Showing posts with label AlterEgo. Show all posts
Showing posts with label AlterEgo. Show all posts

Friday, October 01, 2021

A development gig, and a list of games I'm pitching


It's been a while since I've posted anything in my game design blog, but I've actually been doing a little bit of design/development work...

Development Gig


I got a gig working on a secret project (ooh, secrets!) - an expansion for a well known, classic Eurogame that's coming on 20 years of age. That's a fun project so far, even if I'm not always seeing eye-to-eye with the rest of the team on different aspects of it. As part of that gig, though it wasn't requested, I started thinking about how a solo mode might work, and so I tried a couple of things. My first attempt was just OK, but then I got inspired by a comment from a friend on Twitter (thanks Ariel!), and now I think I have something even better! Still could use some tweaking, and I'm not sure if it's exactly the kind of thing a solo player would be looking for, but it seems to work in general.

Re-licensing my Games


With TMG in the state it's in (effectively out of commission), I've had a few people come sniffing around, looking to republish the Eminent Domain and Crusaders lines. I'm hopeful that whoever does so will include everything:
Eminent Domain [Base game]
Eminent Domain: Escalation [expansion]
Eminent Domain: Exotica [expansion]
Eminent Domain: Oblivion [expansion]
Eminent Domain: Promos [Bonus Planets, Elusive/Exclusive Victory, Cygnus Planet (from Joel Eddy), maybe even Mars]
Eminent Domain Origins [standalone prequel]
Eminent Domain: Microcosm [standalone microgame]
Eminent Domain: Chaos Theory [standalone dice game]

Crusaders: Thy Will Be Done [Base game]
Crusaders: Divine Influence [expansion]
Crusaders: Amber Knight [expansion]
Crusaders: Crimson Knight [expansion]

Art for almost all of that new content is done and ready to go, so it would be a shame not to print them. And if a company chooses not to print, for example, Chaos Theory, then I don't know what I'll be able to do with an EmDo dice game :/

Pitching to Publishers


I've been trying to find ways to pitch some of my unpublished games to publishers. This is strange for me, because despite 12 years in the industry, I never really had to do much pitching. TMG was an avenue to get my stuff published, and that was good enough for me. Isle of Trains came out from another publisher, but that was because it was a content entry. A new publisher did sign Isle of Trains, as well as All Aboard, so maybe the expansion will finally see the light of day (6 or 7 years later)!

I've taken a zillion pitches from designers wanting TMG to publish their games, but I've only ever pitched a few games, and that was years ago. One was even signed by a European publisher, but that ended up falling through for ridiculous reasons.

This year I've made a few pitches, all online via Tabletop Simulator. One publisher showed a lot of interest in Apotheosis, but in the end they passed on it. A couple other publishers passed on that one as well, but I've got one who's still testing it with their fans to see if it's one they'd want to pick up.

Another publisher passed on Exhibit, which was a bummer, as that's probably my best unpublished design at the moment -- and I even had a cheerleader in my corner for that one (thanks Richard!). But at least now I'm passed the gate with that publisher, and they're going to look at my other games now.

I've put together this list of games (with super-brief descriptions) that I've got ready to pitch, and I'm hopeful I can just show that to publishers and they can ask me for more info on the ones they're interested in:

All For One [with David Brain]:
Thematic Euro-style Shared Piece Movement, Pickup/Deliver game about the Three Musketeers.
3-5p, ~60 mins

Alter Ego:
Cooperative Deck Learning game about vigilante heroism.
("Deck Learning" is a form of deck building as used in Eminent Domain. Could maybe use a little development polish)
2-4p, ~60 mins

Apotheosis [with Rick Holzgrafe]:
Worker Placement game where your workers level up and get better over time. Generic Fantasy (D&D) theme, since adventures level up with experience in that genre.
2-4p, ~60 mins

Deities & Demigods [with Matthew Dunstan]:
Sort of like a Deck Learning/Role Selection game where the game chooses the roles, and there's a single, common deck. Greek mythology theme: bribe gods of Olympus, then have them do favors for you.
2-4p, ~60 mins

Dice Works:
Real Time Dice Drafting game. Theme is about making inventions (originally was going to call it "Eureka!"), but it's mostly pasted on.
(This one could use a little development polish)
2-4p, ~30 mins

Exhibit: Artifacts of the Ages:
"Bluff Auction" game that's like 6 simultaneous games of Liar's Dice. Theme is collecting sets of artifacts to display in your museum.
2-4p, ~60 mins

Harvest [with Trey Chambers]:
Compact Worker Placement game about farming. Originally set in the Gullsbottom universe by TMG. Draft turn order+bonus, placement spaces change round by round, wildly diverse player powers.
(Small footprint, play time, and price point, but as satisfying as a bigger game. Could easily expand to 6 players and wouldn't take much longer to play)
2-4p, 30~60 mins

Keeping Up with the Joneses:
Rondel game about showing up your neighbors in various parts of life while trying to keep up with the Joneses down the street, who seem to be so good at everything.
(The title is an idiom: https://en.wikipedia.org/wiki/Keeping_up_with_the_Joneses)
2-4p, ~60 mins

Riders of the Pony Express:
Low Bid Auction, Route Planning game about delivering parcels for the Pony Express.
3-5p, ~60 mins

Sails & Sorcery [with Michael Mindes]:
Deck Learning, Area Control game with a pirate theme (including monsters, like a kraken, a ghost ship, blackbeard's ghost, etc)
("Deck Learning" is a form of deck building as used in Eminent Domain.)
2-5p, ~60 mins

Suburban Sprawl [with Matthew Dunstan]:
57-card, Sim City style dexterity game where you toss cards into play.
(Lighter and quicker than the others)
2-4p, ~20 mins

Wizard's Tower [with John Heder]:
Little abstract-ish game of placing pieces on a grid and moving them to form (or attack) towers
(An older design, lighter and more abstract than the others)
2-4p, ~30 mins

Tuesday, November 24, 2020

At an impasse -- a peek at The List and where some of my designs are at the moment

I'm at a bit of an impasse when it comes to my game designs right now... I feel like I can't make meaningful progress on any of my current designs, and with playtest sessions being so few and far between (not to mention more of a hassle on Tabletop Simulator), I feel a reluctance to start anything new. Maybe if I take a look at my active designs and their current status, it'll help me figure out what to do next. Here are some excerpts from The List:


Finished But Unpublished Games:
Eminent Domain Origins [Ready to print]
Eminent Domain: Chaos Theory (dice game) [Art on pause]
These EmDo universe games may yet see the light of day, but due to some issues (that it would probably be inappropriate for me to talk about), they are on hold at the moment. Too bad, because I was really excited about the prospect of releasing the Terra Prime revamp on TMG's 10th anniversary, and the dice game has been done for a pretty long time now.
- Crusaders: Crimson Knight (expansion) [Ready to print - fix faction powers!]
- Crusaders: Amber Knight (expansion) [Ready to print]
These Crusaders 5th and 6th player expansions have been ready to go for months, but the 1st expansion (Divine Influence) has just been sitting in China, waiting to be shipped to the US and released. Crusaders continues to be talked about (thank goodness), and I hope it remains in the zeitgeist at least until Divine Influence drops, so that doesn't end up being completely wasted effort. If that works out, then it could revitalize the game, and create some demand for these 5th/6th player expansions as well as a reprint (there's already been demand for a reprint of Deluxified Crusaders).

In the meantime, I looked at the files for some reason, and noticed that we were duplicating a couple of the new factions (because Crimson and Amber Knight expansions were supposed to be identical except for player color). That didn't make sense to me, so I developed 2 more faction powers, and we just need to swap those in before going to print.

Olympus on the Serengeti  (FKA Deities and Demigods) [Art on pause]
I was excited to have a big name artist work on this one, but due to some of the issues mentioned above, Olympus on the Serengeti is on pause now too. Also, I'm becoming skeptical of the odd theme choice, and I wonder if just leaving it "normal" Greek mythology would be better.

Exhibit (BGG) [Unlikely to be published due to conflict] [Abandoned]
Dice Works (BGG) [Abandoned]
Wizard's Tower (BGG) [Abandoned]
- Isle of Trains: All Aboard (expansion) [Abandoned]
Suburban Sprawl [Abandoned]
Watch It Played [Abandoned]
Now Boarding [Abandoned]
These are all basically abandoned. I did make a TTS mod for Exhibit, and played it once with my testers a few weeks ago (and again yesterday). I think it holds up, and I'm tempted to try pitching it around. It's been several years, and the person instigating that ambiguous conflict I mentioned has disappeared as far as I can tell, so that might not really even be an issue anymore (I'm skeptical that it was ever REALLY an issue, TBH).

I also made a TTS mod for Dice Works as well, and finally gave it a partial playtest yesterday. I was surprised how well it actually worked on TTS (like, physically), so maybe this one could be tested or pitched that way now. Comments from the players led to the idea of loosening up the specificity of the board spaces (like, "[ ] < 3" as opposed to "[1]", or "[ ] < [ ] < [ ]" as opposed to "[ ] = [ ] = [ ]"). The players were also concerned about the possibility of an all-out scrap strategy being sort of dominant. I don't think that's the case, but it might ruin the other player's fun, which would be a problem all its own.

Maybe for something to do I could make a TTS mod for Wizard's Tower - that might be fun to revisit.

Current Active Designs:
Alter Ego (BGG)
After a lot of testing about this time last year, I had made a lot of progress on this one. I had made a TTS mod for it a long time ago, and had been meaning to update it with all the most recent files, but never got around to it. I guess that's something I could be working on.
Apotheosis (Co-Design with Rick Holzgrafe)
Most of my playtesting time (such as it has been) lately has gone to updating Apotheosis. I pitched the game virtually to 2 different publishers... the first wasn't interested, but the 2nd did show interest. They have a line of games in a particular universe, and Apotheosis fits pretty perfectly into that universe, so Rick and I have (a) revamped the prototype graphics and set the game in their universe, (b) addressed some items the publisher commented on after our playtest with them, and (c) fixed a major issue that came up in our pitch. I just reached out to the publisher to set up a time to show them the game with the updates again. I'm excited about the prospect of getting a game published by another publisher, just to sort of get my name out there more, and also to see how the process goes from the designer's end with another publisher.
All For One (BGG) (Co-Design with David Brain)
I was feeling pretty good about the latest playtestes of All For One, almost a year ago at this point. I have been wanting to make a TTS mod for it and play it online, but I have been waiting for my co-designer to do some updates to the maps and missions. He had said he was working on it, but I suspect he got sidetracked, and he didn't even reply to my last email about it.

Maybe my best bet is to go ahead and either take a stab at the board/card redesign myself, or just upload a version like my physical prototype so I can at least play!
Riders of the Pony Express (BGG)
I'm pretty happy with the status of Riders of the Pony Express content-wise, I think one of the biggest things I wanted to do was try and make it less physically fiddly to play. I had an idea for that, but I am stalled out on trying to implement it. Maybe the thing to do is to forget about that for now, and create a TTS mod so the game can be played.
- Isle Of Trains: The Board Game (Co-Design with Dan Keltner)

I had prototyped a version of this, even made a TTS mod and played it online once or twice with my testers since the Pandemic hit. But I haven't had much opportunity to get together with Dan about it, and I was starting to shift my feeling toward what he wanted for the game -- for it to be a more complex, deeper game than what I had put together. So I kind of stalled out on it and haven't thought about it in a long time. I don't really know what I could do with this one right now.

- Keeping Up With The Joneses

My latest game project, which came together pretty quickly, has taken up the rest of my recent playtest and design time. At this point I feel like the game is stable, and I don't really see how I could make progress without more, ideally more widespread, playtesting (if you want to PnP/blind test this game, leave a comment below, or email sedjtroll@gmail and let me know!). I do have a TTS mod, so I could theoretically set up more, and more widespread, playtesting, but the logistics of playtesting online are difficult for me right now, so I don't see this happening anytime soon.


That's about it for my active designs. I guess I could take a look at some of my back-burnered designs as well:


            Automatown [Michael Brown on board]

When Michael Brown came on board as a co-designer on Automatown, the game took some great leaps forward. However, it's been quite some time since I've heard from him, and since I played the TTS mod he'd made with my testers. I guess I'm not sure what I can do for this game at the moment.

    
        Odysseus: Winds of Fate (BGG) [a designer has showed interest]

A friend showed interest in Winds of Fate, but ultimately got busy with other life events, and the pandemic hit as well, making playtesting much more difficult. So unfortunately, this game did not get revitalized as I had hoped it might.

            Reading Railroad

For the first time in AGES, I broke out my old prototype for Reading Railroad and not only made a TTS mod for it, but even played it in person with my wife!

I was excited to revive this game, but after a couple of tests and some consideration, I kinda realized that using word-building as a mechanism just didn't seem to be that big of a deal after all. So my interest in Reading Railroad waned again, and it's back on the back burner.

            Moctezuma's Revenge

Nobody really showed interest in Moctezuma's Revenge, which I thought was too bad because I like the theme and idea of this one a lot -- it really sounds like something that I could imagine existing. But without someone jumping in as a co-designer, I'm not sure this game will ever go anywhere. At least not anytime soon.

            Kilauea [a designer has showed interest]

I met online with the designer who contacted me showing interest in Kilauea. He had made a new version, and I made a TTS mod for it so we could try it. We gave it a partial play, then discussed what worked and what didn't and came up with some ideas for him to try in the next iteration. Unfortunately, I haven't heard from him since then, and I haven't really thought about the game since then either.

            Joan of Arc [a designer has showed interest]

A strong design duo showed interest in Joan of Arc, which gave me some hope that it would see some real progress, but as yet they have not gotten to it. Time is in short supply, and I know they have their own projects to work on, and I'm still hopeful they'll get to it eventually. In the meantime, I have left the game on the back burner.

            Dynasty

One of my oldest ideas that I think is any good, I've been re-reading my old posts about Dynasty, and thinking that this might be the game I work on next. As always, it seems like it would be so easy to put together a prototype and try it out... now that I'm not doing regular playtesting anymore, it might be harder to actually get the game to the table, but I could probably make a TTS mod for it fairly easily if I just got some prototype files together for it.

I'll start a new post to describe a couple of new, or recently revived games that weren't necessarily on The List.

Friday, September 27, 2019

Alter Ego progress

Alter Ego has been around forever, and it's about time I finished it up! In order to light a fire under myself to get it done, I actually hired an artist and graphic designer to start working on it...

So last week I brought Alter Ego out again with my playtest group. Looks like it's been about 2 years since it hit the table! I think the overall structure of the game is solid, but there are still a lot of details I think need work. Here's some stuff that's happened just in the last 2 playtest sessions:

Deck Size

I have always used a starting deck size of 12 cards -- 4 each of Job, Family, and Support cards. Actually, since I added "character" cards (each with a unique fight icon and a specific starting deck configuration), the decks started with 13 cards. The game takes about 5 rounds to play... I could lengthen it, but I think it would drag a bit. However, this means that you only add 5 cards to your deck, which isn't very many for a deck learning mechanism...

I don't have much in the way of deck thinning in this game. There are a couple of equipment cards that do it, but mostly I had decided that instead of thinning your deck, players could focus on Family, thereby drawing a ton of cards instead. This is equivalent in some way to deck thinning, and it means that if you want a "thinner" deck, then you have to focus on Family. If you focus on other things and neglect Family, then you will suffer from deck bloat.

I think I chose 4 of each card (plus or minus) so that you could reasonably have 3 of them at a time. If you play 1 Family card, you avoid a penalty and draw +2 cards next turn. If you play 2, then you draw +4 cards. But if you commit 3 of your 5 cards to Family in one turn, then you draw + cards AND you get a Teamwork token, which is valuable.

Similarly, if you play 1 Community card, you avoid a penalty and draw 1 extra henchman to choose from. 2 is a little stronger (draw +2 henchmen to choose from). 3 Community cards means you draw + 3 henchmen to choose from AND you get to call the police on one of the henchmen in play.

Job cards are a little different in that you gain $ tokens, which you don't have to discard. Playing 3 at once doesn't do anything too special, but most of the equipment costs about 3 to obtain.

Anyway, because of all that, I wanted to make sure players had enough cards to invoke those more powerful plays if they wanted to. However, I might try reducing the starting decks to 3 of each (10 cards if you include the character). Then if the game lasts 5 rounds, then at least a larger portion of your deck will be changed. Also, with the changes below, it's possible I could add a few rounds to the game, further impacting the amount your deck changes over the course of the game.

Villain Format

Since the games inception, the Arch Villains would sit there, out of play, until one (or more) of them were triggered to enter play. Part of the point of the game was to make sure the "right" one came into play, the one you'd have an easier time beating based on the cards you'd taken into your deck throughout the game.

Last week I tried a slightly different format, which I think has a lot of good things going for it. Instead of being "out of play," the three Arch Villains could be in play the whole time. When henchmen come into play, they are placed in front of their affiliated villain, in a way protecting them. During the game, you can't attack an Arch Villain if there are henchmen in front of them. Theoretically, this could lead to more interesting decisions about which henchmen to defeat (you want to save certain colored civilians so you don't lose, you might want particular trophies, you might want to defeat what you can afford to defeat, and you might want to "dig" toward one of the Villains in particular). This way you could also have to face decisions mid-game such as "do we defeat this henchman over here, or do we hit that villain while we have the chance, since he has no henchmen in front of him?"

This format seemed to work, though it'll require some tweaks and changes to fully implement. I think it feels more like a real game this way. It might mean cutting the few henchmen that are affiliated with multiple different villains, and I'll have to decide if unaffiliated henchmen are in front of no villain, or all villains.

Turn Structure

It had come up before, more than once, that the turn structure was not intuitive. I have considered changing it, maybe even tried changing it once, but never liked the results. After playing a couple games with my regular testers, I finally conceded that the turn sequence needed to be different. What I had was this...
1. Income phase: collect $ based on what you have in play
2. Support phase: draw cards based on what you have in play (now you have cards in play, a hand of cards, a draw pile, and a discard pile)
3. Patrol phase: draw henchmen based on what you have in play
4. Fight phase: spend icons in play to defeat henchmen. Once in a while you maybe have a card you can play from your hand, but mostly you have a hand at this point to help decide what to do this turn based on what you could maybe do next turn.
5. Recoup phase: discard everything in play, play new cards from hand to use next turn, then discard hand.

The long and short of this was that players were having several problems:
* Confusion between the hand, draw pile, discard pile, and display
* Planning the turn, then having to re-plan the turn once new henchmen were revealed (in the patrol phase, right before fighting)
* Confusion between cards in play that they could use this turn, and cards in hand that they can't use until next turn

There had been suggestions of putting the Support phase right before Recoup, so you draw cards right before using them. I think I even tried this once, but it didn't really solve the problems, and I didn't like it.

I have finally decided to re-organize the turn to actually address those problems. The new sequence is:
1. Support phase: draw cards and play some of them into your display
2. Income phase: collect everything you collect ($, teamwork tokens, penalty tokens)
3. Fight phase: use icons in play to defeat henchmen currently in play
4. Patrol phase: NOW bring new henchmen into play
5. Recoup phase: note how many cards you're supposed to draw, then discard EVERYTHING, hand and display.

So now you still technically have a hand, display, draw pile, and discard pile, but you don't access them at weird times. You draw cards ant the beginning of the turn, use them during the turn, and then discard them at the end of the turn.

Putting Patrol after Fight means you only have to plan each turn once. This is not only less confusing, but it speeds things up quite a bit, and makes a lot of sense. It also approximates other cooperative games in which players get a turn, then the AI they're fighting against gets a turn.

So we tried that a couple of times, and it definitely seemed smoother. I personally sort of missed the ability to know what you would be able to do next turn, but I also didn't have a problem with the old turn sequence. Other players weren't using the info about next turn, and were getting confused, so the obvious right thing to do seems to be reorganizing the turn like this. Also, while you don't know exactly what you'll be able to do next turn, you DO know the general contents of your deck, so you should know what's likely or possible.

On the down side, this new structure introduced a new issue. Now you plan out the turn at the beginning, and then you resolve it. As nothing changes between when you play your cards and you resolve them, there was something a little off about the very end of the game. When you could win, you would know it during the planning stage, and that felt bad somehow. You're sitting there figuring out your turn, making your plans, etc, and one of the other players just says "GG guys, we win this turn." So anti-climactic.

Sure, at SOME point in every game there will be an instant when you've realized you will win. But that should really be you're resolving the action, not when you're planning it. What really ought to happen is that you play the cards, then something happens such that you don't know for sure whether you'll win or not. In the old format, you'd plan your turn, maybe see that you can win this turn, then you had to add new henchmen which might lose you the game before you resolve the fight phase. that wasn't perfect, but it was enough to counter that anti-climactic feeling which appeared as soon as I changed the turn sequence.

So, how to solve this problem, while keeping the improvements of the new turn order? Well, I need something that happens between card play and resolution that could change or foil your plans...

Villain Events
Fortunately, there's something I've been meaning to add to the game anyway: effects each villain could have, which make the game harder, and make the villains feel more different from each other. I hadn't designed those, but I had a few ideas for some effects. For example, the Sadist could kill civilians (you don't get them back when you defeat henchmen), and the mastermind could block access to some of the rules (no calling the police, for example).

So I made a small deck of cards for each villain with some effects on them. At the very beginning of the Fight phase, before anything else happens, you'll flip the top event card for each villain. Their effect will occur, which may be immediate, or may be a static effect that stays active until the next turn's fight phase when a new card replaces this one. These effects could very well foil your plans, making them exactly what I need to keep the game interesting. For example, if you plan the turn and decide that you're able to win this turn, and then all of a sudden, the Anarchist makes you draw new henchmen, and they happen to go in front of the villain you were going to defeat, then you'll have to wait until next turn. Or perhaps the villain you were after suddenly requires 1 more Strength icon to hit -- can you still afford it? Or perhaps they take an extra hostage - can you hit them one more time? Maybe next round...

Further, I wanted to make sure it wasn't all about picking 1 villain, and just piling up the other two with henchmen while you beat up the chosen one. Therefore I put 3 effects on each card, each more severe than the last. The effect in play depends on the number of henchmen in front of that villain. The first tier is currently "no effect" for 0-1 henchmen, but it could also be some small, mostly insignificant effect. This way, if you have the villain's henchmen mostly under control, then the event won't hinder you that bad.

The 2nd tier (2 henchmen) is a bigger effect, often local to the villain and his henchmen. Things like "my henchmen cost an additional Smarts to defeat" or "I cannot be attacked". This has the potential to mess with your game, but not in a huge way.

The 3rd tier (3+ henchmen) is an even bigger effect, often global, affecting all villains or henchmen. Things like "ALL henchmen cost an additional Smarts to defeat" or "no villain can be attacked this turn".

I brainstormed enough effects to make 5 cards per villain:
* The Mastermind effects mostly limit your access to rules (can't call the cops, can't use Teamwork, Equipment costs extra to buy/use).
* The Sadist mostly deal with henchmen and hostages (bring new henchmen into play, rescued hostages are removed from the game, remove civilian tokens from the game, take extra civilians hostage).
* The Anarchist has wild or chaotic effects (players take penalty markers, players draw fewer cards, players draw fewer henchman to choose from)

This is just the first draft, but I'm excited to try it out tomorrow. Assuming the structure works, then I think a little testing and development of those abilities will really make this game feel like a proper co-op.

Sunday, March 24, 2019

Prototype feast or famine

Ever since Corbin was born (last summer), I have felt like I've been in a relative famine with regards to playtesting (and gaming in general). I have tried to make up for that with online play at BoardGameArena.com, Boiteajeux.net, Yucata.de, etc.

In October, Michael was in town for Rincon, and I manages to get a couple of plays in with him. Then I sent 4 of my prototypes to Utah with him in hopes that they would get played in the TMG office.

Finally, after 8 or 9 months off, my playtesting group is back up and running again! This was great news, and it came just in time to finish up last minute development on Eminent Domain Origins, the reboot of my first game, Terra Prime.

Now that that's done however, I've run into a problem. All my prototypes are in Utah, what do I test next? Fortunately, I had something. TMG is doing a Deluxified version of Emperor's Choice (I'm in charge of the art direction and rules updating, like I did for Yokohama), and someone suggested we add a 2 player variant to that 3-5 player auction game. So I came up with something, and the last couple of weeks we've been testing that.

Yesterday, I came home to a box at my door containing my prototypes! They appear to be in fine condition, and now I've got the opposite problem: which of these should I test next?

* Crusaders: Divine Influence (expansion)
* Deities and Demigods (now Olympus on the Serengeti)
* Eminent Domain: Chaos Theory (dice game)
* Alter Ego
* Sails and Sorcery (Michael's mash-up of EmDo and El Grande)

In addition to that, pretty soon I'll have a version of Worker Learning to test as well!

Crusaders: Divine Influence (expansion)

Since Crusaders: Thy Will Be Done arrived a couple of months ago, it seems to be very well received. This makes a perfect window for a Deluxified expansion to go on Kickstarter, along with the opportunity to get the Deluxified base game again, later this year. In anticipation of this, I designed an expansion before my playtesting haiatus, and I'm pretty happy with it so far.
Divine Influence adds 4 new building tracks (16 more buildings per player), a revamped (more involved) Influence action, and a few new knight orders to go with them.

Olympus on the Serengeti (fka Deities and Demigods)

I posted before about the theme of Deities and Demigods changing to re-imagine Greek mythology in an animals of Africa setting. Art is underway on this one, and I'm a little worried how it will turn out. I think that, like Eminent Domain's title, when players see everything in context, it will work well.

This one doesn't really need more testing, unless I want to add that Hades module to the game.

Eminent Domain: Chaos Theory

Last I checked, with the final tweak to 5p (and maybe 4p) games (everyone starts with 1 tech advance), I think this one is ready to go. It is in line to get art done after the more pressing Divine Influence, which will start as soon as we wrap up art for Eminent Domain Origins which is happening right now (about a month late, which means it probably won't make GenCon, unfortunately).

Alter Ego

I finally hired an artist and a graphic designer for this age old prototype, though I haven't seen anything from them yet. The game could use some finishing touches, but nothing that would change the major art pieces, so I figured starting art would be ok. There's no deadlude for this one at the moment per se, so maybe starting art now will mean when it comes time, I'll actually make it for once!

Sails and Sorcery

Michael impressed me with the thoroughness he was putting into his mash-up of EmDo and El Grande when he talked about it on the TMG podcast. He didn't really have a title, so I made this one up for now. He didn't want to let me in on the game until he'd gotten it far enough along - perhaps for fear I'd sort of take over the design (that's kind if my MO). In October, he brought the game with him and we played a few times. I think it was an excellent start! He was ready to let me start doing my thing...

Right away I had a few course grained suggestions, some of which we implemented on the spot. Others Michael didn't necessarily agree with. He left the game with me to work on, but my testing was on hiatus at the time, so beyond editing the rules to include what I wanted to try, I wasn't able to do anything.

Come December, Michael was in town again for the holidays, and I sent his prototype back with him, with my rules edit inside, so they could try it in Utah. I don't think they ever got to it though.

Now that I'm playtesting again, I asked for this prototype back, so we could give it some plays.

Worker Learning

I think I've mentioned that I recruited my friend Rick to help co-design one of my more promising ideas. After some good discussion back and forth, some solo testing on his part, and a couple revisions of the prototype, Rick tells me this game just got its first live playtest! Sounds like it went well, and generated good feedback. Rick will be bringing an updated version to Gamestorm next weekend, and after incorporating that feedback, I'll make a prototype and bring it to my group.

I'm excited to see this game in action! But some of the others have a little higher priority, so it might be several weeks before I get to try this one.

Sunday, September 24, 2017

Recent testing: Alter Ego

After bringing Alter Ego back to the table after 2 full years, I wanted to keep it in rotation, lest it find its way back to the shelf for another couple of years. So we played a 4 player game of it last Friday, and I incorporated 3 changes since the last playtest:


  • I nerfed the Teamwork tokens -- they didn't give us an additional fight icon anymore
  • I changed the penalty system to the one I described in my previous post (linked above) -- for every 2 penalty tokens, you lose 1 icon. The only way to remove penalty tokens is through one of the few equipment that does that.
  • I included the new insight I had recently about a 2 civilian "safety net" -- instead of losing immediately when you're out of a civilian color that you need, you take one of the black tokens. Black civ tokens never get returned to the supply. This way you have to lose 3 times that way in order to actually lose the game.

That last one was great, I could tell immediately that it was a perfect solution to that particular problem.

The penalty system was interesting, and Dave thought it was certainly an improvement over the previous version. I'd like to see it in action a little more before I weigh in on whether I'm happy with it.

The nerfed Teamwork tokens were a bit of a problem, I think. With the costs the way they are now (henchmen basically cost 2-5 icons), it's quite difficult to defeat the expensive henchmen without teamwork, and since their costs are specific, it's still difficult. The additional icon of your choice that the TW token used to give you helped a lot with that, but it also kind of made defeating the cheaper henchmen sort of trivial. Also, it seemed weird to say "I'm spending this TW token so you'll fight on my team, but I don't actually need any of your icons, I just need the one from the TW token."

So what probably has to happen is that I need to re-cost the henchmen, possibly with a max cost of 4 icons (or possibly not). Also, I think the henchmen costs need to be more heavily in one icon or another, like AAABB, rather than ABCDE, so that you can reasonably build your deck toward defeating them!

In other news, it's come up so often that I probably need to re-order the turn sequence so that the Family phase is AFTER the fight phase. Maybe I an incorporate it into the Recoup phase, slightly simplifying the overall turn:

  1. Job phase: Collect money (penalty for not playing Job cards)
  2. Patrol phase: Bring henchmen into play (penalty for not playing Community cards)
  3. Fight phase: Spend icons to fight henchmen
  4. Family phase: Discard display, draw cards (penalty for not playing Family cards), choose card from stacks, fill display from hand, discard remaining cards.
In this new scheme, I suppose it makes the most sense to play any Events in addition to your regular 5-card display, and then discard them when you use them during the following Fight phase (or maybe leave them in play until you use them, so if you didn't need it that turn, it'll still be there the next turn).

One other thing that came up was the idea of having a simple board. Suppose there were 5 locations, each bearing one of the 5 fight icons. Then suppose the Henchmen costs were reduced by 1, but cost the icon of the location they're at in addition to their printed cost. This would give the henchmen a sort of variable cost, and could maybe add some potentially interesting board play to the game. I don't know if that's really necessary, but it could potentially add to the theme.

Recent testing: TMG submissions, Deities & Demigods, AlterEgo, and the revival of EmDice!

I haven't been posting too much lately - I managed 4 posts in August, but it's been almost a month of silence since!

Part of that is me being a bit busy, another part is me being lazy, and a third part is that much of what I've been doing on the game design front has been evaluating submissions I brought home from GenCon. I am usually very open and transparent in my blog, but until we officially sign a game, I don't feel it's right to talk about them in public.

That said, I brought home quite a few prototypes from GenCon, and I had a few previous submissions that I received updates for, and things like that. I've been pretty happy with all of them so far! Whether we sign them or not will have to do with manufacturing quotes (which I've requested), and I'd like to play them all with more different people to get a better idea of how well they'd be received.

Without giving anything away, here's some teaser information:

Submission from Speed Dating event:
I liked this dice drafting game game when we saw it at GenCon (obviously, since I brought it home with me). It reminded me a little of Pioneer Days, and I thought it could do with an old west re-theme anyway. There was one aspect that seemed more work than necessary, so I tried implementing it in a different way, and my playtesters all thought it played much more smoothly that way. If we do pick this one up, I am currently thinking of making it a "sequel" to Pioneer Days -- in PD you're heading out west, and this game deals with building up a town once you get there.

Submission from designer we know:
We've met with this particular designer a few times, and I've played a few of his submissions. Of those, we've only published one so far, but this new submission might just be the 2nd! The first time I played it with 2 of my testers, they both loved it and said I should publish it immediately. Then I played again with 5 players, and that went over well too (and I managed to win when I thought I would be nowhere close :) ). The theme on this one is awfully similar to one of the games we've already done, and it superficially resembles an existing, well known published game that just got a reprint. It's nothing like that game except in a superficial way, but it will likely draw the comparison. I'm not sure if I care though, and I can't really think of a great re-theme opportunity (the existing theme fits well). So if we pick it up, then we might just not worry about the comparisons.

Submission #1 from before where we'd asked for a change:
There's a game I have played a few iterations of so far. The core mechanism of the game is great, and works well, but the first time I played it the supporting stuff just wasn't there yet at all. I gave the designers some notes, and said that if they were to address the things I mentioned, I'd be happy to re-evaluate.

We met with them at Origins, and played an updated version of the game, but while they did start to address my concerns, they didn't address them as fully as I wanted to see, so I gave them some more notes, and suggested that if that was the direction they wanted to go, then I'd be happy to see what they had at GenCon. It's kind of convenient the timing of Origins and GenCon for this type of exchange :).

We met with them again at GenCon, and they're new version was MUCH closer to what I was looking for, so I took the prototype home with me to examine it further. I played a couple of times at GenCon, and another couple of times after I got home, and while the game is definitely a lot closer to what I had envisioned, and I do think we'll sign it eventually, I sent notes one last time. I expect to sign the game after taking the new version at BGGcon in November, assuming the designers latest changes work out as well as we all expect they will.

Submission #2 from before where we'd asked for a change:
We had a submission that is kind of a roll & write version of one of TMG's existing titles. The original version of the submission seemed too much to us like just the board game, but also with dice. It didn't take advantage of the roll & write format (namely: minimalism and portability).

I corresponded with the designer a bit as he updated the game, and at GenCon we played an updated version that seemed to be a much better use of that format, and still evoked the source game well. Andy brought the prototype home to Utah with him, but I got files from the designer and made my own copy, and after a handful of games (and some commentary from Andy), I made some tweaks to the record sheet, and I think it's probably in pretty good shape. We're waiting on some quote info before we decide whether to sign it or not.

Submission from before Origins and GenCon:
I have one submission that I had originally seen a GenCon several years ago, and was interested in, but another company had it for a while. More recently I heard that the designers got it back, and since I had been interested in it before, I had them submit the game to us. I liked the main mechanism, and I thought it could be fun to set the game in the Harbour universe and give players unique characters to use (like we did with Harbour and Harvest). Unfortunately, initial reaction from players wasn't as enthusiastic as I'd expected, but I'd still like to play some more before making any decisions on it. However, Essen is coming up, and I don't want to hold this game hostage so to speak, so I told the designers to go ahead and show the game around at Essen, and if they don't find another publisher interested, then I'd continue to evaluate the game.

Submission I've known about for a year, and finally got:
A couple of years ago at Essen, I was talking to a designer friend about Crusaders, and other mancala-rondel ideas. Some of that inspired an idea for him, and he emailed me asking if I minded his using that mechanism in a game (of course not, why would I mind?). Some time later (about a year ago) I learned that he had successfully created a game based on that mechanism, and I played a prototype of it and thought it worked pretty well. But they said they weren't done yet...

Finally, a few weeks ago, they sent me the files and I made a copy of the prototype! I have enjoyed it so far. It's very tight, and seems a little short with 2 players (though the right length, just seems so quick!). I look forward to trying it with a few more folks to test the reaction to the game.

That's about it for the TMG submissions. As I got through all of those with my playtesters, I haven't had a lot of time to work on my own games, but I DID get a few of them to the table recently:

Deities & Demigods:
A couple of weeks ago I decided to teach Deities & Demigods to my new group of regular playtesters, so that they could get acquainted with the game before trying to test player powers. I'll go into specifics of that in a separate blog post.

Alter Ego:
After bringing Alter Ego back to the table after 2 full years, I wanted to keep it in rotation, lest it find its way back to the shelf for another couple of years. So we played a 4 player game of it last Friday. I'll make a separate blog post with more details of the playtest.

EmDice:
Looking through my blog, it appears that it's been a full 4 years or more, I think, since I have played my Eminent Domain dice game (affectionately titled EmDice, though I could use a better before going to print).

FOUR YEARS!

I had considered the game "basically done," and figured it would eventually get the green light from TMG to go into production. I even got some manufacturing quotes, including one as recently as January of this year. Now that my big projects are finally done out of my hands (Pioneer Days and Harvest debuting at Essen, Crusaders and Oblivion in production), it's about time to prioritize what to work on, and revisit some of these older titles to see if they're up to par.

So for the first time in ages (it was not trivial to actually find the prototype!), I got EmDice to the table. I'll post separately about how that went, but one player surprised me by saying that he liked it better than the card game!

WHEW!

So that's what I've been up to lately. How about you?

Wednesday, August 16, 2017

Alter Ego insight

On the up-side, I have found someone willing to print and play a couple of my games. He's an amateur designer himself, and so far he's played a handful of Automatown, and also 2 games of Alter Ego (one 2p with his wife, and another 4p with his co-workers).

I had said I was worried the game may be too easy, but so far he hasn't seen that to be the case, he's lost both times. So maybe I'm overthinking that aspect. Maybe it's easy for me due to familiarity or something.

One thing that happened in his 4p game, and I've seen this happen before as well, is that they felt like they were doing fine... only 1 yellow hostage had been taken (leaving 4 remaining), when in 1 round, 5 more yellow hostages were taken, and they lost.

I don't know how common that would be, or how easily it could be avoided (perhaps they didn't have any choice in the matter, or perhaps those of them that did felt safe choosing a henchman who takes a yellow hostage, since the only way they could lose is if they ALL chose that AND one was an Alarmist, who takes 2 hostages). What I do know is that it's not fun to feel like you're in control or safe, then instantly be told "sorry, you lose" -- even if you COULD have avoided it.

So that's a problem that needs fixing, for sure. But how? Perhaps that happening needs to count as 1 strike against you, and it takes 2-3 strikes to actually lose the game?

Maybe what I need is a 4th type of Civilian token (black or whatever), of which there are only 2. When you must take a blue/red/yellow hostage and there are none left, take a black one instead. When black hostages are rescued, remove them from the game rather than returning them to the supply. THEN if you cannot take a hostage, the game is over.

Think that would help the situation? If that makes things too easy, I could ratchet up the difficulty elsewhere.

Just wanted to get this idea down so I don't forget! Now, off to GenCon...

Saturday, August 12, 2017

Alter Ego: first test in 2 years

So... Today I got in a (2p) game of Alter Ego with one of my testers. David had played an earlier version, but it's been several years... I haven't even touched the game since updated the rules in August of 2015 (see previous post. I'd link it, but I'm on my phone, and that's too annoying to do right now)!

David remembered that he didn't like the game last time he'd played, and that he generally doesn't care for cooperative games at all, but he did enjoy it this time, and he said it did feel like we were cooperating - especially with the teamwork tokens. So that's good.

The game took about 60-75 minutes, including rules. We brought the Anarchist into play, and it was the version where we needed triple wits over and over to beat him, which is the one with the fewest tokens (5 tokens for 2 players). We really didn't have much trouble building up, getting rid of all the henchmen and staying on top of that situation. We got the Anarchist in play without fear of bringing anyone else in too, and we won pretty handily.

The game worked, but I fear it may be too easy. That's one of the issues I've had - either it's trivially easy, or you just lose all of a sudden. I wonder if there's any loss that doesn't feel sorta lame. I guess Pandemic is like that to an extent.

The overall structure of the game is solid, and works well. There are some details that need to be addressed though:

* Strength curve. Ideally, I'd like the Arch Villain to come into play JUST when the players are ABOUT to get on top of the henchmen situation... earlier if they play poorly, and never later (because later means it's trivial to win).

* Teamwork. I think it works well now, but could use more testing. A Teamwork token allows a player to join your "team" for the turn, and players on a team may spend their fight icons together as one unit to take out henchmen or hit the Arch Villain. Currently, the Teamwork token also gives you a fight icon of your choice. I'm not sure why I decided on that, it seems a bit extraneous. Maybe at one point it seemed hard to get the right mix of icons to beat bad guys or something. I'd like it if that didn't need to be the case. Maybe removing that rule would address the "game is to easy" issue.

* Penalties. Currently, if you don't play a job/family/community card, then you get a penalty token for that phase, and if you get enough penalty tokens, then you are penalized -- you're required to take a card of that type from the stacks instead of a hero card. This is supposed to be bad in the short term because you can't fight as well next turn, and in the long term because it waters down your deck a little bit. But frankly, I'm not sure this penalty is doing the job. David suggested that as you pile up penalty markers, you should LOSE icons, which would be a more consistent, more palpable penalty. Then maybe taking that card from the stack (or playing it from hand) could remove penalty markers, restoring your abilities.

For example: For every 2 Penalty markers, you get -1 income/AE card/henchman icon, which means you get less money (to buy and use equipment), fewer cards to choose from for next turn, and fewer henchmen to choose from - minimum 1, you must always bring a henchman into play, and it's pretty bad to be "off the top" (without any choice)... so if you pile up 4 penalty tokens on the Community phase, then you're at -2 icons, meaning if you want to even draw 2 and choose 1 henchmen, you'd need 4 icons.

I like the sound of that, and I might say that anytime you DO play job/family/community cards, you remove a penalty counter (or 1 per card, maybe, so you can take a turn off of fighting to really clear out some penalties?) or maybe not... maybe the penalties stick around for the most part, and you temporarily remove their effect by playing cards?

I could see it working both ways, need to try it to decide... either you only collect penalties, or else you either remove or add 1 penalty marker each turn (depending on whether you played a card of that type or didn't).

* Family phase/card draw timing. Currently the phases are 1. Income, 2. Support (where you draw cards for next turn), 3. Patrol, 4. Fight, 5. Recoup (where you play cards drawn in phase 2 for next turn). It has been suggested that the Support phase move to just before recoup, so that you never have cards in hand, you just draw some, play some, and discard the rest.

I've been happy with the phases as-is, because you can get Teamwork tokens before fighting this way, and you can use Events (cards played from hand) this turn. But maybe I should make the Events into cards you put into your display (or I could say you put them in play, and they don't count against your display limit), and the teamwork tokens would just be delayed until next turn.

It also means you wouldn't know what you may be playing next turn until after you've made all your fighting decisions... is that good or bad?

* Equipment/Events. Are they too strong in general? Should the events be played from hand as current rules say)? Go into your display? Get played like display but not count against your limit? I might try mixing this up and seeing which feels cleanest.

I look forward to playing again. I don't think I'll change the prototype just yet, but I can try different penalty rules and I can nerf that Teamwork token thing and see how that goes.

Off to the store. Maybe someone will be there to play with me!

Friday, August 11, 2017

Alter Ego revisited, a lesson in keeping prototypes up to date

In the last week you may have seen a tweet or two from me about Alter Ego. Looking back, the last update was made almost exactly 2 years ago!

I've been thinking about this game a lot lately, wondering why it's been so long since I've gotten it to the table. The answer isn't really anything to do with the game, more to do with other projects taking precedence or pushing their way onto the front burner.

I'm about to head out to the local shop to do some playtesting (just 2p today, I think), and after re-reading the latest version of the rules, I gathered up my Alter Ego prototype bits and took a look at them. Sure enough, after my not-so-recent posts, I had fully updated my prototype, and it's ready to go!

Imagine if I hadn't. Especially in this case, as my posts don't detail the changes I'd made to add simultaneous play. I'd have a heck of a time now trying to re-invent that particular wheel. But since my rules and player boards have been updated this whole time, the game is ready for me to test on a moment's notice!

I cannot recommend enough keeping your prototypes up to date. You never know when a project will get shelved and sit for a time, in this case over 2 years since the last playtest!

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.

Wednesday, June 24, 2015

Alter Ego rules and PnP files

I have just finished updating my prototype files for Alter Ego, as well as the rules, and they are in good shape for anyone who would like to print and play the game and try it out.

If this interests you, then please feel free to do so, the only thing I ask is that you comment here or email me (sedjtroll) at gmail dot com with your comments (please use "Alter Ego comments" in the subject line).

Please note - text in red in the rules doc is notes, and should be ignored.

Alter Ego Rules 
Alter Ego Player Board 
Alter Ego Cards (Hero and Alter Ego)
Alter Ego Equipment Cards 
Alter Ego Henchmen Cards
Alter Ego Arch Villain Cards


Enjoy, and let me know if you do print these out or if you have any questions!

Tuesday, June 23, 2015

Alter Ego: playtests and progress

This weekend I got in several good playtests of Alter Ego! All 3p games, but importantly, one group played the game twice back to back, something that seldom happens in playtests. Many times at least one playtester is new to the game, and you don't get very deep into a game if you're always playing a learning game!

Game 1 ended in a loss in the 5th round. The players agreed to play again to see if they would play differently or perform better the 2nd time. Game 2 ended with a win in the 6th round, though there was a chance they would have lost right up until the end (though at the very end that chance got pretty low). I am not sure 5 or 6 rounds is enough to really let your deck change - I feel like the game ought to last a little longer than that. In the first game I had seeded the Arch Villains with 1 token each, but to increase the game length I didn't do that in the second game (as expected, the game took about 1 round longer).

In another 3 player game today (different players) I didn't seed the Arch Villains, and we played about 8 rounds (and then lost). We didn't play very well, and we strung out the Arch Villain triggers - which lengthens the game - until we eventually had only 1 token left for each AV - which is not a great position to be in.

It's possible I need to up the trigger threshold by 1 or 2 on each card, but I think I need to do some concentrated testing on that with various player counts. Currently I'm removing tokens rather than adding them, which makes it more clear how close each AV is to arriving, and I'm playing with the printed values for 3p, removing 2 for 2 players, and adding 2 for 4 players. So currently the average trigger value looks like this:
4p: 10
3P: 8
2P: 6

This should lead to a game that lasts 7-9 rounds, allowing players to add 7-9 cards to their deck (nearly doubling it).

In an effort to streamline the game, I think it might be best to move all the card drawing to the Support phase... currently you draw cards at the end of the Recoup phase, then you draw more cards during the support phase, and nothing happens in between. I have seen players have trouble keeping straight which pile of cards is their deck, which is their hand, and which is their discard pile. Since there's no real reason to look at your cars until after your fight phase anyway, it seems reasonable to simply put all the card drawing in the Support phase, so you just draw cards once.

Players have asked why the phases are in the order they're in... that's something I've actually gone back and forth on a bit. Currently it's Income, Support, Patrol, Fight because there are zero decisions involved in the Income phase and the Support phase (you just collect money and draw cards, maybe collect a teamwork token). There's 1 or 2 decisions to make in the Patrol phase (1. Which of these henchmen should I put into play, and possibly 2. which henchmen do I call the cops on). Maybe the Family phase should go AFTER the Fight phase, so you don't draw cards until you're about to ply them? Though then you can't really use Events that come up very well...

I updated the rules last night (see them here: http://sedjtroll.blogspot.com/p/blog-page_21.html). Time to go through and update the prototype...
* remove "draw cards" from Recoup phase.
* add 4 AE icons to the board in the support phase.
* change henchmen to eliminate "+1 hand size (that's the same as just drawing 1 more card).
* Add Badge icons to Community cards - link Calling Cops to badge icons, not community icons..
* adjust henchmen to have Badges as trophies (maybe just replacing the Hand Size icons with badges).
* Maybe update the Arch Villain cards to indicate number of tokens to use for each player count.
* Go through Equipment cards (especially Events) and update to work better under current rules.

Thursday, May 21, 2015

Status report: Current active designs

At the moment, I have no fewer than 5 active designs in my prototype bag.

That might be a little bit of an exaggeration, as I am not physically working on all 5 right this minute, but they are all playable, and have all had progress made recently.

Here's a rundown of each of those games and their current situation. If you want to try any of them out, let me know! You can probably find me at a local game store meetup.

Crusaders: Thy Will Be Done

Crusaders is my 45-60 minute euro style Mancala-Rondel game wherein you move your knights around Europe, fighting crusades, erecting buildings, and spreading the influence of your order until such time as the orders become so influential that King Philip disbands them.

Crusaders is in a weird place, as I feel like it's done to a certain level - ready to be pitched to publishers - but there are things that could be added to make the game more complex. In fact, the guys at TMG would like to see the game more like Terra Mystica, where each faction is unique - significantly different than the next... not like now where the factions are very similar but for the faction card. We're talking different upgrades on the rondel pieces, and maybe even different building abilities to build.

I have some thoughts on different abilities which I'd discussed for a potential expansion, but I lack the impetus to change a game I feel is done. So if TMG will publish the game, I'm hoping to pass on the intricacies of unique player boards to the team in Utah to develop.

The Pony Express

Play as a rider for the Pony Express, risking life and limb for profit delivering parcels in the old west!

Pony Express is an attempt at a low-bid auction game, using a variant of a Dutch auction. I was calling it a "count-up auction" - the auctioneer gets $10, chooses a parcel and starts counting up (from 3 to 8). At any point, an opponent can claim the parcel ("I'll do it for that!") and receive the last amount declared (e.g. "3...4...5...6..." "I'll do it for 6!"). The auctioneer retains the other 4.

This game has gone over much better with random players than it has with designer types. It's not intended to be deep and thinky. One comment that's come up a couple of times is that I could replace the count-up thing with a blind bid using bidding cards. I'll give that a try, but I'm not super excited about it because it replaces what I see as a fun, tense dynamic with a quiet, dry one. Sure there's still tension of choosing the right value, and technically it's the same mechanism, but with the cards it really looks like blind bidding, while with the count-up thing it feels less like blind bidding. And nobody in their right mind likes blind bidding! Also, that adds like 28 cards to the game to do a job that currently doesn't require any components.

Other than that, the game seems to be working well at the moment. I need to figure out how to make more delivery cards, especially if I want to bring it back up to 5 players (currently it's only 4). A player had a good suggestion last test - something that rewards doing many deliveries in a round. Kind of the opposite of the Express deliveries which reward being done first. As for the express deliveries, it's possible I should just cut those and reward money based on the order players return.

Alter Ego

A cooperative deck learning game of vigilante heroism. In order to become a stronger hero (necessary to win the game), you must necessarily neglect some aspects of your Alter Ego life: your Job, your Family, or your ties to the Community.

This one has been around for years with no real progress made in a long time. I have always loved the story of this game, but I never liked the state of it. It just wasn't working to my satisfaction. Now I finally have it where I think it needs to be, and so I'm excited to work on fine tuning it and finishing it up.

Michael's always been fond of this one, so TMG might want to publish it - which means maybe Andy will help me finish it up. Currently it just needs some tweaks for pacing and scaling, unique Arch Villain game text and flavor, and possibly Nemesis cards (an idea which strikes me as the kind of thing that would be a Kickstarter stretch goal - a little extra that's not the main focus of the game).

Odysseus: Winds of Fate

Play as the Fates, watching Odysseus' journey from Troy to Ithaca. Place bets on his path and destiny, and use your influence with the gods to try and make your bets pay off.

This is another one that's been around for years and years, through iteration after iteration, and just hasn't been working out. I like the story of this one as well, but so far I haven't been happy with the game experience. The latest version is probably the best one yet, but it still needs some work - and I've got some interesting ideas from the last playtest to try out.

Frontiers [TMG Submission]

Frontiers reminds me of The Oregon Trail, and indeed I feel like it would be cool if we could get ahold of that license for the game. In Frontiers you draft dice to take actions, moving your wagon train across the frontier, collecting townsfolk, specialists, wood (to repair your wagons), medicine (to heal your townsfolk), and cattle. Whichever die is not drafted by players advances one of four disasters, which will affect all players when they occur.

Frontiers is a solid submission, but we're looking at some tweaks to the townsfolk to make them more interesting, and we're examining the specifics of some of the disaster resolution.

Tuesday, May 19, 2015

Scaling Alter Ego

The other day I played a 2p game of Alter Ego, and it seemed easier than the recent 3p games I've played. It makes sense - with fewer players, each player gets more time (more turns) before the Arch Villain enters play. Therefore they get stronger, and they stabilize sooner, getting to the point where the game becomes trivial.

On the other hand, with fewer players, there are fewer people to get and use Teamwork tokens as well. But experience tells me that's not as big a deal. I needed to find a way to scale the game for player count...

When I made the Arch Villain cards, I used a particular threshold for triggering their coming into play. So far, that threshold has seemed to work decently well, though lately I've been thinking that the game may be too easy, and maybe I should reduce those thresholds. But in thinking about it, the thresholds seem better with higher player counts - they're probably good for 4p games. It's 2 and 3p games that need a tweak.

So tonight I played another 2p game, and I decided to pre-seed each Arch Villain with 2 tokens (I'd try 1 token for 3p games). That's it, no other changes.

This 2p game felt much tighter than any of the recent games. I felt a lot more like we were in danger of losing for much of the game, like we needed to be careful each step of the way. In fact, we lost the game 1 turn before we would have won! This is the first loss I've seen in a long time.

I've been much happier with the last few tests than I have ever been before with this game. I'm looking forward to playing some more!

Side note about equipment...

I think the way to go with the Event cards is to not put them into your display, but instead play them from your hand during your turn. I'm sure I'll have to revisit those cards and make sure they make sense under that rule... and I'll have to clarify what happens when you don't have enough cards to play into your display (because 1 of them is an event) - maybe I could make the events count as a certain type of card if played to the display, or an effect if played from hand?

I used No-Doze tonight, which says "1x/turn, pay $2 to play an additional card to your display" - but I forgot about the 1x/turn bit. I was paying $2 more than once and adding multiple additional cards into my display. For a moment I thought it seemed strong, but in retrospect I'm not so sure. $2 is 2 Job cards worth of money, so trading that to put 1 card into play might be OK. Then again, if you have the right hero card in hand, then you can effectively buy a hero icon for $2 which seems too cheap. However, it's dependent on drawing that card, so it's limited. I was also using the No-Doze to avoid penalties, and even earn Teamwork tokens by playing additional Family cards. Is that OK? Maybe it is.

Saturday, May 16, 2015

Playtest Day! Frontiers, Pony Express, and Alter Ego

I had 7 friends over tonight for a great night of playtesting...

Frontiers

First up, old friends Brian and Mandy joined new friends Garrett and Lucy for a 4 player game of a newly signed upcoming TMG title: Frontiers. Frontiers reminds me of The Oregon Trail, and I think it would be awesome if we could figure out a way to get a license to use the Oregon Trail branding.

Unfortunately, Mandy had to leave 1/2 way through the game, but the other three were able to play the rest of the game as if it were a 3 player game. The game went well, everyone seemed to enjoy it, and I got some good comments.

Pony Express

Michelle, Russell, and Dave played a 3 player game of The Pony Express. I spent much of that game talking to the Frontiers group, so unfortunately I didn't get to watch the entire game. It wasn't the type of game Dave normally likes to play, but Michelle liked it the last time she played, and seemed to like it this time as well... though there was some confusion since I wasn't there to answer some of their questions.

In general, I've noticed that when I play Pony Express with designer types, it doesn't go over too well (such as the playtest from the last Game Design Attack). But when I play with regular folks, it seems to go just fine. It's definitely not the type of game I normally design, or play... that's one of the things that makes it interesting to me.

Russell had an idea for a new delivery type... sort of the opposite of the Express Delivery idea: a bonus if you delivered at least X parcels. There could probably be only 1 copy of that, and the Express Deliveries haven't been impressing me. I still need a few more delivery cards than that though.

In a previous playtest the idea came up to have deliveries that require 2 different locations - like "Visit towns #5 and #12" - I'm not sure if that will be too similar to just doubling the deliveries at each location though.

Alter Ego

Russell, Dave, and I played a 3 player game of Alter Ego. I haven't played that game in quite some time, and I just sent the files to Andy to see if he could make any progress on it.

I put tokens on the Arch Villains as henchmen were drawn rather than as they were captured, and that worked very well. In fact, the entire game went very well. Russell and Dave thought it was appropriately difficult, that we were on the ropes for pretty much the whole game. They thought it felt pretty much like a cooperative game - in fact, a little less solitaire than some solitaire by committee games. That's pretty much what I was going for, so that's good news!

I felt like the game was a little too easy, but I think that's just a matter of tweaking and instituting the Arch Villain game effects I've got planned. Also, it could be argued that we played on "easy" level, only needing to defeat 1 Arch Villain. I am not sure I actually want players having to face more than 1 of the Arch Villains though, or it messes with the long term deck building goals.

All in all I'd call this a successful playtest night!

Thursday, May 07, 2015

Every designer could use a developer.

I've said recently (in interviews about being a developer): EVERY DESIGNER COULD USE A DEVELOPER. I believe this wholeheartedly, and I'm not exempt from it. Just like any designer, I could use the help of a developer on my games.

I managed to get Eminent Domain through without the benefit of a developer, and it tuned out OK. I'm sure a good developer could have made EmDo even better, but fortunately I'm happy with the job I did, and it seems to be holding up so far. I had some good playtesters that approximated the role of a developer and helped make sure I was on track - a million thanks to those playtesters, you know who you are!

I have a number of game projects in various stages of development, and now more than ever I'm thinking that to get them across the finish line, what I really need is what any designer needs... the help of a good developer. Here are a couple of games in particular that I think are close, but could very much benefit from the outside eye of a good developer:

Alter Ego

My deck building game of vigilante heroism is in a place where it's NEARLY done, I guess, but I have been unable to get it across the finish line. I'm at the point where I feel I should hand it over to a developer and have them figure out how to move it forward from here. Since Michael really liked this one, I suppose I could hand it over to Andy and TMG Utah, and indeed I threatened to do that (though I haven't done it yet).

The problems with it are...
* Length - I think it takes too long
* Balance - need to tweak the power creep of the players and the henchmen so that the game doesn't get to a point where it becomes trivial. That shouldn't be TOO difficult, I think.
* Specifics - there are some specifics of Arch Villain powers and Equipment effects that could use some work (or in fact need to be invented)
* Grok potential - For some reason people seem to have a hard time wrapping their head around the game, like how your turn works. I've run into this on at least one other game, and to tell you the truth I'm a little unimpressed with the average players willingness or ability to simply follow a turn outline, but in the end that's not a good enough answer. Either I somehow streamline the game, or I accept that the audience that will "get it" is smaller.

Odysseus: Winds of Fate

An older design, one of my favorite as far as story is concerned, continues to flounder iteration after iteration. I have a new update that I think is probably the best version yet, but I'm still running into some of the same problems. It's possible that this one is ready for an outside developer to get their hands on it. Sadly, Michael's never liked this one, so TMG is unlikely a good place to look for development help.

Some of the issues with O:WoF
* Fiddliness - similar to the last item from Alter Ego above, there's a bit too much "process" to this game. I think I need to find a way to streamline at least some of it.
* Currently, the way you win the God tile is by having the largest contribution (irrespective of Help or Hinder), while the way you get the best rewards is by staying in longer and playing more cards. I think that might be too similar - the player playing the most cards might easily have the largest total without really trying very hard. I tried to have a large enough range on the cards that a 2-3 card hand with high cards might outscore a 5-6 card hand full of lower cards, and I made the high cards have effects which you could play instead of using the number, but I'm not sure it's working right. Also, if you just draw higher cards more often, then that's all around good for you.

One solution to that which came up at Game Lab is to give each player their own deck of cards. Then it'd be a lot more fair - if you draw low cards, then you'll know you have high cards coming. This led me to think that instead of the God tiles (or in addition?), you could have the God cards which you add to your deck when you win the tile. That is interesting, and sounds like it'll work well. But that doesn't do anything about the problem I mentioned before, that winning the God tile and winning the Adventure are too similar.

* Currently there are 3 rewards for the Adventure... the God tile, the Consolation (cards vs points, depending on how long you stay in), and the Reward tile (variable effect, chosen in turn order, which is based on how long you stayed in during the adventure). I wonder if I can somehow combine some of those to reduce the process of rewards for an Adventure.

* Fairness (or appearance of fairness) in the Destiny rewards - often a player will question the fairness of the destiny payoff. I'm not sure there's really a problem there, but I don't want people to see problems where none exist.

Crusaders: Thy Will Be Done

My latest "finished" game design... I say "finished" because I'm pretty happy with it as a medium weight game with some depth as-is. However, I see how it could be made into a heavier, more complicated game by giving each player/faction entirely unique player boards... different upgrade paths for their rondel, different benefits from buildings, etc. Sure maybe some of it could overlap - be based on tweaking the "base" game - but the idea is that the game would be very replayable if the factions were significantly different from each other. Like Terra Mystica.

I've said before that variable starting positions (player asymmetry) does not equal replayability, but it does lend itself to an "I want to try all the different faction" mentality, which is good. It would be a lot of work to make sure the different factions are fair and balanced, but that's not necessarily a bad thing. However, would it be good to lead with a simpler game, and then add all the craziness as an expansion? Or to include all the craziness from the get-go? I suppose if it's happening, it probably ought to happen up front.

The trouble is, I prefer games with symmetric starting positions, so I lack the impetus to design crazy factions. I have some ideas for them, ideas I was going to use in an expansion (I've talked about them here)... maybe one faction adds cubes to their Rondel, maybe one faction gets free upgrades to their rondel. I'd probably need to come up with a few more things...

This is what Michael and the TMG guys would like to see, a heavier version with crazy unique faction powers. I don't think that's a bad idea, it's just that I feel like the game is fun as-is, so I lack the impetus to work on it. this is where a developer would come in handy! I would love to send this to TMG Utah, along with the ideas I have so far, and let them run with the development of the game.

There's one more (unrelated) thing that COULD get more intricate... a suggestion from one of the League of Gamemakers: Instead of strict victory points, maybe the Influence action could relate to placing an Influence marker in a region (the region would have the influence cost printed in it), which would give you some kind of bonus to building or fighting in that region, or give you end game points for controlling it, or make it harder for opponents to fight/build there, or something. That might make the geography a bit more interesting, and the Influence action a little less dry, not to mention potentially abusable (I'm not sure it IS abusable, but it might be good to keep people from Influencing for 12 at a time).

I'm sure I have some other projects that will need some help at some point, but at the moment those are the three at the top of the list.