 36 and we all went over for a bbq/party.  Mojitos were great as was the food and company.  It is great to have so many good friends (for us and Sophie)!

Anyway – game design as that is what this blog is about…

Will work on the Tower of Doom more this week and hopefully have it ready to playtest for next week and will start on Storage Wars game.

More tomorrow…

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Game Design Update (with my thoughts)

Back from a two week vacation and not back to game design.  Here is an update of all the titles I have discussed on this blog (in alphabetical order):

Ant’s Picnic:  Posted on the geek as a game but needs a re-haul.  Movement mechanic has changed, removing use of dice rolling, and the pop cans will not block but now alter direction that dice can move.  Easy enough to complete and should really finish this sooner than later.  My thoughts:  I think this would make a solid family game but only plays two which might limit audience.

Blackpool Illuminations:  Worker placement game in which players construct their own light show down a stretch of Blackpool’s seafront.  I have not thought much more about this game but do have a mechanic in mind for the game.  My thoughts:  I like the theme and can picture the game but do not have full idea of how game will work.

Broadway Producer:  Rummy card game where players take on the roll of a theatre producer.  Three rounds – regional theatre, off Broadway and Broadway – will decide who has the most successful production.  Prototype made, needs playtesting, on back burner.  My thoughts:  Could be too fiddly and too luck based.

Civilization Rummy Game:  Rummy card game where players build civilizations through set collection.  Prototype made, needs playtesting, on back burner.  My thoughts:  Too simple and too much luck (maybe?)

Dam It!:  Players play beavers in tile laying game.  Build the best beaver lodge before the onset of winter.  Hex tile laying both on board and stacking.  My thoughts:  I can visualize the game and it looks very pretty  🙂  On back burner

Deep Sea Diver Game:  Can’t Stop style push your luck game with a deep sea diver theme.  Prototype made, needs play testing.  My thoughts:  Can’t Stop rip off that might attract a wider audience due to theme.

Mantracker:  Game idea based on the TV show of the same name.  Scotland Yard/Nuns on the Run style game.  I will spend some time on this when my priority designs are completed.  My thoughts:  Very fiddly game but I think has promise.

Pillage:  Defend a village against Vikings. Working on a chaining role selection mechanic with David Short.  This is on the back burner.  My thoughts:  Theme is cool but the chaining mechanic has not been solved yet ~ not sure what direction this game is headed in.

Redemption City:  Prototype with David Short.  He is understandably busy with his soon to be released 2011 game, Ground Floor through Tasty Minstrel Games.  My thoughts:  Not much needed to be changed about this game ~ looking forward to when D can play it and give feedback.  Everyone I describe the game to loves the idea.

Renaissance Man:  Still an idea and no prototype in sight.  I really like the idea of this game and will have to get around to it soon.  My thoughts:  I feel this game has great potential as a Euro in the style of Fresco and other light Euros.  Excited about this game.

Small Talk:  This is a true party game where players pretend to have met in passing and have a conversation.  In this ‘small talk’ predetermined subjects must be injected into a timed conversation.  Those that can use the most subjects in the most fun way gain the most points and win.  My thoughts:  I am not a fan of party games but I feel this has a good place among the plethora of games out there.

Space Race Game:  Take a simplified bid and build a space ship mechanic mixed with a race across the galaxy dodging federation ships, picking up cargo and people and you have the idea for a fun game.  I don’t know why I have not finished a prototype for this game yet.  Maybe a little ADHD  🙂  Too distracted by new ideas.  My thoughts:  I love the idea of this game and the movement mechanic for flying the space ship.  Need to work on it soon.

Storage Wars:  Another game based on a TV show of the same name.  Bid for storage lockers containing hidden goods – make the most money and win.  This will be a game I will prototype very soon.  My thoughts:  Although the idea for this game has received mixed reviews from BGGers, I think it has great promise and would appeal to the non-serious gamers.

Time Travel Game:  By changing streams of technology through time the players attempt to build their own Utopian future.  Working with David Short on this game – on the back burner.  My thoughts:  I really like the idea of a time travel game.  There has to be the idea that people are travelling through time to change events ~ the idea of movement and travel is a must.

Tower Defense Game:  On the back burner.  I see this as a pre-programming game where you program your defenses, reveal the invaders and then playout the scenario…rinse, repeat…  My thoughts:  Not a fan of pre-programming games like Space Alert so it will be interesting if this works for me.

Trading Game:  Simple card game where people buy and sell stocks.  Need to make prototype.  Back burner.  My thoughts:  This is a game where the idea may be way better than the game.

Widgets:  Operate robots to collect parts to convert into widgets.  Needs a lot of refining.  Back burner.  My thoughts:  A dice rolling game – love dice but not sure about this game.

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Back from vacation…time to start and finish some projects

14 days away having fun with family and friends was a nice break from working on my game designs but it did not stop me thinking about them!  I have to finish Sophie’s game “If you go down to the woods…” and my game “The Tower of Doom”.  Both prototypes are almost complete.

I will do my game design update later tonight – stay tuned.

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My real life

If you are interested, I have started another blog about my day to day life…whether this will last I am uncertain.  Blogging about my regular life is far less exciting than board games!

http://thelifeofclive.wordpress.com

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Picking up printing tomorrow morning…

I am on my way out of town for a week or so and so this maybe my last blog for that period of time.  On my way out of town I will be picking up the cards for “If You Go Down To The Woods…” – that game that Sophie and I are designing – and the all the cards for Tower of Doom.  I will be working on designs and also getting to play some games.  The games I am taking with me to play with friends and family are:

  • The Adventurers: Temple of Chac
  • Pitchcar
  • Carson City
  • Permagon
  • Excape
  • Stone Age
  • 7 Wonders
  • Lord of the Rings

 

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Shameless Plug…

In my entry into the world of game design- not that I know any of the gatekeepers or people of importance – I have met a number of people of which some have become friends.  Two of which have had games published.

The first, David Gregg, is the designer of Nightfall.  Nightfall is a deckbuilding game set in the world of vampires and werewolves and has some nice new mechanics.  Released by AEG, Nightfall just had its first expansion released, Nightfall: Martial Law.

The second game is Ground Floor. Ground Floor is a worker placement game.  Designed by David Short and released by Tasty Minstrel Games.  In Ground Floor players take a new company from the ‘ground floor’ up!  The player who best utilizes the businesses time, money and staff will find success.  While Ground Floor still awaits official release, head to GENCON to see the game demo’ed and maybe get to play with the designer David Short.  David Short is also co-designing Redemption City with me – see earlier posts.

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Dice mechanic for Tower of Doom

There are three levels to the Tower of Doom.  As the heroes descend the Tower, fighting their way out, they meet more evil creatures.  When a hero passes from one level to another while descending the Tower they automatically power up by getting a new die to roll.

The dice have three options – HIT, BLOCK, MISS

Hit = attack does damage to the monster, Block = monster’s attack and hero’s attack does no damage (if another player rolls a Block All then all damage to party is blocked but any hero who rolls a hit may attack) , and MISS = hero’s attack missed target and monster’s damage is dealt to hero.

The prototype dice for each hero are as follows:

Wizard:

Level 1 – block/block/hit x 2/hit/miss/miss

Level 2 – block/block/hit x 2/hit/hit/miss

Level 3 – block/block all/hit x 2/hit/hit/hit

Ranger:

Level 1 – block/block/hit/hit (x2)/miss/miss

Level 2 – block/block/hit/hit/hit x2/miss

Level 3 – block/block/hit/hit/hit x2/hit x2

Warrior:

Level 1 – block/hit/hit/hit/miss/miss

Level 2 – block/hit/hit/hit/hit/miss

Level 3 – miss/hit/hit/hit/hit/hit x2

Thief:

Level 1 – block/block/hit/hit/miss/miss

Level 2 -block/block all/hit/hit/hit/miss

Level 3 – block/block all/block/hit/hit/hit

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