Showing posts with label NowBoarding. Show all posts
Showing posts with label NowBoarding. Show all posts

Tuesday, August 11, 2015

Now Boarding - revisited

Two years ago I posted the rules to a game that Tim Fowers and I designed at Game Design Attack #1: Now Boarding.

Now Boarding is a cooperative optimization puzzle with time pressure for 3-4 players. Each player controls an international hub and nearby city airports, and together you must usher randomly drawn passengers to their destinations before they lose too much patience. This goal gets harder and harder each day as more cities enter play and more passengers come through your airports. In order to help achieve the goal, you'll need to build up your infrastructure, buying new planes and gates, upgrading local airports to hubs, and buying concession stands to keep passengers happy during layovers.

Tim and I discussed, designed, prototyped, playtested, and iterated on Now boarding at Game Design Attack #1, and later we made nicer prototypes. Unfortunately, my nice prototype fell victim to a robbery where the thieves took nothing but a duffle bag full of game prototypes - worthless to them, but invluable to me :(

Last weekend I finally got around to re-creating a prototype of the game, and I hope to play it tomorrow night. The latest changes (from September 2013) involved concentrating the time pressure on the Departure step of the turn, the step where all the puzzle-solving decisions are made, and leaving the bookkeeping parts of the turn off the clock. I think that sounds like a good idea, though I remember some of my friends (Mandy and Russell, who really like co-op games) wanted to get rid of the time pressure altogether - they just wanted to solve the logistical puzzle together. I think it's more fun with time pressure, as the puzzle itself isn't terribly complex. Perhaps the untimed version could be "easy mode," while to make it harder you could impose a time limit on the Departures step.

I've updated the Now Boarding rules accordingly. I'm sure I'll post after tomorrow's session if I get a chance to play this game. Also on the docket is the latest version of Alter Ego (with simultaneous play), so maybe it'll be a co-op night... though I'd really like to get Odysseus: Winds of Fate to the table as well now that I've finally updated my prototype.

Wednesday, July 15, 2015

The List - July 2015

GenCon is coming up in two weeks, so it's probably a good time to revisit The List and take stock of my designs and prototypes. It's been a while since I've done this, and I'm interested to see just how much this list has changed over time!

Published Games:
Terra Prime (BGG)
Eminent Domain (BGG)
Eminent Domain: Escalation (BGG) (expansion)
Eminent Domain: Exotica (BGG) (expansion)
Eminent Domain: Microcosm (BGG)
- Isle of Trains (BGG)

Finished But Unpublished Games:
Exhibit (BGG link)
Eminent Domain: the Dice Game
Dice Works (BGG link)
Wizard's Tower (BGG link)
- Now Boarding

Current Active Designs:
- Crusaders: Thy Will Be Done (BGG)
- The Pony Express
Odysseus: Winds of Fate (BGG)
- Eminent Domain: Oblivion (expansion)
Alter Ego (BGG link)
- Isle of Trains More (expansion)
- Suburban Sprawl

Recent Designs That Are Not On The Front Burner:
- Deities and Demigods
- Rondel Role Selection

Old Standbys - games which have been around, 1/2 done and untouched, for years:
8/7 Central
Hot & Fresh
Dynasty
Kilauea
Reading Railroad
- All For One (BGG)

Old Ideas that Haven't gone Anywhere (Yet) - some of these have been getting stale as well:
Investigative/Tabloid Journalism
Red Colony
Clash of the Kingpins
Time = Money
Dating Game
Ticket Please
Moctezuma's Revenge
- Scourge of the High Seas

Let's take a closer look at some of these:
Published games:
Terra Prime (BGG)
I'd love to bring back Terra Prime as a 2nd edition, with updated rules, expansion included, and set in the Eminent Domain universe. It'd be called Eminent Domain: Origins, and one of these days it may be possible.

Finished But Unpublished Games:
Exhibit (BGG link)
I'm disappointed in the current status of Exhibit. A European publisher was very interested, but a difference of opinion on whether a certain person's IP rights were infringed has caused it to be delayed - maybe indefinitely. I checked with an IP lawyer to ensure that my understanding was correct, which it was, but the whole thing has left a sour taste in my mouth.
Now Boarding
I worked on this with Tim Fowers, who's recently finished a kickstarter for his co-op game Burgle Brothers. Maybe he'd like to print Now Boarding as his next project? Maybe I'll pitch that idea to him :)

Current Active Designs:
Crusaders: Thy Will Be Done (BGG)
I'm happy with this one as-is, but there's a desire from the TMG staff to add super-unique faction abilities (with unique upgrades and buildings, like the factions in Terra Mystica).
Odysseus: Winds of Fate (BGG)
I keep circling and iterating on this one. I need to implement the mot recent change ideas and try it again.
Eminent Domain: Oblivion (expansion)
3rd expansion to Eminent Domain. I worked out how this would play several years ago, and now that Exotica is in production I've finally started prototyping and trying it. So far, so good!
Alter Ego (BGG link)
Mike's always been a fan of this one. Back on the front burner, Alter Ego is finally shaping up. I think with a little TMG Utah input and some nice art, this could potentially be ready for a GenCon 2016 release!
- Isle of Trains More (expansion)
Dan Keltner and I are working on an expansion to Isle of Trains for Dice Hate Me/Greater Than Games to follow up our contest winning entry.
Suburban Sprawl
Working on the next DHMG/GTG contest - this time a dexterity game (which currently only uses 54 cards, plus 8 scoring cards) with Matthew Dunstan. In Suburban Sprawl you toss cards into play to build Residential, Commercial, industrial, and Civic buildings. I'm going for a light, quick game with a sort of SimCity feel that's easy to learn and play.

Recent Designs That Are Not On The Front Burner:
Deities and Demigods
Another attempt at Deck Learning, Deities and Demigods is like a role selection game, but the game calls the roles, and in random order. Players will have some control over which roles are in the deck, and can upgrade their efficiency at each role. The effects of the roles will allow players to move armies and fleets around a map in an effort to complete quests/tasks and control cities.
Rondel Role Selection
Another variation on role selection, this one got off to an OK start, but hasn't gotten any attention in a while.

Old Standbys:
Hot & Fresh
I'm a little disappointed I never finished this one, but the most recent changes (several years ago now) seemed like a big step in the right direction. I'm just not sure how excited i am about a press your luck pickup/deliver game anymore.
Dynasty
This is my shelved design that I'm probably most interested in, or at least the one I think might have the most promise as a "mediocre euro."
Reading Railroad
I always think that Reading Railroad would be a fun word-building / connection game, but the truth is that people who like word games probably don't want to play a connection game, and people who like connection games probably don't want to play a word game. Still, I'd like to finish this one day.
All For One (BGG)
All For One might be my single biggest disappointment. It is the game that really got me into the design hobby, and I thought it was good - really good - but it never got any publisher interest. It's suffered some setbacks, and now - almost 10 years later - I feel like it might be a bit old fashioned and in need of an overhaul, but I don't have the impetus to overhaul it.

Old Ideas that Haven't gone Anywhere (Yet):
Investigative/Tabloid Journalism
I think a game where you put together parts of stories and embellish them to make them work would be a cute and fun game, but the theme may not really be very desirable, so I never revisited this idea, even though I think I had the main mechanism completely thought out.
Ticket Please
A game about controlling gates in airports and moving people to their destinations, in the same scope as a Ticket to Ride seems like it could be really successful, I'm not sure why I haven't revisited this yet.
Moctezuma's Revenge
Maybe it's because I don't really like press your luck games or deduction games much, but I never got back around to Moctezuma's Revenge, even though it sounds like a system that could make for a solid game.

Tuesday, January 27, 2015

Game Deign Attack #3: This weekend (1/29 - 2/1)


This weekend will mark the third installment of Game Design Attack -- a 3 day design meetup where 6-10 designers sequester themselves in a house and work on design problems and prototypes for a weekend.

Thursday afternoon, 4 designers from California will drive in and stay through Sunday afternoon to meet up with myself and a few local designers. I'm sure everyone will have something to bring to the table.

In previous installments of the event I was able to get in full playtests of Alter Ego, discussion of game ideas such as Scourge of the High Seas, and even design, protoype, and play a full game with Tim Fowers.

This year I've got my to latest projects: Crusaders: Thy Will Be Done and The Pony Express. I have some specific feedback I'm looking for in each of those...

Crusaders: Game end triggers and dynamics, and incentives to go to one hex over another, or to build one building over another in your current hex.

Pony Express: Number of towns/routes, and whether and how those routes can or should change throughout the delivery phase.

I've also got a not-ready partial prototype of a 2 player deck-learning fighting game (code name Draft Fighter) that I am theoretically designing with Brad Talton of Level 99 Games. I hope to get in some discussion of that, although really I just need to sit down and pound out some cards and give it a try.

And who knows, maybe I'll revive Alter Ego again!

Oh, and I've got a "new and improved" version (and prototype) of Odysseus: Winds of Fate that has been just sitting there waiting to be played ever since I updated it in December. Maybe I can get that to the table.

Looking forward to this weekend!

Monday, September 16, 2013

Strategicon recap

Just a quick recap, for those interested in what I did at Strategicon. In no particular order:

Special Guest Vlaada Chavtil
I always like meeting the big names in game design, and if you don't mind a name drop or two, I have met such big names as Reiner Knizia, Richard Breese, Bruno Faidutti, Martin Wallace, James Ernest, and Antoine Bauza at various conventions. I also know other, maybe lesser known designers such as Tory Niemann Sebastian Bleasedale and others from the BGDF forums, and of course all the designers I've worked with through TMG (David Short, Scott Almes, Jay Cormier and Sen Foong-Lim, etc). I've met some RPG designers as well (Mark Truman for example), but as I'm not much of an RPG player, I don't worry about that too much. I do enjoy expanding my name dropping ability by meeting th famous board game designers though, and I hope to one day be considered a name that an upcoming designer might drop when posting along these lines in their own blog!

The special guest at Strategicon was Vlaada Chvatil, designer of a wide variety of games (in a wild variety of styles) from the Check Republic. I didn't spend as much time with Vlaada as I'd have liked, but I did check out his new prototype - an abstract game (I'm not really into abstract games) where you place pieces into play trying to satisfy specific patterns which allow you to play cards. These cards have bigger/better effects, and you use them to try to satisfy the conditions on the available scoring cards. It looked like an interesting game, but as I mentioned, I don't generally care for abstract games, and this was pretty abstract. Also, I'm not a big fan of 2 player only games, and this one looked like it was best with 2, if not really a 2 player only game.

Scribes Arena
Jason Chan came all the way from Hong Kong to his first ever US Game Convention to promote his game, Scribes Arena, which will be on Kickstarter, maybe as soon as later this year! Scribes Arena is billed as a cross between magic: the Gathering and Hangman. I'm not sure that's accurate, it's really more like a Hangman card game - the similarity to M:tG is that it uses cards (called "spells"), resources ("energy") to pay for the cards, and some of the cards ("Counterspells") cancel the effects of other cards.

Scribes Arena is a really cool game. I am pretty bad at Hangman (though usually decent at word games in general), and this one definitely has a unique twist. On your turn you draw a card and get 1 Energy, and then you play cards (which give you chances to guess letters), and finally you get 1 free guess (letter or word) for your turn. If you guess all the letters of a word, you move on to the next one, and if you uncovre all 3 of your opponents words before they do the same to you, then you win.

I look at it like you're dealing damage to the other player. At most, you'll need to deal 26 damage to "kill" each word (guess all 26 letters of the alphabet), but you can do much better by 'aiming' your shots - deducing which letters are likely in the word and guessing those. Guessing the correct letter feels like getting a sort of critical hit, because while it's only "1 damage," you only need so many correct letters before you can guess the word and get a finishing blow.

Jason has obviously put a lot of work into this game, and when it does hit Kickstarter I highly recommend you take a look.

Scheduled games:
I only played 2 scheduled games this time, which is 2 more than I've played in the last several years combined... Brass, and Village.

I haven't played Brass in a while, and I really enjoy it. I thought I was doing poorly, as every time I had a great plan, I'd end up distracting myself with something else and someone would beat me to it. So I did nothing spectacular, but a lot of solidly good stuff. I managed to win (barely!), and because it was billed as a large tournament I received 10 Dealer Dollars for my efforts!

I've played a fair bit of Village, though none before TMG imported the game, so I am at no real advantage over anyone else who's played a fair bit of Village. Except I'm apparently pretty good at the game, and as it turns out, that's something of an advantage. :) The person running Village didn't really pull her weight, leaving me to teach the new players while she played in the neighboring Thurn and Taxis event. I have done my share of teaching games, and while I hadn't signed up for this event in order to teach it, at least I am well practiced at it. We had 7 players, so 2 tables, and the top 2 from each moved on to the final round. After teaching the game and playing twice, it was a fairly large time investment, but at least I came out on top and was rewarded with another 5 dealer dollars (this one was billed as a Small tournament).

Dealer Dollars and Maximum Throwdown
It has been a while since I collected enough Dealer Dollars to matter, and unfortunately there was nothing in the dealer room I was really interested in. I ended up getting a copy of Maximum Throwdown, a dexterity game where you throw cards into play. I like to throw things, so I figured it was worth a shot. We tried it at Brian's house the following game night, and it was wildly mediocre for us. i was awful at the throwing - in the beginning I missed altogether, and later my cards slid underneath those already in play rather than landing on top of them. nobody was too terribly thrilled with the game, but I think the group isn't one to really get excited about dexterity games to begin with.

Scoville, Battlecruiser, and other TMG playtesting
I played 1 game of Scoville at Strategicon, and managed to win by a mile... but everyone seemed to enjoy the game a lot. I used a new feature which I'd just gotten from the designer, and I liked it a lot - I think it will probably make the final cut of the game. In fact, with that new feature, one of the rules was able to be streamlined away, and I always like when we can do that!

I played a couple sessions of Battlecruiser, one of which was great for comments afterwards - we tried lots of different combinations of cards, and discussed the wording, intent, and ramifications of most of them. I got some great feedback for the designer on that one, and much of it has been addressed in the latest version of the game.

I also playtested a future TMG dice game, which isn't coming along as well as I'd like, but based on the tests and comments, Michael and I were able to theorize a better structure that should work out better (sacrifice one of YOUR dice to re-roll anything you want, not one of your scoring opportunities!) Also, we're thinking that an up-front draft of all the cards (instead of 1 card per round) would be better as well. Sorry to be cryptic about this one, I'm not sure how much info I'm really allowed to put out there for this one just yet...

Hanabi and party games
I didn't play much Hanabi, but I did play some. As for Party games, I finally tried Reverse Charades. It was fun, but I really think the ideal team size is 3-4 people. We had 5 people per team, and I think it was too many.

The 8 hour drive wasn't too bad, with the company of my friends Jeff, Elisa, and Brian. I wouldn't mind doing it again, though I also like the expediency of air travel, especially when the convention is so conveniently close to the airport.

Now Boarding
I met up with Tim Fowers briefly on Sunday, and we played our design from the Design Retreat: Now Boarding. It's a cooperative optimization puzzle with time pressure, and this time we used a different version of time pressure - we timed each Departures phase (1 minute), and the rest of the game was un-timed. It seemed to work really well, and it automatically synchronized people and kept them from getting out of phase with each other.

It was nice to see many old friends, and make some new ones... some of whom may be coming to Rincon next month :)

Monday, July 22, 2013

Now Boarding - The Board Game: A cooperative, real time airport rush for 3-4 players

Now Boarding - The Board Game

A cooperative, real time airport rush for 3-4 players

In Now Boarding, 3-4 players will control airport hubs (and eventually cities as well) and manage randomly drawn passengers, sending them to each other's hubs en route to their specific destinations. Time is of the essence as passengers' patience run low and the days draw to a close. Work together to service as many passengers as possible, and try not too let too many run out of patience and storm off in a rental car!

Components:
88 Passenger tiles (22 each in 4 player colors)
4 International Hub ("A") boards (1 each in 4 player colors)
12 City boards (3 each in 4 player colors, labeled B, C, and D)
4 Jet tiles
XX Upgrade tiles (Concessions, Commuter planes, Gates, New Planes)
Countdown timer

Setup:
1. Give each player the International Hub, 3 Cities, and 22 Passengers in their chosen color. All Passengers should be sorted by Destination.
2. Each player places their International Hub "A" and City "B" boards in front of them, and shuffles their "A" and "B" Passenger tiles into a face down supply in the center of the table. City "C," City "D," and their associated Passenger tiles are set aside - they won't be used until later.
3. Give each player 1 Jet to place on the Gate on their International Hub board, and 1 Commuter Plane tile to place below their boards.
4. Set the countdown timer to 5 minutes. If you like, you may use more time per day as a handicap for new players, or less time for expert players.

Return any unused components to the box. You are now ready to begin.

Game Structure:
Now Boarding takes place over three days, and each day is comprised of a series of rounds. During each round players will play simultaneously, managing the Passengers in their airports and sending them to each other's hubs in order to take them to their destination cities. Each round follows this sequence:
Step 1: Departure
 - Draw new Passenger tiles
 - Load and depart planes
Step 2: Arrival
 - Receive planes
 - Score or age passengers
Step 3: Purchase
 - Spend scored passengers to purchase infrastructure

IMPORTANT NOTE:
Players must sync up their play at each step of the round. 
No player may move to the next step until all players are ready to do so.
This is very important! Things get very confusing if any player gets ahead of the other players.
Let's look at each step of the round in detail...

Step 1: Departure
The first thing that happens during the Departures step is that each player draws new Passenger tiles from the supply in the center of the table. One Passenger is drawn for each airport, and is placed into that airport in its starting orientation, with the text on the tile aligned vertically (as it would be read normally).

NOTE:
If a Passenger is drawn for an airport that exactly matches their destination, that passenger is returned to the supply face down and another is drawn in its place.

After drawing, players simultaneously manage their Passengers by loading them onto planes in their Gates, or by loading them onto their Commuter tiles.
Jets: The starting Jets have Capacity = 2, meaning that 2 Passengers may be placed inside that plane.
* Orientation of Passengers is very important and must be maintained at all times!
* Passengers in an airport may only be placed into Jets that are currently in Gates at that airport. Passengers may not be placed into Jets on a Tarmac or Runway.

Commuters: Commuters have Capacity = 1, meaning that only 1 Passenger may be placed onto a Commuter at a time. Each player starts with 1 (2?) Commuters, and unlike Jets, the Commuters can only shuttle Passengers between a player's cities and hub. Commuters can never be used to send Passengers to another player!
* Remember, orientation of the Passengers is very important!
* Commuters do not use Gates, they are virtual shuttles that are constantly moving back and forth between airports. 
* Passengers from any airport may be placed into Commuters.
Also during Departures, Jets in a player's Gates or Tarmac may be sent to other players' International Hubs (with or without passengers in them). Players each start with 1 Jet which has Range = 1, meaning that it can fly to a neighboring player's Hub. Later in the game, Jets may be upgraded to Range = 2, meaning that they can fly to the Hub of a player 2 seats away.

To send a Jet to another player, place it onto their Runway. Remember, orientation of the Passengers is very important, so it's useful to place the Jet so that it is oriented properly for the receiving player.

Once all players have completed the Departure step then it is time to move on to Arrivals. Remember, all players must move to the next step at the same time! Note: when moving to the Arrivals step, no player should have any Jets in any of their Gates*.

* During Departures it is legal to move a jet, with or without passengers, from your gate onto your own Tarmac. You would do this if you want to add a passenger to that jet next turn before sending it to another player.

Step 2: Arrival
The first thing that happens in the Arrivals is that all players receive Jets on their runways. Move all Jets from all runways to the Tarmac. from the Tarmac, jets can be moved into Gates. Each Gate can hold 1 Jet, so if a player has more Jets on the runway than Gates, some will have to wait on the Tarmac.

Next, all Passengers in Commuters and Jets in Gates (NOT Jets on Tarmacs) deboard and are placed in the airport.
* Passengers deboarding a Jet are placed on the same airport where the Jet is located.
* Passengers deboarding a Commuter may be placed into any airport.
* After deboarding, there should be NO Passengers on any Commuters or in any Jets in Gates. There may be Passengers in Jets on Tarmacs. There should also be no Jets in Runways.

Now each Passenger will either score or age.
* If the Passenger is currently in the location printed on the tile, congratulations! You have successfully delivered that Passenger to its destination! Score that Passenger by placing it aside, face up, in a personal score pile. Note: Passengers on the Tarmac do NOT count as being in the airport, they never score!
* If the Passenger is in ANY OTHER LOCATION (including the Tarmac), instead of scoring, age that passenger by rotating it 90 degrees clockwise. passengers have colored edges (Green, Yellow, and Red). This indicates how much patience they have left. When a Passenger's patience runs thin, they get sick of waiting and storm off in search of other transport (a rental car, or another nearby airport). The color along the TOP of the Passenger tile is important - Green means the passenger is just fine. Yellow is a warning that the passenger's patience is wearing thin. Red means that the passenger is just about fed up... any time a passenger is rotated off of it's red side, place that passenger aside in a Lost pile - that passenger is lost and will never be scored this game!

When all players have scored or aged each of their passengers then it's time to move on to the Purchase step of the turn.

IMPORTANT NOTE:
Remember to age all passengers in Jets (on Tarmacs) in addition to passengers in airports!

Step 3: Purchase
During the Purchase step, players may spend money printed on face up passengers in their score pile on upgrades and infrastructure. Passengers used to pay for these things are turned face down, but kept in the score pile for now. No change can be given, so when using a $2 and a $3 passenger to purchase a $4 item, $1 will be wasted.
The items and upgrades available to purchase and their prices are...
$3 Concession (Place at an airport. Each round 1 passenger at that airport does not age.)
$4 Commuter
$5 Gate (be able to deboard additional Jets)
$6 Upgrade Jet (turn the Jet to the back side)
$7 New Jet (see below for possible non-standard Jet)
$8 Upgrade a City into a Hub (comes with a Gate and a Runway - other players may send Jets there now)

Additional ideas for items to add:
$? Helicopter (Range = 1, Capacity = 1, Does not require a Gate)
$7 Jumbo Jet (Front: Range = 1, Capacity = 3 Back: Range = 1, Capacity = 4, Passengers do not age)
$4($2?) Commuter Train (Place between 2 adjacent airports. Capacity 2)

When all players are ready to move on, the next round begins with another Departure step.

Rounds continue like this until the countdown timer (started at the beginning of the first round of the day!) runs out. The timer running out signals the end of the day. After the current round is complete, the game will progress to day 2.

During the Purchase step at the end of the day, players MUST purchase until they can no longer afford anything. Then, all face down passengers from all score piles are shuffled back into the face down supply in the center of the table. Note that players with an extra $1 passenger face up may keep that passenger!

As time goes by and players service passengers, their regions grow and new airports open up nearby! Before the next day begins, each player places their City "B" board in front of them alongside City "A," and adds all of their "B" Passenger tiles to the face down supply. Mix the supply well!'

Reset the timer and Day 2 is ready to begin. NOTE: Now that players have 3 airports, they will each draw 3 new passengers during the Departure step - 1 for each airport!

Day 2 plays just like Day 1, though with more passengers and more destinations it will be a bit harder. Hopefully the players will have built up some infrastructure to help deal with all of the customers.

At the end of Day 2, each player adds another new City ("C"), and all of the "C" Passenger tiles, and the processes is repeated 1 last time.

Scoring:
At the end of Day 3, each player adds the total value of all passengers in their score pile - both face up and face down (so it doesn't matter if you've 'spent' them on upgrades). Add each player's total together and divide by the number of players to get a final score. Go ahead and round up. Refer to the chart below to see how well you did:
00-10: Keep trying!
11-18: Notable
19-24: Great
25-29: Epic
30-32: Legendary
33-41: Mythic
   42+: PERFECT