Showing posts with label BR. Show all posts
Showing posts with label BR. Show all posts

Sunday, October 14, 2012

Heading to Essen, and some "spring" cleaning

Tomorrow I leave for Essen.


I've been waiting several years to say that, and I'm really excited to go to Germany and see the spectacle that is the Essen Game Fair! I'm not sure I'm prepared for the enormity of the show, but that's OK - I count this first trip as a sort of scouting mission to see how Essen goes. I am not sure if or when it'll happen, but I suspect in the future TMG might have a booth there, and it'll be nice to know what to expect before having to do the show "for real."

I got a little lucky with this trip, as I didn't really expect to go and I didn't prepare in advance at all. When it looked possible, I posted online that I was thinking of going, and I got an email from someone offering me a place to stay. I'm pretty sure finding a hotel would have been problematic, so I was happy to get that offer! In exchange for putting me up for the week, my host has asked me to spend some time in his booth, signing copies of Eminent Domain... sounds like a win-win to me!

So if you are at Essen, swing by LocWorks booth (4-230) and say hello! I'll probably be helping demo Ground Floor, and if you buy a copy of Eminent Domain, I'll sign it for you :)

In addition to spending some time in the LocWorks booth, I look forward to seeing what the rest of the con has to offer. I'm not sure I plan to do much in the way of shopping - I know a lot of people rush to buy their most anticipated games, but frankly I'm not sure how I'd get them home, and the one's I'm interested in will be available in the US before too long (specifically T'zolkin: the Mayan Calendar, which will be released by Rio Grande Games before too long). I do have a short list of games I'm interested in checking out though. I hope to see a few of those at the show.

One game I might actually pick up is the new version of Hanabi. I love that game, and have not got a proper copy of it. I like the cards in the new version - the first version is unavailable, and the 2nd edition - even if available - has square cards that are a pain to use. From what I've seen this new version should be easier to read and use.

In other news... 

I've been doing a little bit of "spring cleaning" (only a couple months out of season). I cleaned out a shelf where I kept some of my unpublished prototypes. Some of those are prototypes of my own design, some are prototypes of other people's games. Like an archeologist uncovering an exciting find I came across a wealth of interesting things!

8/7 Central - I came across 2 different prototypes of this card game about running a TV network by my friend Mohan which I worked on with him for a summer several years ago. This game always seemed like a good idea to me, but it also always suffered from the same problem. I think that problem boils down to information overload - it's difficult and cumbersome to try and track each player's schedule of shows, even if you've only got one 1-hour time slot, 5 days a week. I do think the core concept worked, and I remember having fun playing the game though, and if I had infinite time I would definitely like to make this game work.

Moctezuma's Revenge - A game about collecting treasure and avoiding curses. I liked the idea of this one too, and I recall playing the prototype... not sure what stopped me moving forward with it. I think I'm not a big fan of push-your-luck mechanisms, and this game had quite a bit of that in it. This is another one I'd like to revisit sometime.

Blockade Runner - Originally designed for a card game design contest (never entered), then co-developed with another designer, this game was intended to be published by a publisher at one point but that fell through. Then later it was intended to be published by another publisher, and I sold my rights to it in order to facilitate that. I notice the game is not out, which means I believe the rights have reverted, but I'm not sure what good that does me. This quick game of bluffing and double think seems destined to live on the shelf :/

Nursing coop game - I came across a prototype I made of a game my friend Brian wanted to make. He's a nurse, and he had an idea for a cooperative game set in an ER. I thought it sounded cool and I liked the main mechanism he had in mind, so I went home and made a prototype. We played through it once or twice, but then kind of forgot about it.

Reading Railroad - Originally to be titled Conjunction Junction (and I submit that could be a good name for an expansion), Reading Railroad was an idea I had with an online BGDF friend Scott Slomiany. I maintain that it's a fabulous idea, combining a word game with a connection/railroad game. You gain money by spelling words with Scrabble-style letter tiles, and you spend that money to buy track to connect cities. Connecting cities allows you to collect a different type of letter tile (I would actually like them to be little tiny alphabet blocks, with 3 different letters on each). Your final score will be based on words you can spell using those Alphabet blocks. But this game is intended to be one that wordsmiths can play along with their vocabulary-challenged friends, so the end game scoring words are actually found on reference cards - so really you are just collecting specific sets of cubes. You see, a wordsmith could do well making larger words with their Income tiles, leading to more income for buying track, but a player who is not good at word games could still do well with strategic connections and set collection without needing to make big or complicated words.

I entered Reading Railroad into a game design contest once, and it didn't go over very well - even though I actually had people playing and enjoying it at game night. The judges thought it was some underhanded ruse to sell the game to 2 different demographics (word gamers and strategy gamers) - which in a way could be true, but really it was an attempt to make a game that players from both of those genres could enjoy together. I really want to get back to this one some day, as I think it has real potential.

Odysseus: Winds of Fate - A game about making bets on outcomes (of encounters as well as the entire game), then trying to make sure your bets pay off. I tried pretty hard to make this game work, and I was never really happy with it. I think it's got potential, and I'd like to revisit it again sometime.

All For One - One of the oldest designs I ever worked on that was worthy of being published. I'm actually not sure why this one never did get published! David Brain's original design, which I worked on with him for years, was very well received at conventions I brought it to, but never found a publisher. Now I feel like it might be a little old fashioned and in need of an overhaul. One day I'd really like to see this game in print!

Templar - I've been putting some thought into this, my most recent project. Based on what I thought Trajan's mechanism would be, Templar is about a year old at this point... and while I have a prototype made up, I've not tried a playtest yet!

I even found prototypes of published games, such as Gil Hova's Prolix, Alex Rockwell's Homesteaders, Jay Cormier and Sen-Foong Lim's Belfort, and my own Terra Prime! And amongst all that, I found prototypes of other people's games as well:

Smoothie King -When in London 7 years ago, I met Ian Vincent, and played his game based on Power Grid. It was about making Smoothies, and I liked it quite a lot. He sent a prototype home with me, and I frequently wonder why I don't play it again.

Roman Emperors - Another BGDF member Juan Carballal had a game I found very interesting in which players take turns running the Roman Empire. It's not a cooperative game, you want your stint as Emperor to be remembered as the greatest time in Roman history - but since players take turns controlling the Empire, the resources are largely shared. I think the game has a ton of potential, but I don't think the designer and I were seeing eye-to-eye on some of the specifics of how it should work. I'm also not sure what the designer did (if anything) with it since I saw it. I think it would be fun to one day take a stab at making "my version" of that game, and then send that to the designer and seeing what he thinks of it.

Admirals of the Spanish Main - Another game by Juan, we were trying to make a "dice building" game which did a better job than Quarriors, and he came up with a game about hunting pirates in the Spanish Main. It was a good start to what I was looking for, but it was too random, and my friend Andy Van Zandt and I worked on trying to mold it into what I was really looking for... in the end though, many playtesters said that if they're playing a pirate game, they want to BE the pirates, not hunt them, so we eventually gave up on it. I think the game had some good things going for it, but for whatever reason it just wasn't all the way there.

Equilibrium - Shea Parks had a game that I thought was really interesting called Equilibrium. It was like a response to the Deckbuilding craze... each player starts with the same deck, and over time you remove cards from it. Quit when you want, each card in your deck is worth -1vp, and cards played are worth positive vps (most of them based on which cards remain in your deck). I like this game, and think maybe it deserves another look...

Lost Adventure - More friends from BGDF, Jeff Warrender and Steve Sisk, made a deduction game with an Indiana Jones theme which I think is fantastic. The only real problem with it might be that the end game phase seems too different from the majority of the game. Also, originally it was "too Euro" and could use a lot more theme to immerse players in the Indiana Jones action. I fear the designers may be overdoing it with the changes they've been making along those lines, but I haven't really been keeping up with their blog about the game as much as I'd like.

It was fun running across and thinking about all these games. Makes me want to spend more time working on them!

Wednesday, November 21, 2007

BGG.con report - My games

Terra Prime
I believe Terra Prime is about as done as it's going to get except for whatever fine tuning a publisher might require. I wouldn't mind the game end trigger being a little better defined, but I think I actually know how to do that with components - basically an Exploration track which advances whenever a Yellow or Red tile is explored (the Red tiles are worth 2vp to explore, the Yellow tiles aren't). When it hits a certain number (currently 12) then the game is over.

On the one hand, the game has a space/Sci Fi theme, which could be a difficulty for a publisher since at least in the Euro market, I hear Sci Fi doesn't sell well. On the other hand, Race for the Galaxy, Galaxy Trucker, and Starcraft came out this year, which are all Sci Fi themed. Last year there was Space Dealer and Battlestations. Does this mean the market is flooded with space games? I personally don't think so, but then I'm not the publisher. Does Terra Prime provide something that the other space themed games don't? I think it does - a solid, medium/heavy Eurogame that encompasses Exploration, Colonization, Alien combat, and Resource delivery, all in under 2 hours. It has proven to be a good mix of theme and euro-style mechanics. Some will discount the randomness of the die rolls for Alien attacks, but you can better your odds by preparing, and you can play the whole game without rolling a single die. Some will discount the swingy scores as you score 13 or 15 points at a time, which is why I refer to it as medium weight (if it were heavy then people would expect 2 point victories) - its a silly point, but people argue it. From my perspective, if you win by 1 colony, or 1 delivery, or 1 Alien kill, that's a close game, whether it's 4 points, or 14.

I ran 1 game of Terra Prime at BGG.con, and everyone seemed to enjoy it a lot. Here's what some of them had to say:

Gil Hova (IngredientX): I met up with my buddy Seth Jaffee at this point, and we were able to play his prototype. Why this game isn't published yet is a complete mystery to me. It's a space-exploration game with incredibly streamlined mechanics. You'll hear players say, "Oh, it's my turn already?" a lot. Seth puts a lot of thought into his games, and it really shows with this one.

One of the playtesters had a problem with the relative lack of player interaction, and it's true that you can't blow up another player's spaceship (though there are plenty of aliens willing to do that for you). I suppose that's a question of aesthetics. If you think a spaceship game should involve lasering other players into oblivion, then maybe this game isn't for you.

But there's plenty of interaction in picking up resources just before your opponent, or getting VP for having your opponents make deliveries to your colonies. If that sort of thing sounds like it appeals to you, then try this game if you get a chance. Spread the word and get it in print!


John Lopez (Godeke): My son and I then went over to try out one of Seth's prototypes. Terra Prime feels very much "feature complete". The action point system keep things rotating around the table quickly and there appears to be multiple viable paths to victory. Even though each player took different approaches to the game, the final scores seemed quite reasonable and reflected the success with those approaches to the game. With a nice rulebook and components would be an easy sale in our house. Recommended.

Kevin Felker (kevinfelker42): As space explorers on the outskirts of known space from the Terra Prime spacestation, one attempts to win by attaining the most victory points. The closer hexes are green, then yellow, then red. Green is mostly safe, with less hostile aliens and asteroids.

Your ship card has upgradable modules and starts with only a cargo hold/no weapons/no shields, so you'll have to earn some money to make your ship deep space worthy.

First, create some colonies by taking cryogenically frozen people to a planet (or asteroids which produce a unique good for the tech chart). These start producing goods. Pick up and deliver these goods back to Terra Prime to make money (or to go up on the tech chart for some special abilities like cloaking or increased revenue on deliveries). You'll have to weigh the options based on your strategy.

Combat is fairly forgiving as you roll again if your first roll is a failure, stripping of a ship component. There's even a political option to eject goods as an offering if your ship isn't combat worthy.

There are many ways to generate VPs. Money translates into VPs. The further out the created colony is, the more VPs generated. People picking up goods from your colony nets a VP. Being the first to defeat each Red tile nets 2 VPs.
I played the merchant strategy, and VPs were similar to someone on combat/colonize strategy.

Some tweaking is still needed as Seth noted to us in that by the time we got to the furthest Red hexes, the game basically ended.

Player interaction is distilled to being a race since all are on the same side (humanity), but the turns move very fast so there is little downtime.

As I typed this, I realized how multi-leveled this game is and kept bumping up my rating.
It feels like a Runebound in space, except better and more streamlined.

I would like to see this published, curious on how the final artwork would be...quirky/cartoony or serious.


All for One
I ran a game of All For One as well at the con. The reaction of the players this time was less enthusiastic than I'm used to. The thing about All For One is that it's pretty hit or miss. Either you love it or you hate it. The players said they liked it alright, but I got the impression they were just being polite. I still think it's a solid game, and looking at all the feedback I've ever gotten from players at cons, its been overwhelmingly positive. So that's good!

I sent this one home with Zev Shlasinger from Z-Man games, I'm hoping he'll have a chance to play it again. He's played it once before, and he had some comments, some things he would have liked to see addressed. The recent changes will hopefully serve to address those items, as well as improve the game overall.

Blockade Runner
In theory, Blockade Runner will be published next year by Shifting Skies Games, so I've got that to look forward to :) I ran two games of it at the con, and the reactions were positive. There were some comments with some ideas for variants or variations of rules I'm going to look into.

Wizard's Tower
Wizard's Tower was a big hit at the convention. I played it 7 or 8 times with a total of 8 different people, and I think they all liked the game very much. One of them explicitly said that it felt like a real game (or something to that effect).

One of the people I played it with was Zev, who said that abstract games aren't really his thing, personally. I believe he said I could send it to him for further review, so I'll be emailing him about that. I think the production costs would be pretty low for that game, considering it's got fewer (and similar!) bits than Masons or Carolus Magnus.

Brain Freeze
I always like to bring Brain Freeze along to play while waiting. The whole game takes about 1 minute to play, so it's the ultimate filler. On the down side, it requires a chess clock, so it's probably imminently unpublishable. The people who played it this time seemed to like it. Edward and Eduardo played for over 1/2 an hour straight!

I found a better way to handicap myself in that game - before I was giving myself less time, but that wasn't the best handicap, even if only because it meant resetting the clock all the time. This time I tried playing left handed. Now that is a handicap!

Rodeo Drive
The new prototype Rodeo Drive s still in its infancy, but I wanted to see how certain friends liked it, because I know they like Liar's Dice. We played a partial game just to see how the mechanics worked. I couldn't really tell if the players were into it or not. The auction works really well, I'm not sure about the scoring part yet. In any case, I think its a really good start, seeing as only a couple days thought has gone into it so far.

Tuesday, November 20, 2007

BGG.con report - outline

I went to BGG.con last week, and had a great time. I plan on expounding on this topic, but I'd like to break it up into multiple posts. This post will serve as a sort of outline for that.

Essen releases:
Agricola
Cuba
Kingsburg
Race for the Galaxy x2
Wurfel Bingo x2
Animalia

Old Standbys:
Puerto Rico x2
Railroad Tycoon
Guitar Hero
Times Up!

My Prototypes:
Terra Prime
All for One
Blockade Runner x2
Wizard's Tower xlots
Brain Freeze
Rodeo Drive

Other people's prototypes:
Lost Adventures (Jeff Warrender and Steve Sisk)
Homesteaders (Alex Rockwell)
Salvage (Dan Manfredini)
Suitcases (some guy)
Prolix (Gil Hova)
Wag the Wolf (Gil Hova)

Events:
Puzzle Hunt
Game Show

Publishers:
Zev (Z-Man)
Jay (Rio Grande)

I managed to not play any Werewolf this time out. I was a little disappointed about that.

Monday, November 12, 2007

To Dallas for BGG.con!

Wednesday morning I leave for Dallas for BGG.con, 4 days of gaming goodness! I'm actually trying to stretch that out a bit by going the day before it actually starts, and leaving the day after it ends (though that was mostly because of plane tickets).

As for game playing, I'm really looking forward to playing the following new games:

Agricola
Cuba
Kingsburg
Race for the Galaxy

...and I know for a fact I'll have access to a copy of Agricola, because Stephanie loves it and is bringing her copy. I had made a geeklist at BGG in which I listed a number of new games I was interested in, but the 4 above are my tier 1 choices.

In addition, I've set up a sign up list for playing prototypes at the convention. I've got a number of people signed up to play:

Terra Prime
Blockade Runner
Lost Adventures
Homesteaders

And some other designers have posted games to the list as well, such as IngredientX (Gil Hova) and his cool word game Prolix, as well as his media game Wag the Wolf (which I've been playing online, and it's pretty cool).

Jeff and Steve sent me a sweet prototype of Lost Adventures to use at the con, and then leave with Zev Shlasinger for consideration. Zev also said he'd try and make time for me to show him All For One and Wizard's Tower. That's pretty exciting! Jay Tummelson will be there, and I'm going to try and show some of my stuff to him as well.

Saturday, October 20, 2007

Prototypes at BGG.con

A lot of people seem to be surfing to my blog lately from this thread at BGG. It's true, I'll have a copy (maybe 2!) of Jeff and Steve's Lost Adventures game with me at the convention. I'll also have a number of other prototypes of games designed by myself or my friends - I started a sign-up list at BGG for people interested in checking them out.

The games I'll be bringing are...

  • Lost Adventures by Jeff Warrender and Steve Sisk
  • Terra Prime by Seth Jaffee
  • All For One by Seth Jaffee and David Brain
  • Blockade Runner by Seth Jaffee and Boyan Radakovich
  • Acts of the Disciples by Jeff Warrender
  • Homesteaders by Alex Rockwell
  • Wizard's Tower by John Heder and Seth Jaffee

Friday, August 24, 2007

I'd like to one day publish a game!

I emailed Zev from Z-Man games to see if he'd like to look at All For One again (he played it once at one of the Spielbany meetups)... he got back to me the other day giving me the go ahead to send it in. So this weekend I'm making new cards and a new board (I hope) and I'll be sending it to him next week! That's exciting, though I have a pretty good feeling he will not want to publish it. Hopefully I'm wrong about that!

In addition to that, I have this new BrainFreeze! game that everyone seems to like. It's fast and fun, but it requires a chess clock and I'm afraid that might make it prohibitively expensive to produce. I plan to talk to Mike Nicholoff and see if his company Sorvent can help find a publisher for it.

Blockade Runner is intended to be published by Shifting Skies Games, but that's in a holding pattern for a couple of weeks, and there are funding issues that may or may not take a while to resolve. Sadly, I don't really have money to throw at it.

And finally I have Wizard's Tower which is ready to be shown to publishers, I'm just not sure how to go about getting it there. A friend in Seattle who works in the industry has shown Wizard's Tower to a new game company, but I haven't heard anything about that company at all yet - i know it's tough to get a new company off the ground.

I have some game prototypes by other friends that are worthy of publishing... Ariel's Love Means Nothing tennis card game, Alex's Homesteaders heavy strategy game... As far as I know they wouldn't mind if those games were published, and if I could help them achieve that I think it would be cool.

As for my other games "in development," I have Terra Prime which is probably "mostly done" and could be made ready for a publisher if, say, one were to ask for it. Kilauea might also be more or less done, though I haven't touched that in forever.

Of course I have a bunch of other designs in the "idea stage" - the most promising of which are probably Dynasty and Hot and Fresh.

So if I'm to uphold my new years resolution to get a game in line to be published, I'd better get to work on that!

Wednesday, June 20, 2007

Long time no post... long time no design!

It's been a couple weeks since my last post, and I still haven't gotten to some of the things I said I'd post about... like those Strategy and Tactics articles Oh well, such is life. Here's what has been going on:

Playtesting: I've finally gotten a playtest group started, we meet at my house on Sundays from 11ish until frisbee time. The core has proven to be myself, Aric Jack (shrike on BGDF), and Eric Flood, with a few others who've been once or twice each. So far we've been testing several of Aric's card games, as well as All For One, Blockade Runner, and a game of Eric's as well.

Gaming: I went to PhoenixConGames last week - it was mediocre relative to KublaCon and BGG.con, but it was worth the trip. I played a handful of board games, mostly with people I play with at home anyway. I did meet a couple guys from Phoenix, and a couple of Bo's friends as well, and hang out wih my friend Chris who lives in Phoenix as well. At RTeam game club I've gotten to try Notre Dame finally. I was disappointed at first by some aspects of the card drafting mechanism, but the game is growing on me.

Game Design: I haven't done much with design lately. I had decided to postpone new design ideas and work on "finishing" some of the many I have already. I had resolved at New Years to get All For One "in line to be published" this year. Blockade Runner is allegedly going to be published by Shifting Skies games, working on contacting people about a license right now. Wizard's Tower got 2nd place in the KublaContest (it's not actually called "KublaContest", but it ought to be ;) ) and both the contest director Julie Haehn and Aldie from BGG wanted a copy. Julie said she knows an up and coming publisher, and wants to show them Wizard's Tower and All For One, and Derk and Aldie said I should submit Wizard's Tower to Z-man games... I guess that's a step in the right direction! I have been agonizing over a way to combine my current "ID" version of All For One with David's current "Story" version in a way that accomplishes the goals of the story version but maintains the good aspects of the ID version... and I think I've finally done it. I need to get that finished up and sent off to Julie so she can show her publisher friend! I also told her she could have a copy of the game, since she likes it so much - I just have to make another prototype now...

Aside from the All For One version stuff, I haven't done any real design work at all in the last who-knows-how-long. I've all but forgotten about that Time is money thing, which may be my next project when I get back to designing. Either that, Kilauea, Dynasty, or Hot and Fresh.

Monday, April 09, 2007

Card game designs


Kessel Run

I'm sure I'll have to rename this (maybe Blockade Run or something), but in the meantime Kessel Run is a race between smugglers (a la Han Solo) to smuggle contraband to various systems en route to Kessel and back.

The 'board' is a series of planets which will purchase one or some of the various resources in the game, and will pay a certain amount for them. Your ship can move to the next system on your turn, OR you can initiate your hyperdrive and 'jump' several systems down the line. However the Hyperdrive must be charged.

For each system you stop in, you take a Parsec card (indicating that you have travelled through a parsec), then you can deliver goods. Payouts for a delivery is drawing more cards, you assign some of the cards to charging your Hyperdrive and the rest are goods to be delivered later. At the finish line, your score is the number of goods in hand minus the number of Parsec cards you've collected.

The idea is to choose efficient stops where you can make good money off your deliveries, and choose wisely how much of your payoff to put into fueling your Hyperdrive (up to it's capacity) and how much to save for later. The sooner you return to the starting planet, the fewer points you lose for mucking about in outer space.

9-ball
In an attempt to capture the feel of 9-ball, I'm working on this card game.

On your turn you first play a card either from your hand or from a face up pool. The difference being that your hand does not refill until the end of your turn, while the face up pool refreshes after each shot. Thus, if you make several shots in a row, your hand size will decrease and eventually you will run out of plays.

Then you would follow that up with another card, either from your hand or the draw pool, and you would keep doing that until you decide you're done, or until you play a [BALL -> POCKET] card, sinking a ball in a pocket. After the shot is complete, you may perform a "Leave" if you wish, which consists of discarding one of the face up cards from the draw pool and replacing it either from your hand or the deck.

Finally, you refresh the draw pool to 3 cards from the deck. If your shot both began by hitting the Object Ball and ended with sinking a ball, then you may begin another shot by playing another card. Otherwise, you refill your hand and it's your opponents turn. If you happened to Table Scratch (not hit the Object Ball first, and not play a SAFETY card), then you opponent gets to discard a card out of the draw pool or his hand and replace it from the deck before starting his turn.

The player who sinks the 9 Ball wins the round. The game can be played to any number of rounds, or you could score per round as follows:
Score points equal to the number of the ball you've sunk. So the 8 Ball is worth 8 points. Sinking the 9 Ball in this case should count as some kind of bonus as well. The game could be played until a predetermined point total is met, or the player with the most points at some particular time could be declared the winner.


Table Tennis
The genesis for this game was the following:
First, consider Rock paper Scissors. Not much player decision there, you pick either R, P or S, and you see if you win or lose.

Now consider a similar game where there are 5 choices (A, B, C, D, and E), and each choice 'beats' 2 of the other choices (A>B,C; B>C,D; C>D,E; D>E,A; E>A,B), and instead of player simultaneously choosing, these choices are on cards an you take turns playing cards back and forth - where you have to play a card that 'beats' the last card played. So if you play a C card, I have to play either an A card or a B card. This gives me a choice to make, but not much to base that choice on, so it's still not terribly interesting.

Next, let's say that we each have a deck of these cards, and we turn 3 of them face up - and when playing a card, it must come from that face up pool (and then replace that card from the deck). Now that we can see what options the opponent has available, we have some information on which to base our decision. It's still not a terribly interesting decision though...

Finally, let's add time pressure. Each player has 5 seconds on a chess clock, and if your time runs out, you lose, and if you have no legal play you flip cards off the top of your deck until one is legal to play. After you play your card you hit the clock and my time is ticking: I have 2 basic options... make the first/fastest legal play I can each turn and hope to stay ahead of you so that your flag
falls first, or look at what plays you have available and try to play cards you cant respond to immediately, costing you valuable time cycling through your deck looking for a play. The catch is that even such a simple decision will take a little time, and you only have 5 seconds total.

I think that could make for a fun and interesting game.