Showing posts with label Scourge. Show all posts
Showing posts with label Scourge. Show all posts

Wednesday, January 15, 2020

Recruiting Co-designers / Assembling a Design Team

Ever since I recruited my friend Rick to work on Apotheosis (FKA Worker Learning), that game has made a lot of progress where it would certainly still be sitting in my notebook otherwise. That arrangement is working so well that I would really like to recruit other designers to help me progress my other stalled or (or un-started but promising) designs.

Here are a few of the designs I could imagine handing off to another designer at this point and letting them run with for a while, or working together with another designer on...

Well established designs that I could use help finishing:
* Automatown - worker placement/resource management game about building an army of robots (which are your workers)
* Odysseus: Winds of Fate - Adventure game about Odysseus on his way from Troy to Ithaca. Play as the Fates, who don't care what happens to Odysseus, but pass the time by betting on his progress (and then influencing it)

Established designs that still need work:
* Reading Railroad - Build words (a la Scrabble) to earn coins, spend coins to build track. Connect cities to earn pieces of set collection scoring

* Moctezuma's Revenge - push your luck / deduction game about looting temples, but some are cursed

Early stage designs that still need a lot of work:
* Rondel Role Selection - Shared rondel / resource management / Role Selection game about splicing DNA to make hybrid creatures such as Hippogriffs
* Kilauea - Mancala game about spreading your people across an island, and sacrificing them to the volcano gods to control the lava flow
* Joan of Arc - Bag building game with shared piece movement. Play as a voice in Joan of Arc's head, vying to get her to accomplish your goals.

Idea stage designs that sound promising:
* Dynasty - Spread your villages across China, upgrade them to Cities, and fill your player board with Culture. You'll assimilate other players' culture, and they yours. When someone becomes Emperor, the winner is the player who's culture is best represented.
* Scourge of the High Seas - Deckbuilder along the lines of Ascension, with 2 buy rows (Tortuga, where you buy crew, equipment and ship upgrades, and the High Seas, where you spend crew and equipment to plunder ships)


Any takers?

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!

Wednesday, March 05, 2014

Reviving old games... Alter Ego and Scourge of the High Seas

In the last few weeks I've brought 2 old game ideas back to the forefront of my mind... partly because I really like the ideas and have always wanted to work on them, and partly because Michael would like to see more Seth Jaffee designed games in the marketplace. Many people don't realize that I'm associated with some of the big box games from TMG: Ground Floor, Kings of Air and Steam, and Belfort for example, even though I do have a developer credit on those games. Developer credits in the rulebook and on the back of the box are not as prominent as Designer credits, and on database websites such as BGG there's not a field for developer (though I think there should be). So I've finally gotten around to reviving 2 of my designs that have been sitting around for a few years: Alter Ego and Scourge of the High Seas.

Both of these games are card games with deck building aspects, and both have the opportunity for excellent art... both seem very thematic and fun to me, so i think they could both be well received in the marketplace. In case you're new to this blog, or have simply forgotten since it's been so long, here's a short description of each of these games.

Alter Ego

A cooperative deck building game of vigilante heroism

You won't see Crime City on any map, but that's how people have come to know your hometown. Sadists, Anarchists, and the Mafia each carving out portions of the city they call their own. Hundreds of innocent bystanders caught up every day in their turf wars, or held under their oppressive thumbs. Precious few have the time, the money, the guts, or the wherewithal to do anything about it. You're one of those few... Of course it means you'll have to give up that happy home life, or that cushy job. The paper paints vigilantism in a negative light - you'd be viewed by the community as a monster. But your city bleeds... the city bleeds and it calls your name. Will you answer?

You're a vigilante hero, one of the few in Crime City who have come together to put an end to the reign of terror the city's been trapped under. Banding together, you'll fight through a swath of henchmen in order to find and defeat an Arch Villain. But as you get stronger as a hero, you'll have to neglect some parts of your Alter Ego life - your family, your job, and your community.

In Alter Ego you play Job, Family, Community, and Hero cards into a display. You can only play so many cards each turn, and as the game goes on you'll need to play more and more Hero cards to defeat henchmen... meaning you'll have to neglect some aspect of your Alter Ego life.

Henchmen come into the game each turn and take civilians hostage. Fight the Henchmen to free the civilians, and defeat them to gain benefits... defeating underlings will eventually pique the interest of the whoever they're working for, bringing an Arch Villain into play! Defeat the Arch Villain to save the city and win the game!

In "expert" or "competitive" mode, each player will also have a Nemesis which they must defeat as well to win the game.

I'm pretty sure I know how the general rules of the game will go, and I have a prototype from before. I'm struggling with how the Equipment cards should work, but I have a new idea for that which I think will be good - all (or most) equipment stays in play, not your deck, and has an activation cost to use. Some can be used once per turn, some more often than that.

I just had a thought about a different way to do a showdown between each player and their Nemesis... maybe once the Arch Villain is defeated, players simply sort out their decks, and if your deck meets certain criteria (enough of each type of indicated card in it), then you are deemed strong enough to defeat your Nemesis. That way you don't need to play out some sort of battle turn by turn (though that might be fun). Defeating your nemesis could simply be worth some bonus points, and defeating henchmen could ls be worth points, and the winner could simply be the Hero with the most points.

Scourge of the High Seas

Yo ho, yo ho, a pirates life for me...

Captain of a ship in the Golden Age of Piracy! Visit Tortuga to recruit crew, buy equipment, and upgrade your vessel in order to engage in trade, treasure hunting, and plunder on the High Seas. Stash your booty away at your island hideout to keep it safe and off of your ship. He who buries the most treasure will be remembered forever as the Scourge of the High Seas!

This one is intended to be like Ascension, but with 2 Center Rows. I have a pretty good idea how I want this game to work as well, but have faltered on creating cards for it. I have a handful of card ideas from a year or two ago, and I just put together a spreadsheet to try and tabulate a bunch more card ideas. I have made some progress, but there's a lot of work to be done balancing and creating all the different types of cards in the game!

On your turn you first visit Tortuga and spend Treasure to get Crew, Equipment, and Ship Parts. You can also condense resources (turn 3 copper into 1 gold, to put it into Dominion terms).

Then you hit the High Seas and engage Ships, Trade Ports, and Buried Treasure cards ("buying" these cards with Plunder, Goods, and Maps which you've accumulated from other cards).

Finally, you visit your Island Hideout, where you man Bury cards to get them out of your deck. Each time you do that, you must take a Hideout card into your deck which is useless, so you'll want to be a little careful about when you choose to bury cards.

At the end of the game (when should this be???) the player with the most Treasure buried in their hideout will be the winner.

I've never been good with game end triggers. This game could end when someone has buried a certain number of Treasure (like Ascension), or it could end when a limited pool of Hideout cards are taken... I can't think of another way that makes a lot of sense.

Game Design Retreat

I'm hosting a Game Design Retreat this week (tomorrow through Sunday), and I hope to get both of these games "to the table" - to discuss with other designers even if not to play. I guess we'll see how that goes. I do not think I'll have a playable copy of Scourge, but hopefully I can get at least a partial test of Alter Ego in and see if I'm headed in the right direction with that one!

Monday, July 16, 2012

TMG updates, recent gaming, and Protospiel

It's been a little while since I posted any sort of update, so here're a few things that have been going on...

TMG Updates

* The Ground Floor kickstarter project went well, raising over $116,000! Skyline and Ground Floor are at the manufacturer, and production is underway.

* Michael mentioned in his last update that Kings of Air and Steam has suffered from some art delays, but the art updates we've received have looked great!

* People have received their Kickstarter copies of For The Win, and it seems very well received thus far.

Recent Gaming

* Lords of Waterdeep has been getting a lot of play lately, and I got a copy for Jeremy and Amelia for putting me up while I was in Seattle. I continue to be very happy with it. We've been playing without the Mandatory Quests and without the Lord who rewards buildings. However, after several games with my Seattle friends in which we added that building Lord back in, I am not so sure we need to leave it out anymore. I don't see us playing with the Mandatory Quests though.

* Castles of Burgundy is my most recent game acquisition, and I've played it a handful of times.  I like it, but it does tend to take a really long time.

* Ascension was never my favorite game by any stretch, but after several hours alone with the iPad app, I've definitely grown to appreciate it more.

Protospiel

Last weekend I attended Protospiel for the second time. It turned out to be really productive for me, and a fun time overall. Here are some games I played by other designers:
* A prototype in early stages by Kevin Nunn which he asked us not to discuss. Later in the weekend I didn't play but got a peek at another of Nunn's games which looked more interesting to me. I gave some comments for both which seemed promising, I hope they pan out for Kevin.

* A dice game by Andrew Juell which was pretty cool. It didn't really have a theme, but it reminded me of Dice Works a little bit.

* Pushka by Peter Dast is an abstract game which I thought looked pretty cool. You have different types of units, and you use cards to move them across the board, pushing or trapping opponents' pieces. Score by trapping pieces or getting your own pieces across the board. Later in the con we tried a modification to make it more like a weird game of football, which is a theme that seemed to fit the mechanics.

* I saw a low-bid auction game called Skyline (which the designer said he needed to re-name now that TMG's Skyline is coming out. I didn't play this, or even see it played, but that didn't stop me from talking about it for about an hour with the designer and making comments!

* Gladiators by Sam Liberty and Kevin Spak (Spoiled Flush Games) is a game which will be coming out from Rio Grande since it won the RGG game design contest. Something of a deck building arena game based somewhat on Texas Hold'em.

* Grave Robbers Dilemma is another game by Sam and Kevin. this one is all about double think and simultaneous action. It's very quick, and I ended up liking it a lot better than I thought I would.

* Avast is a pirate themed deck building game that I got the rules for at GenCon last year, and now I've played a few rounds with the designer. I think it's a bit too involved and fiddly as-is, but it had one aspect that I really thought was interesting - the idea that you actually bury treasure. In the airport on the way home I started to come up with one of my typical "this is how I might pursue that idea" things, and I've got my own thoughts about a pirate themed deck builder in which you bury treasure in order to thin your deck and score points. My version is more along the lines of Ascension in complexity, but of course that would be too simple for me, so there's a bit more to it than that.

* A Game of Cat and Mouse by Al Leduc is another simultaneous action double think game where you send your cat to collect mice.

* Beware the Dragon is a set collection game which is sort of like a trick taking game. Each round the 'leader' plays a card face up, then all other players play one face down as an offer. Once revealed, the leader may choose one of the offers to exchange with, or else keep his own card. This reminded me of the main mechanism in Oasis.

And I managed to get a fair number of games I'm working on to the table as well:
* Captains of Industry is a 2013 release from Tasty Minstrel Games formerly known as Titans of Industry, until a few months ago when a Kickstarter project popped up for a different game with that title. I had played that game last year at Protospiel, when it was called Industrialist... At first we were bummed that we had to change the title, but there are some advantages to Captains of Industry, which is what we've decided to go with. I sat out and watched a 4 player game of CoI with Al Leduc, Dave Whitcher, Peter Dast, and Steven Dast. The game (not including rules) took 2:15, which isn't too bad, especially for a con environment (I find that environment adds 10-20% to the game length). The game went well, and the players seemed to enjoy it. We played with a slight modification to the round end dynamic that I've been meaning to try, and I think it worked well. I got some good comments on a few details such as terminology, but the main feedback I got here was on the Captain cards - like Railroad Tycoon's Tycoon cards, the Captain cards confer end-game bonuses based on what you've done in the game. Those and the Advances are what I am really concentrating on at this point in development - the main rules and dynamics of the game are pretty much final.

* I have trouble testing the Escalation, the expansion to Eminent Domain, because in order to do so I really need people who already know the base game. Last year I tried testing Exotic, but I first had to teach the base game by itself, and one player asked why we were playing a published game at Protospiel... This year I was able to put together 3 players who had at least played EmDo before, though 2 of them were only barely familiar with it, while the third was a bit more familiar, but none were really all that experienced with the game. But it was enough that they knew the rules! I sat out while they played a 3 player game with the expansion. I think it went pretty well - in fact it was kind of a lousy playtest, since there wasn't really much in the way of feedback. Gil mentioned that he felt like there wasn't enough to do with Destroyers, and that might be a missed opportunity. Gil did end the game with a few leftover Destroyers he couldn't use, but he also passed up on the opportunity to take some planets to spend them on and stuff like that. It brought up a good question though - should a player be allowed to spend a Destroyer as if it were a fighter? It's a bad deal, and since a Destroyer is harder to get (and therefore "better"), one might expect it can do anything a Fighter can do and more... I am considering allowing that, as I think it won't matter very often, and when it does matter, it'll only disappoint people if they cannot spend their Destroyers like Fighters. I haven't made a final decision on that yet.

* Alter Ego is a game I've been stuck on for a while now. I love the theme and basic idea of the game, but I haven't been happy with the design. I was ecstatic to get not 1, but 2 different groups to play it this year at Protospiel! First, I got a 3 player game going, during which I realized that I had forgotten to remove a number of (about 1/2 of) the Henchmen cards. We cut that game short and talked about it a bit, then we tried again, incorporating some of the comments (and I removed those cards). Unfortunately, the cards I removed (because they were unaligned with the Arch Villains) happened to also be the cheaper Henchmen, AND one of the suggestions was that the display size might be too big - so this resulted in a game where players could only play 4 cards at a time, and the Henchmen mostly cost 5 Fight symbols. In theory this is not impossible, as players can use Teamwork tokens and trophies, but getting there was tougher than it's supposed to be and the game didn't go exactly right.

As that game was wrapping up. 4 other people walked up and inquired about the game, so when the first 3 had to leave, the next 4 sat down and we started again! More great comments and suggestions this time. All in all I probably had about 4 hours of Alter Ego on the table. Very useful!

* I played Exhibit with Sam Liberty and Kevin Spak (Spoiled Flush Games), to test the finishing touches I'd put on that game. Everything worked really well except for one thing, and I'm not sure if that was an anomaly or not, so I'll have to play it again with that rule (lopping off a round by starting the game with 2 tiles in each auction).

* All For One: My biggest disappointment so far in my short game design career is that the first game I worked on that was any good, All For One, never went anywhere. For years it was very well received at conventions by just about everyone who played it, but now it feels sort of, I don't know... old fashioned or something. I have been wanting to revive it though, so I brought it with me to Protospiel. Fortunately I was able to get it to the table late Sunday. There were 5 people interested in playing it, and I'd forgotten that 5 is not the best number for new players because the level of chaos is higher - so we played a 5 player game (I watched). I had thought about not using the guards, but since I hadn't played it in so long, I just left everything the same and figured I'd take comments on what the players thought of the current state. Sadly I forgot the rulebook somehow, but on the up side, my player aids were very descriptive, and I remembered how to play the game!

A41 went over well, everyone seemed to like it. There were some suggestions which I liked, and some I'm not sure I agree with - some players didn't like how you can duel to affect the game end timer (and thereby end-game bonus), and they especially didn't like that you could start a fight (with a Demand action) intending to lose. Thematically that might be a very valid point, though if players are sort of storytellers, then it stands to reason that they can manipulate the characters like that. It might be good though to make it such that the Active player does not have any incentive to tank a fight.

Thanks to everyone at Protospiel who played my games, and to those who showed me theirs. I had a great time, and look forward to the next event!

Yet Another New Game

Finally, as I mentioned, some of the hours in airports and on planes on the way home from Protospiel I spent outlining my version of a pirate themed deck building game based on the idea I got from Avast. I'm calling it Scourge of the High Seas. Maybe I'll get some cards together for it and give it a try, but I'm not sure if or when that will happen.

I'm trying to make this game along the lines of Ascension, sort of. There's a "center row" like Ascension has, only there are 2 of them: displays from a Tortuga deck and a High Seas deck. Each turn players will first visit Tortuga, where they can upgrade their treasures into better treasures (like combining 3 Copper into a Gold, to use Dominion terms), spend treasure on Crew, Equipment, Ship parts, Rum, and Treasure Maps. Then they will go a-plunderin' on the High Seas, where they'll spend Crew and stuff to plunder ships, or they'll spend Treasure Maps to find Buried Treasure. When these things are done, they'll confer some booty (some combination of treasure, goods, rum, maps, etc), any or all of which the player can take into their discard pile. Finally, the player will visit their Island Hideout, where if they choose, they can bury any number of Treasure cards, setting them aside in a score pile. However in doing so, they'll have to take an Island Hideout card into their deck, which is completely useless. I suppose this could be simplified to 'players BUY Island Hideout cards of a particular value with their Treasure by returning the treasure to the supply. Anyway, the more often you do this, the more useless cards will be in your deck, so the idea is to get treasure, maybe combine it into fewer, higher value treasure cards, then build up a hand of those and then bury them.

I expect Ships my have treasure value on them, so you can use them to buy stuff - allowing you to bury the treasure in your deck. I also foresee "goods" which you would be able to turn into Treasure if you have the right cards (Avast had something like this as well), to offer a strategic path there (If you have the cards which allow you to Trade Goods, then you go after/keep Goods cards, otherwise, maybe you let them sink rather than take them as plunder). Rum is for activating better abilities on some Crew cards, allowing players to either ignore it, or get some rum and crew with good Rum abilities. I think there will also be a Hold on your ship which allows you to hold over 1 card (plus 1 more card for each Hold Ship Part you have obtained) - which should help players build up a good hand for either plunder, or a hand full of treasure to bury.

I'll let you know if this pans out at all, if I ever get around to making cards for it!