Showing posts with label citybuilding. Show all posts
Showing posts with label citybuilding. Show all posts

Monday, August 31, 2015

Suburban Sprawl Submitted (Greater Than Games / Dice Hate Me Dexterity Challenge)!

Recently I posted about the Dexterity Challenge being put on by Greater Than Games / Dice Hate Me Games. In short, I had an idea for a dexterity based city building game where you toss buildings into play, and depending on what lands where, you score points... I imagined interactions such as "people don't want to live by factories, so there's a disincentive to put Industrial buildings near Residential buildings" and "Commercial buildings are better off near lots of Residentials, because then people will shop there."

Soon after that post went up, I was contacted by designer Matthew Dunstan (Relic Runners, Empire Engine, Elysium), who said the idea really struck a chord with him. He even asked if I wanted a co-designer on the project... "why not?" I thought - I like co-designing!

With Matthew on board, we iterated through 2 titles, 3 major revisions, and several versions of each revision. Each major revision was better than the last, and today as I sent in the submission email, I'm happy with where the game ended up. I'm not sure if it'll win the contest, but one of the initial design constraints I put myself under was to make the game fit Dice Hate Me's Rabbit line - the small box line of games in which Isle of Trains is a member. So Suburban Sprawl is merely 56 cards, and optional score sheets!

Here's a short description of the game:




Wish us luck!

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Finished But Unpublished Games: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, June 30, 2015

Dexterity / City Building

I saw an image on twitter of a city building game someone (someone named Steve Caires) is making, and it looked kinda like the cards had been thrown onto the table, in the same manner as Maximum Throwdown or the upcoming Monstrous.

When I asked if that was the case, the designer said no... but I thought it was funny and so joked that I should make a dexterity based city building game where you toss the cards into play. He joked back: "That would be about as much urban planning as a lot of older cities got..."

A day later I found myself thinking about tossing building cards into play, and the fact that Dice Hate Me Games has a Dexterity Challenge on right now - and wouldn't you know it, now I want to enter the contest... with a Rabbit eligible (I co-designed a 54-card game that was published as a result of Dice Hate Me's last design challenge) dexterity game based on the likes of Sim City, where you toss residential, commercial, industrial, and civic buildings into play, and gain points or card draws based on which buildings you have in play and their relative proximity to other types of buildings.

Keeping it to 54 cards is a low priority, and I already think each player should have a starting card that should maybe be oversized (though could still fit in the Rabbit sized box, I suppose). Here are my current thoughts on how the game could go. These are recent thoughts, only germinated since this morning, so I don't know if (a) I'll really pursue this as a contest entry, or (b) what will change by the end if I do.

* The game would need to be easy, not a hassle to play. As a result, I can't have players checking every card in play every turn in the manner Suburbia does.
* However, each card could have a "comes into play" type of effect (i.e. it's acceptable to have players always check the card they just played.)
* Cards could reference or score for other cards touching it, as well as maybe the first card in each direction, or in certain directions. This should include opponents' cards.
* Any sort of measurement should be relative, players shouldn't need any sort of equipment to figure out if a card is "within range" of another card. The only measurements I should require should be "touching" and "nearest."
* The game needs to deal with the interdependence and interactions between building types - such as the obvious "residential doesn't like to be near factories."
* Each player should probably have their own deck of cards, which reduces luck of the draw, and also helps identify which buildings belong to which player once in play.
* There could be (at most) 1 type of card which is checked every turn. Maybe this should just be the Starting card.
* There could be (at most) 1 type of card which is checked at game end for bonus scoring (such as "1vp per Residential building")
* Players must ALWAYS have a card to toss on their turn.
* Cards could have prerequisites, making them harder to play, and therefore be worth more.
* Cards should never be unplayable - every card should be playable no matter what.
* Cards could be double sided, potentially with a "harder to play" card (with prerequisites) on one side, and a basic (can always toss it) card on the other.
* Perhaps I could use the idea of Zoning to create legal places to play cards (if you miss the legal zone, the card is discarded?)
* I'd like there to be strategies based on concentrating on particular building types.
* I'd like there to also be cross-type synergies.

As I mentioned, I think there ought to be 4 suits or types of building: Residential, Commercial, Industrial, and Civic. Each of those should have something it's good at... 2 obvious things would be gaining cards, and gaining points. I think cards could represent population, and maybe points represent Approval. But what else could there be? I was going to have a 5th category for the endgame bonus points (Landmarks?) - probably just a "1vp per card of this type" for each type. I suppose I could make those the "Civic" buildings though.

I figure the better cards could have a 'cost' associated with playing them - a prerequisite number of specific types in play. For example, maybe a Landmark requires 2 buildings of each type in play before you can play it.

I like the sound of this stuff, and I've always wanted to do a Sim City style game... I think I'll give this some more thought.

What do you think about city building? What aspects do you feel are "must haves" for a city building game? What about for a dexterity game along the lines of Monstrous, Maximum Throwdown, or Flower Fall?