Friday, October 15, 2021

"Rolling Rails" - YANGI

What's in a name?

There's already a game called Rolling Freight, by Kevin Nunn, where you use dice to build train routes and chip cargo... which is maybe too bad, because I had an idea today for a dice game about trains!

Though to be fair, my game isn't about freight at all, just about laying track. So maybe Rolling Rails would be a better title. Surprisingly, that one doesn't seem to be taken.

Rolling Rails - a game of dice rolling and track drawing

I was watching a video about the latest game by Carcassonne designer Klaus-Jurgen WredeCaral, and the thought crossed my mind to make a simple dice game, maybe along the lines of Carc itself. I imagined custom dice with track on each side (Crossroads, T-intersection, Straight, Curve x2, and Turnabout). You'd start with a crossroads in the center of a grid player board, roll 4 of these dice, then use each to extend your track in one of the 4 directions. My first thought was that you'd have 8 dice, place 4 of them onto your board each turn, then pick the previous 4 dice up to roll next. That way your dice would propagate outward from the center, and the goal would be to drive them to cities at the edge of your player board. Then it occurred to me that just drawing the track on a piece of paper would make more sense.

So, we start with a player sheet grid, crossroads (or a train station?) in the center, and cities on each edge. The goal is to connect the center to a city in each direction. The cities would be worth points - fewer for the ones in the middle of the edge (they're closer, easier to get to), more points nearer the corners of the grid. For example, maybe a 9x9 grid, where the cities are worth 4/5/6/7/8 from center to corner.

Perhaps there are no turns... in real time all players roll their 4 dice, assign 1 to each track, and draw in the result. As soon as a player connects their first city, they announce "1 city!" and grab a bonus tile, scoring a few points for that accomplishment. This only happens the 1st time a player does it. At that point EACH player must discard a die and continue with only 3 dice. That part reminds me of Bananagrams, when players call "peel!" upon playing their last tile, causing all players to draw another tile.

Similarly, as soon as a player connects a 2nd city, they announce "2nd city!," grab that bonus tile, then everyone discards a 2nd die. Same for the 3rd city. After someone connects their 4th and final city, the game end is triggered... perhaps at that point remaining players get 1 or 2 final turns to connect their last city, then score their boards.

Alternate format - Bingo style

I understand a lot of players do not care for the time pressure inherent in real time play. Perhaps another format of this game could be more like Take It Easy or Karuba, where one player rolls the 4 dice, and all players mark those the way they prefer on their own player sheet. While it's possible in these types of games for everyone to do exactly the same thing, in practice players tend to differentiate pretty quickly.

This format would work with the same components, and so would be easy to try, and both formats could potentially be included in the game box. Who knows, this might work better than the real-time format, and it would require fewer dice!

Either way, this sounds to me like it could work out, and it's probably worth a try.

A shortcoming of Tabletop Simulator

I quickly mocked up a board and die for this in Tabletop Simulator to try it. With an infinite number of those dice, I was going to just leave them in play and draw 4 more dice for the next roll, however I discovered a downfall to Tabletop Simulator when it comes to using a die as a tile... pressing Q or E to rotate the die (in order to orient a 90 degree turn, for example) does not do what I wanted it to do -- instead it changes the die face! There may be a way to rotate a die without changing its face, but until or unless I figure that out, I'll have to make tiles to place on the player board or something like that.

Friday, October 01, 2021

A development gig, and a list of games I'm pitching


It's been a while since I've posted anything in my game design blog, but I've actually been doing a little bit of design/development work...

Development Gig


I got a gig working on a secret project (ooh, secrets!) - an expansion for a well known, classic Eurogame that's coming on 20 years of age. That's a fun project so far, even if I'm not always seeing eye-to-eye with the rest of the team on different aspects of it. As part of that gig, though it wasn't requested, I started thinking about how a solo mode might work, and so I tried a couple of things. My first attempt was just OK, but then I got inspired by a comment from a friend on Twitter (thanks Ariel!), and now I think I have something even better! Still could use some tweaking, and I'm not sure if it's exactly the kind of thing a solo player would be looking for, but it seems to work in general.

Re-licensing my Games


With TMG in the state it's in (effectively out of commission), I've had a few people come sniffing around, looking to republish the Eminent Domain and Crusaders lines. I'm hopeful that whoever does so will include everything:
Eminent Domain [Base game]
Eminent Domain: Escalation [expansion]
Eminent Domain: Exotica [expansion]
Eminent Domain: Oblivion [expansion]
Eminent Domain: Promos [Bonus Planets, Elusive/Exclusive Victory, Cygnus Planet (from Joel Eddy), maybe even Mars]
Eminent Domain Origins [standalone prequel]
Eminent Domain: Microcosm [standalone microgame]
Eminent Domain: Chaos Theory [standalone dice game]

Crusaders: Thy Will Be Done [Base game]
Crusaders: Divine Influence [expansion]
Crusaders: Amber Knight [expansion]
Crusaders: Crimson Knight [expansion]

Art for almost all of that new content is done and ready to go, so it would be a shame not to print them. And if a company chooses not to print, for example, Chaos Theory, then I don't know what I'll be able to do with an EmDo dice game :/

Pitching to Publishers


I've been trying to find ways to pitch some of my unpublished games to publishers. This is strange for me, because despite 12 years in the industry, I never really had to do much pitching. TMG was an avenue to get my stuff published, and that was good enough for me. Isle of Trains came out from another publisher, but that was because it was a content entry. A new publisher did sign Isle of Trains, as well as All Aboard, so maybe the expansion will finally see the light of day (6 or 7 years later)!

I've taken a zillion pitches from designers wanting TMG to publish their games, but I've only ever pitched a few games, and that was years ago. One was even signed by a European publisher, but that ended up falling through for ridiculous reasons.

This year I've made a few pitches, all online via Tabletop Simulator. One publisher showed a lot of interest in Apotheosis, but in the end they passed on it. A couple other publishers passed on that one as well, but I've got one who's still testing it with their fans to see if it's one they'd want to pick up.

Another publisher passed on Exhibit, which was a bummer, as that's probably my best unpublished design at the moment -- and I even had a cheerleader in my corner for that one (thanks Richard!). But at least now I'm passed the gate with that publisher, and they're going to look at my other games now.

I've put together this list of games (with super-brief descriptions) that I've got ready to pitch, and I'm hopeful I can just show that to publishers and they can ask me for more info on the ones they're interested in:

All For One [with David Brain]:
Thematic Euro-style Shared Piece Movement, Pickup/Deliver game about the Three Musketeers.
3-5p, ~60 mins

Alter Ego:
Cooperative Deck Learning game about vigilante heroism.
("Deck Learning" is a form of deck building as used in Eminent Domain. Could maybe use a little development polish)
2-4p, ~60 mins

Apotheosis [with Rick Holzgrafe]:
Worker Placement game where your workers level up and get better over time. Generic Fantasy (D&D) theme, since adventures level up with experience in that genre.
2-4p, ~60 mins

Deities & Demigods [with Matthew Dunstan]:
Sort of like a Deck Learning/Role Selection game where the game chooses the roles, and there's a single, common deck. Greek mythology theme: bribe gods of Olympus, then have them do favors for you.
2-4p, ~60 mins

Dice Works:
Real Time Dice Drafting game. Theme is about making inventions (originally was going to call it "Eureka!"), but it's mostly pasted on.
(This one could use a little development polish)
2-4p, ~30 mins

Exhibit: Artifacts of the Ages:
"Bluff Auction" game that's like 6 simultaneous games of Liar's Dice. Theme is collecting sets of artifacts to display in your museum.
2-4p, ~60 mins

Harvest [with Trey Chambers]:
Compact Worker Placement game about farming. Originally set in the Gullsbottom universe by TMG. Draft turn order+bonus, placement spaces change round by round, wildly diverse player powers.
(Small footprint, play time, and price point, but as satisfying as a bigger game. Could easily expand to 6 players and wouldn't take much longer to play)
2-4p, 30~60 mins

Keeping Up with the Joneses:
Rondel game about showing up your neighbors in various parts of life while trying to keep up with the Joneses down the street, who seem to be so good at everything.
(The title is an idiom: https://en.wikipedia.org/wiki/Keeping_up_with_the_Joneses)
2-4p, ~60 mins

Riders of the Pony Express:
Low Bid Auction, Route Planning game about delivering parcels for the Pony Express.
3-5p, ~60 mins

Sails & Sorcery [with Michael Mindes]:
Deck Learning, Area Control game with a pirate theme (including monsters, like a kraken, a ghost ship, blackbeard's ghost, etc)
("Deck Learning" is a form of deck building as used in Eminent Domain.)
2-5p, ~60 mins

Suburban Sprawl [with Matthew Dunstan]:
57-card, Sim City style dexterity game where you toss cards into play.
(Lighter and quicker than the others)
2-4p, ~20 mins

Wizard's Tower [with John Heder]:
Little abstract-ish game of placing pieces on a grid and moving them to form (or attack) towers
(An older design, lighter and more abstract than the others)
2-4p, ~30 mins