Sunday, October 26, 2014

The Knights Templar - inaugural ride

I've posted before about my Knights Templar game, using a Rond-Cala mechanism sort of opposite the way Trajan works. I've had trouble getting this prototype to the table because I have struggled to make a board for it. I find that is a weak point in my skill set.

Long ago I found a map online that I figured would make a good basis for a game board, but I haven't been able to get that into a proper game board. The other day I posted it to twitter and asked if anyone was bored, if they could overlay a hex grid... Twitter follower @johnlonnie -- who I met at Kublacon playing Bomb Squad and his game Galaxagos -- came through with the following:



So today I printed that out and set up the prototype, and John and I gave it a go.

Like any first play, it was not perfect, but I'm happy to report that as first plays go, it worked pretty well!

I started with a pool of 50 VP tokens, but quickly decided that wouldn't be enough, so I added another 50. After that 100 points was gone we ended the game, finishing out the round so that each  of us had the same number of turns. In the end I feel like that wasn't enough - it felt like we were still in the midgame, not quite making late game plays. For 2 players I might try 140 or 150 points next time.

I also felt like we had developed in much the same way. That's one of the potential problems I foresaw about the Rondel mechanism: by it's very nature it might just make everyone do the all the actions and maybe work against player differentiation. But I'm not giving up on it yet - I think the timing and order of the actions will make the game action vary enough player to player and game to game.

In our game John scored 54 points during the game (erecting buildings, crusading, and spreading influence) to my 50 points. End game scoring favored John, 11-5, for a total score of 65-55.

John built: Bank, Church, Bank, Castle, Farm, Castle

I built: Church, Castle, Bank, Farm, Castle

John immediately ran to the far side of the board while I built some buildings closer to Paris - which I suppose is the obvious thing to do. I'm not sure I liked that, as I had envisioned players fighting their way across the board. I want players to be able to get to the type of enemy they want to fight though, so my plan is to modify the movement rule such that it costs an extra point of travel to leave a space that's occupied (by an enemy token). That way it should be harder to get across the board without doing some crusading.

Another thing I might alter is the number of troops you can house without building a Farm. Currently that number is 3... but if it were fewer then you'd have to build farms in order to house enough troops to really help you crusade a lot. Next game I might reduce to 2, but I wonder if just 1 might be enough, or if perhaps you should have to build a farm before you can hold any troop tokens at all.

I started each enemy out at 2 strength, but perhaps I should up that to 3.

This morning I was thinking about the possibility of turning the Travel actions into Travel+Build (at the top of the rondel) and Travel+Crusade (at the bottom). In these cases, you'd have to use the cubes in the action bin for both traveling and building/crusading, but it means that (a) there'd be 2 options for each of those on your rondel, and (b) if you have enough cubes, you could move to a location that an opponent just cleared out with a crusade and build there, or where an opponent just moved, and snipe their crusade. I don't think I'll try this just yet, but I think it might be an interesting dynamic, so I'll try to keep it in mind.

I look forward to playing this again. I'll probably bring it with me to Sasquatch this week.

Monday, October 20, 2014

Essen 2014 - notes for next time

I'll probably write up a bigger blog post about my exerience at Essen this year at some point, but in the meantime, I wanted to jot a few things down that I will want to know this time next year!

* Best Western Ypsilon on Martinstraub (3 stops south of HBF) was a decent place to stay, but the room was kinda small (especially for 3 of us), and it was about a mile walk to the underground (though bus access was good).

* According to Patrick Nickell, Motel One was only 69 Euro per night. It's a really nice hotel, right by the underground station, like 1 stop north of Essen HBF (Messe is stops 4 and 5 or so south of HBF). I think he said breakfast was only a few euro there.

* There's a sweet Chinese place on the corner by Martinstraub station where I ate with Sebastian. 16ish euro for all you can eat Buffet AND Mongolian BBQ. And it was delicious. Also, they had Kangaroo, which tasted kinda like beef.

* TMG might have a booth next year, so that will be cool. Exhibitor badges get you free publc transit all week long. If we don't have a booth, the first thing we should do is talk to a friend (such as Patrick or Phil Eklund) to see if they have extra Exhibitor badges they're not using... That would have saved us quite a bit on admission to the fair as well as train fare.

* German McDonald's has awesome breakfast sandwiches, and German Dunkin Donuts is pretty tasty (though different than here). Both are in Essen HBF.

* The Delta flight was surprisingly comfortable, even flying coach. However, it was $1400. Patrick said he got his ticket for ~$800 (flying from San Francisco). Maybe that was due to booking early, I should check on that.

* It was mugh nicer having a German speaker with us. Last time we didn't, and everything was much easier to navigate this time.

* We got a cab from the hotel to the airport on Monday, rather than walk/bus/underground/train with our bags (including a box of games that we obtained). The hotel had a deal which was like 42 Euro (normally like 60 or something). We paid for a larger car (47 euro) just in case (we didn't know how large the cabs were, and we didn't want to risk anything -- I think that was a good choice), and just gave the guy a 50. Train tix would have been at least 40 euro I think. So cab was definitely the way to go, we should plan on tat next time. Maybe on the way in as well?

* Uwe (sp?) from Academy Games was on our flight, and hooked us up with some discount on train tix on the way in... he paid 32 euro for 4 of us (Tom Vasel paid 33 euro for just himself and Ryan Metzler at the kiosk). We should randomly get on his flight again next time :)

* Uwe also mentioned staying at some university, which he swears by. He said it was cheap, and had lightning fast internet, and good breakfast (though not included).

* We ate breakfast at a grocery every morning (some salami and cheese mostly). It was good, didn't cost much, but they're closed Sunday (go go gadget McD's Chicken Bacon, Egg, and Cheese McMuffin!)!

* Terminal E is the place to be in the Atlanta airport. Tons of tables, food court with lots of options (including McD's and Aarby's), and free WiFi.

* Essen Warm-up event requires signing up ahead of time, and apparently it sells out. ~25 euro for dinner and entry - basically all day if you want to stay there, and you can eat as much as you want (I didn't always like their options though).

* Regarding a booth, I THOUGHT sharing with someone like Stronghold would be awesome, but Ted Alspach says they charge you up the wazoo for sharing space, and he recommended getting our own space. I just don't want Michael to overdo it the first time out.

* Meetings: Unless we have exhibitor badges, maybe we shouldn't schedule meetings right at 10am. 10:30 or 11:00 would be better, so we can get into the hall in time.

* Meetings: When requesting that Mischa set up a meeting with someone, we should really give him an agenda so that he has some idea how much time would be needed, and can schedule appropriately.

* Mischa made a great schedule spreadsheet. Next time I'd like to see multiple columns or something on the same sheet, so that for example I can see a meeting for me as well as a meeting for Michael.

* Remember to change dollars for euros in the states, at a bank, before leaving. It costs a lot to exchange currency there. Also, do a lot at once, because there's a fee to make the transaction.

* I brought a camelback so I'd always have water, and that worked pretty well. Though obviously it would be nice not to have to carry it. And this time water seemed more available in general (though it's expensive!)

* Next year I should schedule time to meet with people like Matias (playtester) and Sebastian. Maybe also schedule time to check out new games (like Staufer Dynasty this year).

* T-Mobile apparently has data roaming included, so I had full access to the internet on my phone all week, which was AWESOME. Last time I was disconnected, and it was awful. This time I could text Mischa to find him, I could look up our games on BGG to show people in meetings, I could communicate with people who were looking for me, and I was able to stay in touch with the rest of the world as well (for example the Microcosm kickstarter project).

* Reiner Knizia took meetings in his hotel room, which was a neat idea. Much more quiet and peaceful (though less convenient).

Tuesday, October 14, 2014

I'm leavin' on a jet plane... (cue music)

In a minute I board my flight to Atlanta, where I'll meet up with Michael and Mischa from Team TMG for a connecting flight to Dusseldorf.

Yes, that long, silly city name means I'm headed to Europe :) Germany in fact... for Essen Spiel. I attended Essen with Michael 2 years ago, and it was really fun and interesting (despite coming home to a missing washer and dryer). I look forward to seeing the spectacle that is the Spiel again.

This time I won't be playing in the Euromasters Challenge, but I do have some meetings with designers set up to see their games. I don't feel too optimistic about some of them, but there's at least 1 that I suspect I'll ask them to submit if they want.

I also have a scheduled time to meet up with my friend Sebastian, who I kept missing last time. I met him online at BGDF.com about 10 years ago, and met him in person 8 years ago when I went to London. Now he's had several games published under his own name (Prosperity, Keyflower, and the new Black Fleet), and I believe Facebook told me he was about to be a father as well.

Someone hooked me up with a ticket to the sold out Essen Warm-Up event, so I'm looking forward to that. I'll have to figure out how to get there...

Well, time to board. See you on the other side (of the Atlantic)!

Wednesday, October 08, 2014

Eminent Domain: Microcosm - on Kickstarter through October 17th!

Two months ago I presented Eminent Domain: Microcosm, inviting you to play the game with full art prototype copies at GenCon in the TMG demo room.


Now I'm happy to announce that as of this morning, Microcosm is on Kicksarter!



* For a mere $10 you can pick up a copy of my newest game.
* For only $6 more you can get a 2nd copy!
* While you're at it, you can acquire Eminent Domain for just $30...
* And Escalation for only $20...
* Or both for only $40! what a smokin' deal!

In addition, there's a pledge level where you get 2 copies of Microcosm, as well as a limited edition (Kickstarter version) of Dungeon Roll, complete with the Mimic box and all the Kickstarter extras. That pledge level is $46.

Why is there a Dungeon Roll pledge level? Good question! And I have an answer for you...

Inside the Microcosm box you'll find not just the 34 cards for the game, but several TMG promos as well:

* 5 New Base Game Scenarios for Eminent Domain + 3 Politics cards
* 5 cards for the upcoming Eminent Domain: Battlecruisers card game by Philip duBarry
* And 1 Time Traveling hero for Dungeon Roll!

Is this a sneaky way to sell more copies of Dungeon Roll? Well, maybe... but isn't everything a company that sells stuff does really just a sneaky (or not-so-sneaky) way to sell more stuff?

I prefer of it as a sneaky way to sell Microcosm to people who like Dungeon Roll :)

A word on shipping...


As everyone knows, shipping is very expensive. The additional charge to ship Microcosm internationally (anywhere non-US) is just $4, which sounds like a pretty good deal to me. Unfortunately, due to logistics and shipping, the add-ons of EmDo & Escalation, and the Dungeon Roll pledge level, are all US only.

The good news is that the existing games (EmDo, Escalation, and Dungeon Roll) will ship just 4 weeks after the close of the kickstarter project! Only Microcosm needs to go through the manufacturing process.

So check out the Microcosm kickstarter project, and if it looks good to you, back it! Heck, those promos by themselves would cost $15 or more, and for $16 you get 2 sets of them AND 2 copies of Microcosm! It's like we're just giving it away!

But you better hurry up - we're using that Quickstarter format again (I really do like that format), so the project will only be live for 9 days. So tell your friends to check it out!

Tuesday, September 30, 2014

Rincon T-Shirts!

We've got a great artist who does our Rincon art for us, and I'm always getting compliments on our images. I have made some shirts for myself with these images on them, and people have said I should sell them at the convention, or that they'd love to buy one of those shirts.

Well, this year I'm giving people a chance to put their money where mouths are! We've got 2 fantastic illustrations for this years con, and a favorite image from last year as well. I can't afford to pre-print a bunch of various sizes, and I don't want to take a pile of shirts home with me after the fact, so they're only available as a pre-order. You can get as many as you like by ordering them from the Rincongames web store for pick up at the Registration desk at Rincon.

The T-Shirt mockups are small, so here are the images in their full glory so you can check them out:

First, our program cover for 2014 - a car chase scene featuring Our Hero, Leading Lady, and no fewer than 11 game references:

The other image from Rincon 2014 is the basis for our con game - The Case of the Maltese Meeple. 4 master thieves each attempted to steal the famous Maltese Meeple from the museum, but only 1 succeeded. Our Hero and Leading Lady have gone undercover at the thieves' game night to try and figure out whodunnit. Rincon attendees will help them solve the case!


That one's available with and without the Rincon logo.

Finally, we have last year's Indiana Jones parody from the Quest for the Golden Meeple (also available with or without the Rincon logo):


They look pretty good, right? I have one of each of these, and I love them! I wear them all the time. If you would like any of these for yourself, now's the time! Check out the Rincongames web store, get your orders in, and game in style come October 10th!


Monday, September 29, 2014

EmDo 3rd expansion... what's in a name?

I've been getting back into Exotica lately, soliciting outside playtesting to help finalize and wrap that expansion up. Pretty soon I'll dig up the ideas I've had for the third (and final?) EmDo expansion - the one with the Politics role, Agendas, and Clout tokens.

That said, I might as well choose a title, or at least a code name, for this final expansion - that'll help me refer to it later. I'll ask for feedback on the following thoughts:

1. Eminent Domain: Oblivion

2. Eminent Domain: Corruption

3. Eminent Domain: Despotism

4. Eminent Domain: Agendas

5. Eminent Domain: ??? MAKE A SUGGESTION!

Remember, the thrust of the expansion is the Politics role, through which players will bring global effects (Agendas) into play, and they will use "clout" tokens (I imagine this as throwing around your political clout) to help boost roles.

I kinda like Oblivion ("the state of being unaware or unconscious of what is happening") as a bit of a joke or comment on politics, and it sounds ominous and cool.

Despotism ("the exercise of absolute power, especially in a cruel and oppressive way") sounds cool for an EmDo expansion, but maybe not one about a Politics role...

I'd love to hear what you think about this, and I'm excited about the prospect of working on new EmDo stuff!

Friday, September 19, 2014

More Deck Learning?

I've mentioned before that I've wanted to explore more uses of the Deck Learning mechanism from Eminent Domain, and I've had a couple of general ideas as to what kinds of game I'd like to try with it...

The other day I started putting some real thought into how a Railroad Tycoon style network building/pickup-deliver game driven by a deck learning mechanism might work. I ended up with some interesting, maybe clever ideas as to how to do cities, connection costs, and deliveries in a certain way, and on the airplane yesterday I fleshed those ideas out pretty well, but I did run into an issue. More like a question, really...

Does the Deck Learning mechanism necessarily require Role Selection? Or is it enough to use the stacks and card drafting outside of a Role Selection game?

I'm not sure I know the answer to that yet, but my first thought was that the Role Selection provided almost all of the interaction in EmDo, so the only way I could use the deck learning in a non-RS game would would be to use some other form of interaction.

So with the ideas I have right now about this rail game (what should I call it? Manifest Destiny... ha ha... Or how about Eminent Do-Train? EmTro? EmTrak? Man, I amuse myself!), my first thought was to use the Role Selection, and each player would build up their own little mini-map. But my current thought is to have a common board where players compete to build cities onto the map and deliver cubes from city to city, and try it without Role Selection.

As a player, would you expect a deck learning game to work more like Eminent Domain (using Role Selection)? Or no?

Thursday, September 18, 2014

Holy Stretch Goals, Batman! Bomb Squad blows up!

Michael just released Update #4 for the Bomb Squad kickstarter project, announcing the new stretch goals plan. I'm sure everyonw will be very happy to see what's in store!

Here's the list:

$40,000 - Bomb Squad FUNDS!

$45,000 - Additional 7 Role Cards for Bomb Squad (moved up from $60,000!)

$50,000 - Additional Missions, 2 More Robots, Additional Floor Tiles

$55,000 - App Upgrade - Professional voice actor will read each mission briefing to help set the mood.

$60,000 - Bomb Squad Academy additional game for all backers! ($20 MSRP, one per copy of Bomb Squad ordered)

$70,000 - App Upgrade - Annoyance Option with multiple levels (0/1/2/3) where BURN infiltrates the timer audio to distract you while playing.

$80,000 - Community created missions will be solicited, curated, and made available via PDF after the campaign ends.

$90,000 - App Upgrade - Additional soundtracks for the ambient app music

$100,000 - Robots get upgraded to be plastic miniatures

$110,000 - Bomb Squad gains wooden hostage and bomb tokens

Saturday, September 13, 2014

TMG Playtest Day! Kilauea lives, Mini Civ (not to be confused with MicroCiv), and Steam Works

Today I had a great playtesting day! Russell, Talia, and Dave came over for about 7 hours and we played 3 prototypes. Each playtest went well, and I got good commentary and thoughts on each game:

Kilauea


Kilauea is an old design of mine from 2006 that I haven't touched in years. It uses a Mancala mechanism, so I thought I'd revisit it now that Mancala games are popular. Apparently I'm a hipster designer, because I used the Mancala mechanism before it was cool :P


This game went OK in that it seemed like it was worth pursuing, but it was clear that I have some work to do on it. The players had some ideas that could make for a more varied experience (board that's not radially symmetric, spaces which act like satellite villages where you can get more tribesmen onto the board, etc), and I've made some notes on that. I will likely update the game/prototype and try again soon.


Small box civ game


Not to be confused with MicroCiv, the next game we played was a TMG submission that Andy and I found at one of the Designer Speed Dating events. It's a light civ game with a small footprint, maybe about the "size" of Harbour. The game is still rough, and still needs some work, but I think it's very promising!

Steam Works


Steam Works is an upcoming TMG worker placement game by Alex Churchill, a designer from London Cambridge. It's a steampunky game where your workers are Mechanics (and one Automaton). I realize "Steampunk" as a theme has been done, and it's even been done by TMG... but the thing about Steampunk is that it's just a setting. I mean, Fantasy has been done, but it's not like people are finished playing games in a fantasy setting! Steam Works actually feels like it should be Steampunk themed because you literally build the worker placement spots out of components, and supply them with Clockwork, Steam, or Electrick power.

I really enjoy this game. The core game is awesome, and while a couple of the component tiles need tweaks, it's mostly just the characters/player powers that need balancing at this point. We just got art quotes, and this one will be coming in 2015 for all you TMG big box game fans!

Tuesday, September 09, 2014

Strategicon: Gateway 2014

About a week ago I went to Strategicon's Gateway event in Los Angeles, as I've one for the last 10 years or so. This time was a little different, for 2 reasons:

1. I was invited to be Special Guest.

2. I brought a "plus 1".

I wasn't sure what to expect as Special Guest, and as it turned out the convention went pretty much the way it would have otherwise for me. It was nice of them to pay for my hotel room though, and it was nice to be recognized by attendees as the guest :)

The much bigger difference was bringing Michelle with me. I have never brought a significant other to a convention before, and I was very worried it wouldn't go well. When I'd extended the invitation I hadn't considered just how busy I'd be, and that I wouldn't have time to hang out with Michelle. Fortunately, it actually went quite well. Michelle met some of my friends, learned Eminent Domain from one of them, spent some alone time in the room and at the pool, and otherwise seemed to enjoy the convention just fine. What a relief! Because I was busy running Bomb Squad, Gold West, an EmDo: Legacy tournament, and Aquasphere, playing prototypes for TMG consideration, and hoping to play a few games for myself as well as visit with all the friends I've made at those conventions over the last decade.

I managed to play 10 different games on the weekend, some of them more than once:

Dog - Upon arriving at the convention, we ran into my old friends Steph and Chris. I asked them to teach us a game, so they pulled out the partnership game Dog. I'd seen them play this before, it looked like some kind of souped up Sorry... and it kinda was. Not too bad a game, but not the kind of game I really want to play often.

Got it! - Steph and I used to always compete at a few rounds of Got It! - which is like Set, but rather than looking for patterns, you're looking for math equations that resolve to a certain number. I got to play a couple of rounds of this, and it reminded me how much I like the game and how I ought to play it more often. It's tough to find people who really want to play this with me though. I'm glad Steph was up for it because we've always been pretty evenly matched, so it's always a good game!

Hanabi -Andrew and I played a few hands of Hanabi with a young woman who's name escapes me at the moment. We played 4-5 hands trying to get a perfect score (30, including the rainbow suit). Luckily, it only took us a few hands!

Train of Thought - I have been playing Train of Thought a lot lately because Michelle loves it. That just reminds me how much I really love it too.

Five Tribes - I played Five Tribes twice - once with Andrew and Michelle in the middle of the night at Denny's, and once the next day with 4 other players. I had one major concern going into the game: with all the possible combinations of moves on any given turn, I suspected a great deal of AP, or just people taking a long time to figure out what to do on their turn. In fact, I was surprised to hear it was so popular at GenCon, rather than hearing people complain left and right that turns drag on and on... after playing that 4 player game, I can confirm that it's very easy to take a long time on your turns. The game is still pretty cool, and I might play it some more, but I don't see that issue going away - if anything I see it getting worse as players know the game better.

Downfall - I got together with John Clair to play Downfall, an epic, post-apocalyptic game driven by an awesome card draft mechanism which TMG is planning on publishing. It was a 6 payer game and it took about 3 hours, which seems about right. Despite the fact that the big, epic, long games aren't usually my style, I really did enjoy playing Downfall.

Oceanica - I got together with Mark and Christina Major, of the League of Game Makers, to play a prototype which TMG was looking at for publication. I love the theme of that one, and the general structure of the game is sound, but currently I don't think the neat aspects are shining through properly so I returned the game to him with some comments. I hope he will address them and resubmit - I look forward to playing it again.

Unpublished Prototype -After Oceanica I played another prototype of John Clair's that had a really interesting format. Might be tough to produce, but it was certainly neat. I am trying not to talk about other people's prototypes (in case they don't want me to), so I'll leave it at that.

Concordia - On Monday morning I played in a Concordia tournament, which turned out to be just 1 round - the top 3 scores from 2 games claiming 1st, 2nd, and 3rd. I don't know if I really knew I was doing this, but when in a position to trigger the game end, I chose not to - dragging the game out a few more turns. This allowed everyone at my table to score more points... seems a little weird to use that as a strategy, but with that format it makes sense!

Glass Road - After picking up Subway lunch with Andrew, I spent the last hour of the con playing Glass Road. It took a little longer than expected, and I literally had to leave before the game was actually over. I calculated my score to be 19.5, which turned out to be just good enough for 3rd, I think. Not a very good performance, but at least I made my plane!

Let's talk about some published games for a change!

I tend to talk a lot about prototypes (such as Watch It Played, Mech Fight, Alter Ego, and Knights Templar), and upcoming games (such as Exotica, Microcosm, Aquasphere, and the now-on-kickstarter Bomb Squad). I don't talk a whole  lot about published games I've been playing, or even TMG releases once they come out! SO let's take a minute and look at a few games I've gotten to the table recently.

TMG Releases

I recently received a pack of microgame envelopes from TMG, and since they've arrived I've played quite a bit of Burgoo and Coin Age with my new girlfriend Michelle.

Michelle hasn't played a lot of games, and I may be overwhelming her with new titles, but so far she has enjoyed them. She even taught Burgoo to her mother!

Both Coin Age and Burgoo are even better than I remember them - solid little games for their timeframe and footprint. I'm proud to call them both TMG titles!

I have yet to play This Town Ain't Big Enough for the 2-4 of Us, but I suspect I'll get it to the table this weekend. Templar Intrigue isn't really my favorite type of game, but I might give that a try this weekend as well, if the players are up for it.

Scoville isn't out yet, but we had advanced copies at GenCon to demo, and it is gorgeous! I didn't play it, but I taught the game many times, and everyone seemed to enjoy it.

City Hall has just arrived - I see on BGG that backers have started receiving their copies. I've had an advance copy for a while, and have played a couple of times. I taught the game at GenCon as well. I would not mind playing this a bit more.

Captains of Industry isn't out yet, but at GenCon I got a surprise advance copy to look at (didn't get to keep it)... it also looks gorgeous. I'm sensing a pattern here :)

In addition to Coin Age and Burgoo, Michelle has really been enjoying an oldie but a goodie from TMG: Train of Thought. I've played quite a bit of Train of Thought lately, and it reminds me how much I really do like that game!

Non TMG games I've been playing

In an effort to ease Michelle into the hobby game world, I've been trying to go with some simpler to learn games. A month or so ago at the last Rincon fundraiser day I introduced her to Ticket to Ride. Ticket to Ride is a really good gateway game, as it's only got like 3 rules to it, and yet it continues to be a fun and interesting game.

On a similar note, I bought a game at the Strategicon flea market because I thought it would be another easy one to teach... Lost Cities: the Board Game. I have the card game, but I remember liking the board game, and I generally like multiplayer games better than 2 player games anyway. We played this at Michelle's co-worker's house, and it went over fairly well.

That night we also played Tokaido, one of the many great games by Antoine Bauza. I made an awful decision right at the beginning to stop at a village and shop for a souvenir, which was the beginning of the end for me. Michelle managed a win, and she also won Lost Cites - so she had a good night!

Speaking of Strategicon, Michelle came with me, and I talked her into trying Five Tribes with me. This was a more complicated game than Ticket to Ride and Lost cities, but not much more complicated. It didn't help that we learned it at 2 in the morning over Denny's food, but she managed to win that one too :)

I played another game of Five Tribes the next day, and my main concern for the game did show through... with all - of the possible moves you can make, there is a real tendency toward Analysis Paralysis. Maybe that's not true... AP really means you simply can't choose between a couple of options. In this case it wasn't necessarily that you couldn't choose between a few options, it was just that it took forever to go through all the possible options looking for which one would be best.

I also played Concordia at Strategicon. I've played quite a bit of Concordia, and was sorry to see it lose the KSdJ to Istanbul - I think Concordia's a better game.

I guess I haven't been playing a whole lot of published games lately, but I hope to rectify that, as I've received several from Kickstarter and they're just sitting there gathering dust (specifically Zombie 15' and Battle Merchants).

So... what have you been playing? What should I be checking out?


The bombs are live and the clock is ticking!

It's been a long time coming, but Bomb Squad is finally up on Kickstarter!

Bomb Squad is an intense, thematic cooperative game in which players are members of a Bomb Squad, relaying information to each other from different sides of a building so that they can program a diffusal robot to navigate the building, rescue hostages, and disarm bombs.

I got my friends Russell, Mandy, and Tim together and recorded an intro...



And a full runthrough of Training Mission Bravo...



If this looks like your kind of thing, and you'd like to know more, there's lots of video content on the kickstarter page - including videos from Tiffany Ralph (TheOneTAR), Joel Eddy (Drive Thru Review), Forrest Bower (Bower's Game Corner), and a spectacular montage of candid reactions from players after demoing the game at GenCon 2014.

There's also an overview of Bomb Squad from the BGGtv GenCon live stream on BoardGameGeek.com, and a forthcoming Rahdo Runthrough as well.

I'm very excited about this one!

Friday, September 05, 2014

Eminent Domain: Exotica -- Back in motion!

With Eminent Domain: Microcosm all wrapped up (until next month, when we'll release a PnP version for players to try while a Kickstarter project is underway), I've finally gotten a chance to start wrapping up Exotica. I have updated my prototype files, and now I'm soliciting illustrations and planning on getting this game ready for a GenCon 2015 release!

Now that I have updated prototype files, who among you would like to print and play with them?

Email seth at tastyminstrelgames dot com with the subject EmDo: Exotica Playtest and I'll send you the PDFs. All I ask is that you play a few games and then respond with any general comments you might have, as well as answer a few specific questions I have.

I look forward to your feedback!

Thursday, August 21, 2014

Aquasphere rules posted to BGG! Also, BGG is awesome!

Aquasphere rules posted

Just a quick note to let you know that you can find the web version (low res) of the final rules for Aquasphere (English TMG edition) on BoardGameGeek!

Public Service Announcement

BGG is an invaluable resource for me personally, for TMG, and for the rest of you gamers out there. They host a website CHOCK FULL of content on every game imaginable, they hold an AWESOME convention in Dallas every year (which I haven't missed yet!), and they work tirelessly at (and before) GenCon and Essen to bring LIVE, up to the minute coverage of the events to those sitting at home unable to attend.

BGG is terrific, and it's run by terrific people. You probably already know this, but if you don't, then go check it out. And if you're not already a supporter, consider pitching in - if you care about games enough to follow this blog, then you'll get your money's worth. If not for BGG, I might not be the published designer I am today!

Tuesday, August 12, 2014

Presenting Eminent Domain: Microcosm

Some of you reading this may actually follow my blog on occasion... and of those, some may have seen some posts I made on my attempt at a microgame, MicroCiv.Well, the news is that I developed MicroCiv, set it in the Eminent Domain universe, got some sweet art and graphic design done by the very talented Ariel Seoane, and long story short (too late...), I present:

Eminent Domain: Microcosm
The galaxy just got a whole lot smaller...

Two mighty empires are about to collide. Play your cards right and become the ultimate ruler of this microcosm!

Eminent Domain: Microcosm is a quick-playing two-player card game which brings you all the thrill of building a space empire in just 15-20 minutes. Each turn you take a card into your hand from the supply, then you either play a card and carry out its instructions, or pick up your discard pile to refill your hand. Each card also has a scoring condition on it, and to win you'll want to maximize those conditions.

As in the grandfather game Eminent Domain, actions you take can be "boosted" by revealing other cards sharing the same icon. Colonize and attack planets, do research, and take advantage of politics to score the most influence by the end of the game!

That's right, apparently all I can do is design Eminent Domain over and over again :)


I will have a final art prototype copy (or two) of Microcosm with me in the TMG Demo Room at GenCon this week, so if you want to check it out, swing by and challenge me to a game!

Friday, August 08, 2014

Aquashere, Bomb Squad, and GenCon!

AQUASPHERE

Last month we ran a Quickstarter project for Stefan Feld's new game: Aquasphere. It was very successful, with 1,464 backers pledging $70,506... that will definitely help Michael decide how many English copies of Aquasphere to bring to market. After helping to edit the rulebook [that link has the latest and greatest version of the rules, btw], I'm excited to get a final copy of the game to play! I like seeing all the anticipation and discussion on BoardGameGeek for this game, and I'm happy Ralph over at Hall Games gave TMG the opportunity to be involved with the project.


BOMB SQUAD

GenCon is next week, and I'm SUPER excited about that, but before I get into it let me just get this out there... our next Kickstarter project will launch after we return from GenCon, and it will be for the long awaited (by me) Bomb Squad!

Bomb Squad, by Dan Keltner and David Short, is a cooperative, real time game in which the players act as a team to program a bomb disposal robot to navigate a building, rescue hostages, and disarm bombs.

This game combines elements of my favorite examples of the cooperative genre: Hanabi and Escape: the Curse of the Temple, bringing them together is a way that is fun, exciting, and thematic.

I first played Bomb Squad at a Gamesmiths session in March 2013, and I knew right away that it was my kind of game. Since then I have played many games of Bomb Squad in order to test rules and missions. It has been fun helping Dan and David develop it into the next TMG title.


GENCON 2014

Last year, GenCon was amazing. We had a fantastic booth (see right), and we had a bunch of college kids helping to run demos of Dungeon Roll, Martian Dice, and other games.





We demoed Dungeon Roll a LOT...
The stack of little treasure chests you see on the left was eaten away almost entirely and then replaced each day.

I made a GIANT Dungeon Roll box which we filled with "treasure" (Dungeon Roll Hero Boosters), to give away to everyone who bought Dungeon Roll at the con. We even wrote "winner" on the back and gave away a few other games as prizes for added fun!


When we ran out of those, Michael used the prop as Dungeon Roll cosplay, wearing it around the dealer room :)

One unfortunate thing we noticed was that our bigger, longer games were not conducive to in-booth demos. They take too long, use up too much real estate, and in the vendor room people aren't really interested in sitting down to a 1-2 hour game. This is one of the big areas where GenCon differs from Essen, I've noticed. It's interesting to see some of the big foreign companies like Asmodee come to GenCon and run it like Essen - with large demo space with tables for teaching and playing full games.

For us that didn't work so well. We decided that the best way to run our booth was to demo the quick, small, inexpensive games, where a large portion of the quick demos turn into sales. We have an idea which we hope will make for a better outlet to demo and teach our bigger, longer games, and this year we're going to give it a shot...

TMG Demo Room at GenCon = Room #137

That's right, we've got our own Demo Room at GenCon in Indianapolis, Indiana from August 14 - 17! Across from the Vendor Hall, room #137 is ours. Those of you who subscribe to TMG's newsletter probably saw the announcement already, we're very excited to have an entire room of tables to display and demo some of the TMG catalog, as well as some upcoming New Hotness.

For those of you going to GenCon, come by room #137 and check out an upcoming TMG game, such as Gold West, Bomb Squad, or Aquasphere, at our New Hotness events (scheduled just about every odd numbered hour), or plan an old favorite such as Belfort, Ground Floor, or Eminent Domain at our TMG Catalog events (scheduled just about every even numbered hour).

Play To Win

The TMG Catalog games are all Play To Win, so every time you play one you earn 1 entry into a drawing to get that very copy of the game! So play early, play often, and maybe watch your soda - you might be taking the demo copy home with you ;)

Teach To Win

In fact, when it comes to teaching these games, we could really use your help! I'm afraid we may end up short-handed, so we've put together a new opportunity for those of you willing and able to teach these games... we're calling it Teach To Win - and it's pretty much what you'd expect: Every time you TEACH one of our games, you get a chance to win a brand, spanking new, in-shrink game! Increase your chances of winning, and help us out at the same time, by sharing the fun and enjoyment of playing games!

Prototypes of upcoming games

We will have some final art prototypes with us for Aquasphere, Gold West, and Bomb Squad, all coming soon. We'll also have non-final art prototypes of some games that are even further down the road, such as Chimera Station, Steam Works, and Eminent Domain: Exotica. Obviously the prototype games aren't Play To Win, since we haven't got any copies to give away yet, but I'd like to include the prototypes in Teach To Win somehow. Maybe you'll win your choice of game from our prize pool.

Actually, as Bomb Squad is about to go on Kickstarter, we WILL have some kind of promotion to encourage people to try it out... I'm not exactly sure what that'll be yet. But you should seriously come try it out no matter what, because it's a really fun game!

I look forward to seeing you at GenCon - come say "hi" in the TMG room (#137!), introduce yourself, and let me know you read my blog. I'd love to meet the people who enjoy reading my random thoughts!

Also, bonus point if you challenge me to a game of Quick Change! :)

Wednesday, August 06, 2014

Storytelling games, revisited (a little)

About 2 years ago I posted some thoughts on "role playing games" (more accurately "collaborative storytelling exercises") - specifically my experience with Fiasco, and my observation of Lady Blackbird.

At the time, I enjoyed the concept of Fiasco, but took issue with 2 things:

1) Failure for failure's sake. I feel like that comment/issue got a little overblown in my previous discussion - the bottom line is that I thought people were more excited than necessary about the game allowing and encouraging failure. But it's mostly semantic anyway, and that wasn't my main gripe about the game.

2) Completely reactive storytelling - that was my main gripe. When I think about a story, I think about ideas that are more interconnected and that take more than 1 comment to get across. That's not how Fiasco works - if you go into a scene in Fiasco with an idea that will take any kind of developing, you'll be disappointed. The way to enjoy Fiasco is to have no forethought (indeed, the game is about characters with little or no forethought), no plan, just see what happens and react to it.

That's all well and good, but it wasn't what I wanted from a storytelling game, and after putting thought into what I WOULD want from a storytelling game, I came up with a sort of variant or alternate structure - similar to Fiasco perhaps, but which would give players a bit more control over their own story arc, so their clever ideas don't get sidetracked and overrun by other players' clever ideas.

While Fiasco sets you up to tell a story like those Fiasco movies (Fargo, Burn After Reading, etc), my game would set you up to tell a story more like Pulp Fiction, where there are several distinct story arcs, but they overlap and intersect with each other. Each player would be "in charge" of one of the arcs, which could include more than just a main character (you could have support characters for example), and by alternating what I called "monolog scenes" (maybe a better term is "spotlight scenes") and "Interactive scenes," players would both get a chance to complete some thoughts about what's going on in their story arc, as well as play out interactive scenes with other players which will help shape and drive the overall story.

In the discussion of this idea, several people commented on potential down time - the phrase "monolog scene" seemed to turn people off, as if it meant 1 person would be talking at the rest for a long period of time. I feel like those comments were overly cautious though, as my impression of how those monolog scenes would go is more like "setting the scene" in Fiasco - a couple of paragraphs at most, just a chance for a player to get a word in edgewise without being interrupted by other players. I'd think they'd be short bridges between the interactive scenes, following one player's story arc from their interaction with their left hand neighbor's arc, to their interaction with their right hand neighbor's arc.

Anyway, I'm sure each person has a different idea of what a monologue or "spotlight" scene really is, and each person has their own level of tolerance for listening to someone else's idea before wanting to interject their own. So even if my structure works just the ay I think it will, it's not going to be for everybody.

There was another aspect of my structure that I thought was neat, but it didn't come up in any of the discussions at the time... and that's the set-in-stone-ness of the scenes in the 1st act (once they've played out), toward which you must construct the scenes in the 2nd act. That is to say, in the 2nd act, when the players are re-playing the chronology, they know what's got to happen in the future (they already played those scenes out). So they have some direction... they know they have to get to the diner with the briefcase, for example, but they currently do not have the briefcase. So they have to work that into their narrative.

Last night I was talking to my indie RPG friend, Brian, and he mentioned some new (?) game where the whole premise is that everyone knows the endpoint of the story, and knowing that gives players direction. Unlike Fiasco, which is very open, this type of game gives players a specific end goal that they know they have to work toward. I found that interesting, and it reminded me of my Pulp Fiction game structure, where in act 2, you have exactly that (you know what you have to work toward).

I actually like that in the Pulp Fiction game, you have both aspects - in act 1 you have the openness to create whatever lynchpins you want, then in act 2 those lynchpins provide direction for the scenes to build toward.

The last thing I wanted to talk about was a little more specifically how the Pulp Fiction game would work. Brian pointed out to me that with the openness there's something of a hurdle to get over to get scenes started. That could be one of the challenges in Fiasco, in fact. An interesting thing about these storytelling games is when the characters are thrown a curveball, some stimulus they have to work into the story. I agree with that. Brian was concerned that my Act 1 would suffer that same problem, but I think that's because it wasn't clear that the 'setup' part of the game (analogous to Fiasco), you would be choosing this stimulus in some way. But what way?

My First thought was to borrow the dice draft like in Fiasco, but I don't particularly like that. It's fun to draft from the pool of choices, but rather than feel like "ooh, now I have to work a rabid dog into the story" I just feel like "hey, he got to pick the thing he was interested in, and now I can't pick an "escaped chip" because there are no 5's left (and I thought that would go really well with our current setup), I can only pick "rabid dog" :(" - it's disappointing, and even the fun parts of that setup take a really long time.

I'd prefer to put the elements on cards, and just deal them out as needed, or give players a hand and thy can play one to inject it into the story, or something like that. After talking to Brian it became clear that there will need to be injections of stimulus periodically during the game, especially in Act 1 (in Act 2 you'll be building toward those lynchpins, so it might not be as necessary). So now I'm thinking that when it's time for an interactive scene (i.e. the spotlight scene draws to a close as your arc intersects another players's arc), you draw a card off the deck to see what it is the interactive scene must be about.

So like, my arc brings me to a diner, where I find your character(s)... so what? What are we going to interact over? Draw a card... "Robbery" Oh, so either I o into the diner to rob the place (and you happen to be eating there at the time)... or maybe I enter a diner that you are currently holding up... whichever makes more sense. There's something.


So the setup for this game will probably be deciding which subset of cards (apparently the smart way to do that is to use a standard deck of cards and a chart to cross reference) to use, or just shuffle them all together (possibly separated by type - Location, Action/Activity, Object, Person of note), and defining relationships between the players (like in Fiasco). The thing I like best about Fiasco is probably the web of interrelationships encouraged by the setup, so I don't see a good reason not to emulate that!

One of these days maybe I'll sit down and formalize these rules and try the game, but I'm not sure that'll ever really happen, as I never really play that type of game.

Thursday, July 17, 2014

Aquasphere Quickstarter launches MONDAY 7/21!

Here's the news...

The Quickstarter project for Aquasphere will run 10 days: from 7/21 to 7/31.

THAT'S THIS MONDAY!

So watch your email for a TMG newsletter on Monday announcing the launch, or just go search for it on Kickstarter, or subscribe to Aquasphere on BGG (I'm sure SOMEBODY will mention it there) so you don't miss out!

Since Aquasphere is an import and not an in-house design, I don't foresee any stretch goals or additional goodies being added. This is a short-run campaign to (a) determine how many copies to bring over to the US, and (b) get some up-front money to pay for doing so.

Time to start getting excited about this new Feld title! Oh, am I too late? Already excited? Well, time to start getting excited about actually getting it! :)

Wednesday, July 16, 2014

Last call for Harbour!

Harbour is in the final 24 hours on Kickstarter - last chance to get in on the action. For a mere $20 it's a pretty good deal. A bunch of stretch goals added characters and buildings to the game, as well as to a launch promo (which you get on Kickstarter, but won't be in the retail box).

Designer Scott Almes and I have been working on a solo variant that feels like a 2 player game of Harbour. In the variant you play against a Training Dummy who collects resources, blocks spaces, and buys buildings. I don't think the solo variant will be done in time to send the game to print, so we intend to release it as a PDF fr players who would like to download it. I'm sure the community will be a great help in mass testing of the variant, which will make it even better.

Not every game is for everyone, but if you think you'd be interested in a short (under 1 hour) 2-4 player worker placement game with simple rules and interesting decisions, then you might want to give Harbour a look in these last 24 hours! There are several video reviews, and text reviews, linked from the Kickstarter page from people who have played with the Print and Play files that have been available for a couple of months.

Sunday, June 22, 2014

Watch It Played: the Card Game - Rules Post

Rules last updated 8/7/14

This post will house the current game rules for Watch It Played: the Card Game. I will try and keep it up to date with any changes that may occur.

For PnP files, click HERE. (Updated Comment cards HERE 8/7/14)
Files last updated 8/7/14

Watch It Played: The Card Game

A game of reviews and how-tos for 2 to 4 video gurus

Contents:
18 Game cards (depicting a game box on the back and a YouTube video page on the front)
36 Comment cards (Depicting a thumb icon on the back and an Action and Comment on the front)

Setup:
Shuffle the Game deck and place it in the center of the play area. Place the top 2 cards of the deck in a row beside the deck, game box side showing.

Shuffle the Comment deck and deal 2 cards to each player. Set the remaining deck beside the Game deck.

The player who most recently posted a video online is the start player.

Object:
The object of the game is to post videos online about games, and garner comments on those videos, striving to increase your View count. Views are victory points in the game, and at the end of the game, the player with the most Views will win! Each game will be a member of one (or more) categories, and at the end of the game bonus views will be awarded to the player with the most Thumbs in each category.

Over the course of the game, you will obtain games, post videos about those games, get comments on those videos (some positive, some negative) which will raise (or lower) your view count and thumbs. You'll build an audience, and score a bonus for each genre of game that you have more thumbs than anybody else.

Game Play:
Begin with the start player and take turns clockwise. Your turn consists of 2 parts, DRAW, and PLAY.
DRAW: Choose one of the following options:
a) Draw 2 cards from the Comment deck
b) Draw 1 Game card, paying the cost by discarding Comment cards.
- It costs 0 Comment cards to take the Game card furthest from the deck. Slide the other two cards over so that there are again three to choose from.
- It costs 1 Comment card to take the Game card adjacent to the deck. Slide the top card of the deck over so that there are again 3 to choose from.
- It costs 2 Comment cards to take the Game card on the top of the deck.

Place any discarded Comment cards into a common discard pile next to the Comment draw pile.

Game cards drawn by players are placed face down (game box showing) in that player's tableau.

PLAY: Choose one of the following options:
a) Post a video, paying the cost (listed on the card) by discarding Comment cards.
b) Add a Thumb to a video by tucking a Comment card face down (Thumb icon showing) under a video in play
c) Play a Comment - execute the text on the comment side of a Comment card, then tuck the card under a video in play so that the comment shows. Comments will increase or decrease your view count and thumbs.
d) Draw 1 Comment card.


Game End:
The game end triggers when the Comment deck runs out a 2nd time (when it runs out the first time, shuffle the discards and create a new draw deck).
The game end also triggers when the last Game card is drawn.

When either of those things happens, finish out the current round such that each player has the same number of turns, and the game ends.

Also considering:
* Finish that player's turn and the game ends immediately
* Play out the round, then play 1 full round 

Winning:
Players score points according to two things: views on their videos, and thumb majorities in each category.
* View Count: Each video has a view count, and most comments will add or subtract views. Views are points in this game, so total up all views on your videos and comments to get your total view count.
* Thumb majorities: For each of the 6 categories in the game, the player with the most thumbs will receive a bonus 300* views. Black thumbs count as any 1 color associated with the video they are attached to. Players tied for most thumbs in a category score 100 views instead.

* Considering 500 or 400 as well