Showing posts with label OrcCon. Show all posts
Showing posts with label OrcCon. Show all posts

Thursday, February 14, 2013

Orccon bound!

By this time tomorrow afternoon I'll be in (hopefully) sunny California. Well, at the very least I'll be at a hotel next to LAX, settling in for a weekend of gaming at Strategicon's annual Orccon event.

I'm looking forward to a great weekend. Here's what I'm bringing with me:

GAME PROTOTYPES - Find me to play!
* Eminent Domain: Escalation
* Eminent Domain: Exotica
* Captains of Industry
* Exhibit: Artifacts of the Ages

 ACCESSORIES
* Eminent Domain Playmats - I would love to sell a couple of these, or potentially trade for a game or two.

PROMOTIONAL STUFF
* Ground Floor Short Guides - I'll have a handful of these to hand out. Find me if you'd like one.
* Rincon 2013 Flyers and Business Cards
* Rincon 2013 Exhibitor Packets - to hand out in the Vendor room.

It has been a while since I've really participated in any tournaments at the Strategicon events, and that's one of their stronger features. So maybe this time I'll try to get into more of the tournaments, see if I can't earn some Dealer Dollars and go home with a free or discounted game.

Are you going to Orccon this weekend? Leave a comment below and let's get together for some gaming, or a trip to lunch or dinner!

Monday, September 13, 2010

The Pros of Cons

Last week I attended Strategicon's Labor Day offering, a convention called Gateway. It was so much fun I already bought plane tickets to L.A. and registered for February's installment of OrcCon!

Speaking of conventions, I am in charge of board gaming at RinCon 2010, right here in Tucson, AZ! I've got a lot of great events lined up for the board game section, and there will also be plenty of RPGs, LARPs, Minis, CCGs, and even video gaming going on. I'll be spending my time in the Board Game area though, making sure everything runs smoothly, and trying to get some gaming in myself.

If you would like to run any games at RinCon, PLEASE EMAIL ME (or leave a comment here)! I have plenty of events that need running and time slots to fill! I've got 4 types of events on the schedule:

Scheduled Games: One-off games being run by someone who can teach the game. Sign up, show up, learn the game and give it a try!

Demos: A special case of Scheduled Games is a Demo of a new or upcoming game such as Mayfair's new Lords of Vegas to be demo'ed by Special Guest James Ernest, and Tasty Minstrel's upcoming Belfort, being demoed by none other than myself, Seth Jaffee.

Tournaments: A more competitive format, where the winners of the first round advance, and the winner of the tournament gets a prize! Prizes will be RinCoins, good for discounts in the prize booth and at the vendor booths, as well as ribbons for notoriety.

Game Design Events: Being as interested in game design as I am, it only makes sense that I try to promote Game Design events at a con where I'm in charge of board games! I've got 3 different Design Events on the schedule, and I have high hopes for each one.

* Gamesmiths Prototype Testing: Designers play each others' games and offer feedback.
* Practice Your Pitch: Pitch your game to a panel and receive feedback on how to improve the pitch itself (not the game). This is important for any designer who wants to pitch their game to a publisher.
* Game Design Seminar/Workshop: On Saturday night a panel of professional game designers will begin by discussing some of their creative methods, how they go about designing a game or developing it once they have an initial design. After a Question and Answer period, interested participants will receive a Game Design Kit with some general Euro-game bits in it (meeples, dice, cubes, roads, discs, sharpies, cardboard, scissors, etc). They can think about that and play with the bits over the weekend, then on Sunday's Workshop they can present what they've come up with so far to the panel and each other and get feedback on that.

I think all three of these events would be interesting and fun for an aspiring designer, and I hope that members of nearby thriving design communities make the trek to Tucson October 8-10 for RinCon, I think they could get a lot out of these events! So if you're nearby (a cheap plane flight away), you should really consider coming to RinCon - the convention is cheap, Tucson is cheap, and I think you'll find a lot of benefit from attending this particular convention.

Wednesday, February 17, 2010

OrcCon playtests

I had a fun weekend at OrcCon in Los Angeles, hanging out with several friends from California, playing lots of games, and I even got a chance to playtest some of the games I'm working on.

Eminent Domain
I played a 2 player game of Eminent Domain with Andrew, using the new and improved Trade rule (2vp/resource). It seemed to work ok, and it warrants more testing. I probably need to adjust the number of VPs in the pool for it to work properly.

In the game we played, Andrew concentrated on Harvesting and Trading, and I concentrated on Research - trying to get to a level 3 Research card. While I did manage to get 4 Level 2 research cards into my deck, I did not reach that level 3 card. Further, the way they are organized now, the level 3 cards really needs to be in play for a while before they really pay off...

Maybe the Level *2* Techs need to be the stay-in-play ones... and the level 3 could be bonus scoring conditions I'd like to add such as "2vp per Fertile planet" for example.

Ground Floor
Later I played a 4 player game of Ground Floor with Andrew, Eric, and Grant. Grant had to leave before the game was over, so it turned into a 3 player game near the end. The game went pretty long, owing to rules, newbies, and the convention atmosphere - one of the things about the game I'd really like to tune better is the timeframe, but I feel like there are some game related issues that need work first.

I enjoyed how the game went, though I inadvertently messed up part of the setup. I did not properly set up the Economic Forecast deck, so our economy was not entirely realistic. However, it wasn't that bad and probably didn't make all that much difference to the game.

Eric and I were close in points, while Andrew was behind - owing largely to misunderstanding some strategy in the early game. Andrew had the Meeting specialty, and he spent a LOT of actions paying 2 Time units for 3 info. He also did a LOT of Marketing, and it didn't do him as much good as it could have because he wasn't also producing goods. We all observed that the Meeting specialty seemed like a pretty bad deal - the Meeting room seems bad, and getting it for free therefore isn't anything to write home about. We thought maybe it should be improved to what is currently the Teaming Room TI.

Anyway, after the game we discussed each of the Floors and Tenant Improvements. There were some that we all agreed were either too good, too lousy, or didn't come out at a useful time. I made some notes and will try some of those changes the next time I play.

Train of Thought
I played 2 games of Train of Thought over the weekend, and I still love that game! I saw a little more of the "give the required word, then an unrelated 2 word clue" dynamic than I'm used to, and that's a little disappointing. One guy who did that scored 10 destinations in 1 turn, which is pretty high. A "good" round is usually more like 7 or 8. I'm not sure there's any way to fix the rule, but maybe a simple thing like phrasing the rule as "3 related words, 1 of which is the starting word or a prior guess" - so the words could be related by being part of a sentence, or by free association even, but the unrelated 2-word clue would be clearly outside the spirit of the rule.

I wonder if the game should be tested with merely 2 word clues - one of which has to be the starting word. That would certainly eliminate this issue!

Tuesday, February 10, 2009

OrcCon imminent, and Winds of Fate thoughts

This weekend is the first Strategicon event of 2009, OrcCon, in Los Angeles. I enjoy the Strategicon events because they are close, and therefore cheap, I have friends in L.A., and these conventions have a lot of tournaments - it's a good opportunity to do some competitive gaming and if I perform well I even get to walk home with some prizes :)

For the last couple of years I've gone by myself, but this time my friend Mikey is coming with me. This should be fun - I've been trying to get my friends to come to these conventions with me ever since I started going several years ago, but Mikey's got a wife and 2 kids now, so I guess it's not as easy for him to get away. Usually the cons conflict with swordfighting events for SCA or ECS, which Mikey used to do, and which Tyler and Jake always go to.

In addition, some new friends I've recently begun hanging out with - Elisa and Jeff - will be going as well. It should be fun to go to a convention with friends for once.

In other news, I've been putting together another prototype of Odysseus: Winds of Fate - my original is still in New York. So far I haven't made any adjustments based on the feedback I got from Jeff Warrender and Gil Hova and they're playtest last month at Spielbany, but I've been giving it some thought and I have some ideas... I'd like to try it again as-is with those ideas in mind and then see about implementing some of them. My next post on the subject should shed some light on details of these changes. I'd also like to talk to Nando about them and see what he thinks.

Tuesday, April 03, 2007

In the meantime

Those Strategy & Tactics articles are still in the works. In the meantime, here's what I've been playing and thinking about recently, in no particular order:

Fermat

Tom Jolley's a pretty nice guy, I've met him at a couple different game conventions. Last February at OrcCon in Los Angeles I hung out with him a little and checked out a couple of his prototypes. One in particular was very interesting... it's called Fermat, after a mathematician. The board is a grid of tiles, each with either a number or an operation on it (+, -, x, /). The game
is kind of like Set, but instead of racing to find patterns, you're racing to find an equation in the grid, made up of exactly 5 contiguous tiles, which equals a particular number.

At the con Tom was saying he didn't think he could sell the game, but it seemed wildly popular among the people walking by. I'm glad to report that last I heard, Tom has sold this game to a company specializing in educational games, which I presume means it will be published! In the meantime, I've made my own copy and have been playing it with my friends - we can't get enough!

Pillars of the Earth

I saw this game at BGG.con last year, and I spent the whole con trying to play it - to no avail. Since then I've talked to some friends who have played it, and they all think it's pretty mediocre. I finally got a chance to play the game a couple of weeks ago and I've found that I like it very much. I got a copy the day after it hit the shelf at Game Daze, and I've now played the game a total of 4 times - I can honestly say I don't know what my friends were talking about, the game is great.

Pillars of the Earth is all about efficiency. Everyone starts with the same set of Craftsmen, which give you the ability to convert resources into victory points. Over the course of the game you upgrade these craftsmen, get resources, and convert them. One friend's complaint with the game was that the conversion was so direct that he felt like the game was boring and the choices were obvious. What I think he missed was that the point of the game isn't to convert the resources into VPs in clever and different ways, the point is to do it efficiently. If you end up paying too much for your resources or the actions you want to take, then your score will suffer. If you don't pay enough, you may not get to do what you want (because an opponent will beat you to it).

The only complaint I've heard which I feel is valid is that at times there is a big advantage to being the guy who goes first - which in itself isn't too big a problem because for most of the game you can make a play which allows you to go first next round. However, there is a phase of the game where players turn order is assigned randomly, and while the first person to get to play during that phase does have to pay more, sometimes the cost isn't as big a deal as the valuable first action, and there's really nothing you can do about that.

A complaint my friends and I have come up with on our own isn't something that's ruining the game (for me anyway), but it's something that might cut down on replay value... in the game there are 4 new craftsmen that become available each round, and they are predetermined, and are always the same each game. We'd like to see 6 new craftsmen per round, only 4 of which are used. This would not only allow for more variety of what comes out game to game, but would also add variety to the types of things you can do (strategically) by adding different ways to convert resources to points, or to money, or to other resources. The main thing that drives your strategy is the capabilities of your craftsmen, so more variety there would do the game some good. We even have some ideas for additional craftsmen abilities that could be used.

I wonder if auctioning off each Master Builder placement instead of randomly assigning it would help remove that bit of the game everyone complains about...