Showing posts sorted by relevance for query list. Sort by date Show all posts
Showing posts sorted by relevance for query list. Sort by date Show all posts

Tuesday, August 01, 2017

Quick post: The FULL List?

Every once in a while I do a blog post to check in on "The List" - a list of my published games, current active designs, designs on the back burner, and "old standbys," or game ideas that I'd like to get back to one day.

Mostly those posts are intended to highlight progress or changes of status in some of the designs. For example, yesterday I updated the status of:

* Isle of Trains: All Aboard (coming to KS early 2018, or so I'm told),
* Crusaders: Thy Will Be Done (on Kickstarter now),
* Eminent Domain: Oblivion (pre-production copy should be waiting at my house while I type this),
* Deities & Demigods (moved to active, because it's about done),
* Joan of Arc (a recent design added to active designs), and
* Automatown (a brand new design added to active designs), and a few other adjustments to better reflect the status of some of my projects.

And I updated the descriptions of some of the ones I had more detail on to reflect the current status as well. But that list isn't really complete.

In actual fact, I've got a lot more designs at various stages, from ideas in a notebook, to playable first draft prototypes, to games I've actually played several times, but that I'm not really focusing on right now. I sometimes wonder if that's the type of thing people would be interested in reading about, and whether I should expand The List to cover all of my projects more comprehensively.

I usually say that I write these blog posts for my own benefit, so maybe the better question is whether that would help ME out or not. But in truth, I do like it when people read my posts and comment, so if a lengthy diatribe about all of my various ideas sounds like a turn-off, then I'd like that to weigh into my decision.

Also, is it enough to just categorize the games into various categories (such as "Currently Active, Back Burner, Old Standby, etc)? Or is the descriptive status helpful/enjoyable to read?

Let me know what you think. The next time I look at The List, maybe it will have a lot more entries!

Tuesday, July 23, 2024

The List - July 2024

    I feel like it's about time for an update to The List ... I should really make an effort to check in with this more regularly, like every 3 months or so.

Published Games:

Terra Prime (BGG)
Eminent Domain (BGG) [new edition coming 2024 from a new publisher!]
Eminent Domain: Escalation (BGG) (expansion) [new edition coming 2024 from a new publisher!]
Eminent Domain: Exotica (BGG) (expansion) [new edition coming 2024 or 2025 from a new publisher!]
Eminent Domain: Oblivion (BGG) (expansion) [new edition coming 2024 or 2025 from a new publisher!]
Eminent Domain: Microcosm (BGG) [theoretically signed by a publisher!]
Isle of Trains (Co-Design with Dan Keltner) (BGG)
Isle of Trains: All Aboard (Co-Design with Dan Keltner) [New edition from Dranda Games with included expansion]
Crusaders: Thy Will Be Done (BGG[now available from Renegade!]
Crusaders: Divine Influence (BGG) (expansion) [now available from Renegade!]
Dungeon Roll: Winter Heroes (BGG)
- Gold West: Bandits promo (BGG)
- Gold West: Trading Post promo (BGG)
- The Sixth Realm (FKA Deities & Demigods) (BGG) (Co-Design with Matthew Dunstan) [Final Frontier Games]
- Yokohama: Achievements & Free Agents promo (BGG)
Brainfreeze

Development projects - Games I've done freelance development on
Amun-Re expansion [Alley Cat Games 20th Anniversary edition] Heavy Development
Harvest (BGG[by Trey Chambers from Keymaster Games] - Heavy Development
- Holiday In Rome (add BGG link) [by Cory Andalora from Pandasaurus Games - coming soon!] - Heavy Development
- Expeditions (BGG) [by Jamey Stegmaier from Stonemaier Games] - Consultation
- Fled (BGG) [by Mark Swanson, coming 2024 from Odd Bird Games] - Consultation
- Forelords (BGG) [by Mark Swanson, coming 2025 from Odd Bird Games] - Consultation

Finished But Unpublished Games - in line to be published:
- Crusaders: Crimson Knight (expansion) [coming soon (?) from Renegade!]
- Crusaders: Amber Knight (expansion) [coming soon (?) from Renegade!]
Eminent Domain Origins [Ready to print] [theoretically signed by a publisher!]
Eminent Domain: Chaos Theory (dice game) [Ready for art] 
[theoretically signed by a publisher!]
Apotheosis (Co-Design with Rick Holzgrafe) [signed by a publisher!]

Currently Pitching Games - "actively" looking for a publisher (though I haven't actively been doing much of anything lately!):
Sails & Sorcery (Co-Design with Michael Mindes) [pitching to publishers]
Riders of the Pony Express (BGG) [pitching to publishers]
Exhibit (BGG[pitching to publishers]
Keeping Up with the Joneses [pitching to publishers]
- All For One (BGG) (Co-Design with David Brain) [pitching to publishers]
Alter Ego (BGG) [pitching to publishers]
Dice Works (BGG) [pitching to publishers]
Suburban Sprawl [pitching to publishers]
Let's Go Balloon Racing [pitching to publishers]
- Taiko Kiri (co-design with Steve Carleson) [pitching to publishers]
Press-Your-Luck Microgame (KBGames 18 card game jam entry, July 2022) [pitching to publishers]
Worker Placement Microgame (KBGames 18 card game jam idea, July 2022) [pitching to publishers]
 
"Finished" But Unpublished Games - abandoned or backburnered designs that are "done":
Wizard's Tower (BGG) [Abandoned]
Watch It Played [Abandoned]
Now Boarding [Abandoned]
Rolling RealmsJaffee Realms (for Jamey Stegmaier's Rolling Realms)

Current Active Designs - these are the games I'm actively testing or working on:
- Eminent Domain: Coalition [solo mode]
- Division of Labor (FKA I-Cut-You-Choose Worker Placement)
- 18-card Point Salad (KBGames 18-card game jam entry, July 2024)

Backburnered Designs - I kid myself into thinking that I'm still working on these:
- Isle Of Trains: The Board Game (Co-Design with Dan Keltner)
- Kingdom Realms (KBGames 3-lane game jam entry, Nov 2022)
Isle of Adventure (Co-Design with Dan Keltner)
- "Revampsterdam" [revamp of an old game, commissioned by a publisher]

Promising Recent ideas:
Worker-ception [with David Short]
False Prophet [Mancala/Worker Placement]
Come And Play [Sesame Street memory/rondel game]
Candyland Game [Candyland/No Thanks mashup]
- Press Your Luck Candyland [Candyland variant]
- Hanabi Wonders [Hanabi/7 Wonders mashup]
Stable Genius ["Wingspan of Horses"]
- Eminent Domain: Legacy [campaign mode]

Old Standbys - games which have been around, 1/2 done and untouched, for years:
8/7 Central [Abandoned]
Hot & Fresh [Abandoned]
Odysseus: Winds of Fate (BGG) [Abandoned]
Reading Railroad [Abandoned]
Moctezuma's Revenge [Abandoned]
Kilauea [a designer showed interest in co-designing, but that didn't go anywhere] [Abandoned]
Automatown [with Michael Brown] [Abandoned]
Dynasty [I still think this one has potential] [Abandoned]

Misc and Really Old Stuff - most of this I'll probably never get back to, but I like keeping it around just in case:
9-Ball
Blockade Runner
- Roman Emperors (my version of someone else's game)
- Admirals of the Spanish Main (my version of someone else's game)
- Scourge of the High Seas [deckbuilding game with 2 center rows]

Recent updates to the above

Published Games
- The Sixth Realm (FKA Deities & Demigods) (BGG) (Co-Design with Matthew Dunstan) [Final Frontier Games]
The Kickstarter for The Sixth Realm is over, so I've moved this entry to the Published Games section! It'll still be a while before people get their copies, but I look forward to seeing reports of games played when that happens.

Finished But Unpublished Games
Apotheosis (Co-Design with Rick Holzgrafe) [signed by a publisher!]
No change to The List, but Usurpers (FKA Apotheosis) has been progressing at the publisher -- I've seen snippets of art and graphic design coming through. I believe that one will be on Kickstarter eventually, and once that finishes (assuming it's successful), I'll move this entry to the Published Games section
 
Currently Pitching Games
Let's Go Balloon Racing [pitching to publishers]
- Taiko Kiri (co-design with Steve Carleson) [pitching to publishers]
Press-Your-Luck Microgame (KBGames 18 card game jam entry, July 2022) [pitching to publishers]
Worker Placement Microgame (KBGames 18 card game jam idea, July 2022) [pitching to publishers]
I've been trying a bit harder to get my games in front of publishers, with varying levels of success. These four titles are on my Pitch List now, though to be honest, I'll be surprised if I can place the 2p microgames with anyone (even if I think the PYL one is pretty solid). Goballoon Racing and Taiko Kiri on the other hand seem like strong candidates to me.

Current Active Designs
- Division of Labor (FKA I-Cut-You-Choose Worker Placement)
I'm still working on this one, so it's "currently active," though technically I've also added it to my Pitch List - I think it's about ready to start pitching

Backburnered Designs 
Isle of Adventure (Co-Design with Dan Keltner)
- "Revampsterdam" [revamp of an old game, commissioned by a publisher]
I have moved a couple of games to the back burner on The List, seeing as how I haven't worked on them in quite some time

Promising Recent ideas:
- Press Your Luck Candyland [Candyland variant]
After playing some Candyland with my 6 year old, I got him to try my No Thanks/Candyland mashup which, incidentally, worked alright but had a problem at the end. As that didn't work out as well as I'd hoped, we tried another Candyland variant: Press Your Luck Candyland, which worked very well!

Sunday, March 27, 2016

Rock & Roll revisited (Game Design Attack #4)

I played Rock & Roll at Game Design Attack #4 this weekend, and Tim had a really neat idea of a slightly different sort of structure, making it a bit more like a standard Yahtzee-style press your luck game. I thought of a related way to make sure there was some interaction so the game didn't feel solitary, and after a prototype update I was able to try the new version a couple of times and I think it might be a step in the right direction. The new version is highly thematic as well -- now there are song cards, so instead of scoring individual crowd tokens for as many points as possible, you play a song in order to please as many crowd members as possible. The songs have specific die results in a specific order.

Three of these songs are dealt out in a supply, and you start your turn by rolling 6 dice bearing symbols for Vocals, Drums, Guitar, Bass, Solo, and Gaffe. Gaffes are mistakes, and you are forced to lock those in when they come up. After rolling, you must lock in at least 1 symbol required for the song, and those symbols must be done in order from left to right as you play through the song. At this point if you fail to lock in a symbol required by the song, you must end your turn, and you get a small scoring penalty. However, as long as you did lock in a symbol, you can choose to stop and score, or roll any number of the unlocked dice trying to get the next required symbol.

Of course, you can also use cards to help you. You will start with just 1 card, but you can get more: at the end of your turn, you'll draw a new card for every 2 Gaffes you had. Also, if you are able to complete the entire song, you'll collect a completion bonus, which may be extra points, or perhaps a card.

As long as you don't fail, then you score some points based on the number of dice you were able to lock in, and you take the song and place it in front of you. Any player may either choose to play a new song from the center, or attempt to outperform you on your song. In order to do so, they must lock in more dice than you were able to, and if you were able to complete the song then they must also lock in 1 additional Solo -- if they are to outperform you then they must perform the song with more gusto and flair than you did! At the beginning of your next turn, if nobody has outperformed you on your song, then you place it into your "set list" and save it for potential end game bonus scoring.

A suggestion was made to add something -- I'd call them Record Labels perhaps -- which could act like the nobles in Splendor: an in-game scoring opportunity based on the genres of songs in your set list.

When the supply of crowd tokens (VPs) is exhausted and all players have had an equal number of turns, the game ends and there will be some set collection scoring based on genres of songs in your set list.

I'm excited about this new version, and I hope to play it with a few more groups to see how it goes over.

Friday, May 15, 2026

Dynasty: The Spread of Culture in Ancient China

 About a month ago (maybe two by now) I said I should make an in-depth post about Dynasty. So here we go!

History

As I have said, Dynasty is at once my newest game design, and one of my oldest. I had the idea for this game a full 20 years ago (!), a game where you would gain access to resources by founding villages. Where you'd move leaders around and conquer each other's villages. Where you'd invent technologies... and in doing all this, you'd assimilate other players' culture, taking their culture chits onto your player board, and as you fill up your board with chits, you gain benefits such as upgrading villages to cities to gain access to more, and rarer, resources.

I revisited these ideas time and time again over the years, in blog posts, or in my notebook. At one point I assembled 1/2 of a physical prototype (I suppose that's still around here somewhere), but I never finished it -- my biggest hurdle was creating a large tech tree full of technologies with costs and effects. I knew what I wanted a lot of the effects to be, but actually creating the tech tree seemed like such an onerous task that I just never got up the impetus to do it.

Rebirth

A couple of months ago thoughts of Dynasty crept back into my mind again, and this time I enlisted the help of ChatGPT to just list out a bunch of (a) resources that would make sense in an ancient China setting, and (b) a list of inventions that came out of China in that era. I had some from before that I'd looked up or read about, but I figured I could use a big list to choose from, then I could figure out what game effects I wanted to use, assign them to various inventions, to finally build the tech tree that had been holding me back.

While I was at it, I asked the chat bot to map the inventions into tech areas with sensible pre-requisites. It took some doing, and a fair bit of my own editing, but the AI output was at least helpful in that it got me over the hump to create this tech tree, even if the output wasn't a nice, finished tech tree on its own.

The other things I needed to create a playable prototype were a map board and iconography. The board seemed simple -- I'd always imagined an outline of China, split arbitrarily into 8 or 10 regions, each region with a particular resource in it... the "common" resources would appear in 2 regions each, the "uncommon" resources would appear in 1 region each, and the "rare" resources would not appear in any regions, they would come from cities or technologies. I asked the chatbot to help me create a simple map of China divided into 10 regions, and hilarity ensued:










So I decided to back up a step. I told it "Let me go simpler.... let's start with a simple outline of China, as if drawn on parchment with calligraphy, black lines on parchment" (it did, see below). Then I asked it to "please draw similar black lines to divide that map into 5 regions, each one touching 2 others." Again, hilarity:


For those counting along at home, that image on the right has more than 5 regions! In fact, it has 10, which is what I was after in the first place, so I called it a win and edited it in MS Paint or GIMP to tweak some of the lines and stuff

On the next bit, the chatbot did a better job... I needed player icons, so I asked it to create 6 ancient-China appropriate icons that are simple, distinguishable from each other, and legible at a small size (say 1/4 inch circle):

Culture icons

Then I asked it for icons for the resources. There are 10 different resources, so it ended up overlapping colors on some, and in true AI fashion, it used kind of detailed art rather than simple icons. Also in true AI fashion, it gave me 11 "icons" for 10 resources, it mislabeled one of them when I asked it to add labels, and then it weirdly changed the image on one of them when I asked it to fix that -- in the end I just discarded the unnecessary one: 

First try
Mislabeled the silkworm one
Two silk! Close enough.

It did a fine job with Village and City tile images. I later added culture icons to these in GIMP for ease of scoring:

Next I wanted images for the four main actions in the game. It did a great job except with the labels, so this final version was just the 2nd try:

Now it was time to finally tackle that tech tree! AI had been pretty helpful thus far, so I was hopeful it could help me get this thing made somehow. I listed all the effects I wanted to have -- I came up with about a dozen of them -- and asked it to pair the effects with some of the inventions we'd listed previously in a way that made some kind of sense. After some back and forth and some consideration on my part, the chatbot created this 1st draft of a tech board for me:

I could tell right away that a better way to go would be to have it make the techs, and then assemble it myself in GIMP, and eventually, that's exactly what I did. Also, I added a few techs to bring the total to 16, and I assigned resource costs to each:
Later I revamped the costs, but that's not too relevant to the story

The next step for this tech tree, after some playtesting, will be to increase the costs pretty much across the board, and maybe even add more different resources to help ensure that a player won't just have everything they need in mid-game, making it interesting to keep getting access to resources, or else choosing to trade for them.

New Action Selection Mechanism

As I mentioned in my last post, nowadays games like this generally have a logistical or personal puzzle involved in the action selection, and I also like engine building in games (as I've said before, all I can do is design Eminent Domain over and over again). So, I gave it some thought and came up with an action selection mechanism that sounded good to me: 

Each of the four actions in the game will be dealt a random assortment of action cubes (color coded to the actions, of course). Each turn you'll choose an action to resolve, then you'll take a cube from that action's space in the display and add it to your player board, powering up the action associated with that cube. For example, you might do a Village action, then take a red cube from the village space and place it in the red (Leader) section of your player board, powering up your future Leader actions.

When you get to 5 cubes of a color, you get a bonus action of that type, then discard some of those cubes from your board, dropping your power level back down a bit (you actually lock one cube in first, and discard the rest, so over the course of the game that action still gets stronger in general). And when you take the last cube from an action space, you trigger a mini-scoring based on which space it was (for example if it was the Invent space, the players with the most and 2nd most Inventions get a reward), then all of the cubes are cleared out of all the action spaces and they're refilled like during setup.

I like how this is working out. In a way it's like Eminent Domain's deck learning in that each turn you do an action and get stronger at an action, but unlike EmDo, in this case it's not necessarily the same action (currently it could be, though I've considered a rule that makes it impossible to power up the same action you just took -- I'm not sure it's worth the hassle though).

First Playtest/Early Iterations

Finally, on Feb 12, 2026, after 20 long years of thinking about this game, I got it to the table for a first test! We had a shaky start as I realized I'd costed early game things kinda high, and so nobody could do much at first, but after a few turns (and an audible to removing resource costs on gaining leaders), we actually began to be able to play for real, and from that point on it went very smoothly. What a relief!

After that first game I had some obvious tweaks and changes to try the next time. Each of those early playtests led to improvements pretty quickly, and a short 3 months later I found myself playing the game with a prospective publisher!

Success!

The development timeline on this game has been very atypical for me, so I guess it stands to reason that after the unusually long 20 year idea-to-prototype phase, the prototype-to-pitching phase should be an unusually short 3 months. And to continue the "everything is unusual" nature of this game, I was super excited that the publisher reps who played the game all seemed to like it quite a bit. In fact, they wanted to play it some more on their own, and about a week later I got the best kind of response email you can get from a publisher:
We played Dynasty again and love it even more. We are interested in signing it!
And sign it they did! As of yesterday I have a contract in hand, and I'm super excited for this game to move forward. I understand these things take a long time, so I won't hold my breath, but when it gets close to time to launch the game, or a kickstarter campaign, or whenever there's official news to share, I'll be sure to post about it anywhere I can :)

Monday, December 31, 2007

The List

Viable game ideas to work on in 2008 (and what needs doing on them). Not all of these will be finished, or even looked at, but this is the current list of stuff I've got in mind. In no particular order:

Hot and Fresh
- Create board
- Create Order cards
- Test rules as-is
- Redesign Order mechanics and End Game conditions
- Revisit rules after testing

Dynasty
- Create list of Tech Upgrades with costs made up of 8 different resources
- Create game board dividing China into probably 16 regions, 2 associated with each resource
- Test rules as-is
- Re-examine Leader actions
- Revisit rules after testing

Time is Money
- Consider theme and scope of game
- This is more a mechanic/structure at the moment, not a complete game. Maybe find a complement game in which to use this system.

Kilauea
- Test again as-is
- Superimpose square grid on Hawaii map
- Revisit rules after testing
- Enter in KublaContest this year?

Investigative/Tabloid Journalism
- Create Lead and Follow-up cards of each category
- Test rules as-is
- Revisit rules after testing

8/7 Central
- Dust off and test again
- Revisit rules after testing
- Redesign auction mechanic

Red Colony
- Consider theme and scope of game
- Write rules

Rodeo Drive
- Test more
- Revisit rules after testing
- Re-examine board placement/scoring

Reading Railroad
- Decide if it's worth pursuing (see if Scott wants to pursue it)
- Write rules
- Prototype and test
Edit: I did pursue this with Scott, I entered it in the KublaCon design contest - it didn't fare too well. It could use finishing touches, but I rather like the game. I think the cross section of people who would be interested in this might be small though.

Clash of the Kingpins
- Re-imagine the game as a non-CCG
- Discuss with Tom Lehmann, see if he's interested in working on it with me (he mentioned he might be, that would be cool)

Friday, October 10, 2008

I'm such a slacker!

I have been seriously slacking where it comes to game design lately. The Hippodice (game design contest) deadline is approaching, and I'm not sure which game - if any - is in good enough shape to submit!

Of the games on the list, there are several which are (still) partially prototyped, and I'm spinning my gears trying to decide what version of rules to use. The list is only getting longer, here's an updated list:

Old Standbys - games which have been around, 1/2 done and untouched, some of them going on 3 years now:
- 8/7 Central
- Hot & Fresh
- Dynasty
- Odysseus: Winds of Fate
- Kilauea
- Reading Railroad
- Rodeo Drive

Old Ideas that Haven't gone Anywhere Yet, But Probably Should - some of these have been getting stale as well:
- Investigative/Tabloid Journalism
- Red Colony
- Clash of the Kingpins
- Time = Money
- Knights Templar

New Ideas that Haven't gone Anywhere Yet, But Probably Should:
- Dating Game

New Ideas that I've started actually prototyping or testing:
- Ticket Please
- Moctezuma's Revenge

I have lots of ideas for several of these games, so many that I think I'm overwhelmed and am not making any progress on any of them!

Friday, June 06, 2008

Definitive list of Railroad Tycoon variants Id like to use

My friends and I all like Railroad Tycoon, and we play it relatively frequently. We adopted long ago a variant to make the card draw at the beginning of each round more interesting, and recently I've been considering and trying other variant rules to try and improve the experience. Here's the full list of variants I like and would like to use on a regular basis...

1. Remove Railroad Executive cards from the deck.
Those cards are ridiculous - most of the cards are desirable for some players at some times, Railroad Exec is strictly better than any other action for all players at all times. So while most auctions are kinda lame, suddenly this card comes up and people have to bid like crazy. We didn't like that dynamic.


2. Add Passenger Lines card from Rails of Europe as a starting card.
I like how this encourages/rewards making a variety of deliveries.

3. Instead of the 'official' 10 cards to start and 1 more per game turn, use a smaller number of cards (5, or #players) at the beginning of the game (in addition to the 3 Starting cards of course), and turn up 2 new cards each game turn.
Without this rule too often nobody cares what card came up, and the start player aucti8on is much less interesting. This way it's more frequent that people want to bid.

4. Reveal Major Lines. Like in Rails of Europe, make all Major Lines available from the beginning of the game. Just take them out of the deck and line them up beside the board. First person to complete each gets the points.
This removes some of the luck of the draw that can occur when one player randomly has a Major Line appear in the area he's building - especially early in the game, while another player builds in the vicinity of another Major Line which never happens to appear.

5. Display next cubes. There are several actions which require 2 random cubes to be taken from the bag and placed on the board. This variant takes 2 random cubes from the bag and puts them on display, and the next time 'random' cubes are needed, the displayed cubes are used. Then 2 more cubes are displayed for the next time cubes are needed.
This changes some of the conditional planning into precise planning. One friend is adamantly against it, but I much prefer this variant.

6. New turn order auction. Rails of Europe adopts a variant to the Age of Steam auction which I like, however I have an additional variation on it. Instead of 'around the table' the turn order is based on an auction. On your turn you bid or pass, first passer will go last, next passer will go 2nd to last, etc. Only the winner of the auction pays their bid. Next round bidding begins with the last player and goes up the turn order (as opposed to starting with 1st and going down).
There are often situations where you are in competition with another payer at the table, and there's no telling where they'll be sitting - if it's the player to your right, then you HAVE to win the "normal" auction to go before them, and if anyone else bids, they don't have to. This variant auction makes everyone bid for turn order relative to anyone they might be in competition with. I don't think it needs to be as harsh as Age of Steam where everyone pays 1/2 their bid except the 1st passer because most of the time going 5th isn't much different than going 3rd - you just want to go before a particular player.

7. One day I'd like to try some variant to make the Southwest more interesting. this is probably only good in a 6 (maybe 5) player game, but I've always wanted to see Dallas as a Red city. I might like to see a 6vp service bounty to one of the gray cities in that area like Little Rock. There could be a Major Line or 2, like a long one (Shreveport to Raleigh?) and a shorter one (Dallas to Louisville?). And maybe add a cube to each city down there. This isn't as high on the list because I think the game is fine without it - but it's silly to have that portion of the board and not use it.

Wednesday, June 06, 2012

KublaPros and KublaCons

Last weekend I attended KublaCon, as I've done every Memorial day since 2005. Most years I log about 30-40 games played, and I've developed a long list of people who I see only once or twice a year. It's been a few years since I've been eligible to enter the Kublacon Game Design Contest (or as I call it, the "KublaContest") - but I still choose KublaCon for my Memorial Day convention over the closer, cheaper to get to, Gamex convention in Los Angeles. This year KublaCon was a little different for me - here's a brief account of some of the pros and cons of my trip this year:

Pros
Right off the bat I had a nice opportunity - I had bought a direct light to SFO, and they said they needed someone to bump. I generally don't like to do that at the beginning of my vacations because I want to get where I'm going. This time however thy were able to route me through LAX with a short layover (which gave me time to eat), and for $311 in flight vouchers I arrived just an hour or so later than originally planned!

I got to visit with a number of friends who I never get to see - this year that included Andrew, Paul, Rick, Helen, Marlin, Fred, Miguel, Peter Hansell (TableStar games), Leah and Matt, Ceej, Chris and Susan McKinley Ross.

This year I got to spend a lot more time than usual talking to James Ernest, which was fun (he's a funny guy!), and I met the special guest from the convention, Martin Wallace. I've never met Martin before, and for some reason I expected him to be standoffish or something. I don't know why I thought that, but I'm happy to report that Mr. Wallace was a really nice and friendly guy! I also met the Game Whisperer himself, Richard Bliss, and spoke briefly with Doug Garret and Scott Alden as well. I even met Evan Denbaum, who would have been a part time employee of Tasty Minstrel Games, if not for receiving a position at Electronic Arts. Finally, I met Dennis, a $250 supporter of Eminent Domain (he named a planet after his daughter: Echo Rose).

Oh, and I got a chance to see a game by Candy Weber which sounds like it will be published soon! Congrats Candy!

Cons
I don't mean to complain, but this year was not the best for me. Mostly it's my own fault - I feel like I was underprepared for the con this year. First off, the night before every convention nowadays I seem to have trouble sleeping. I don't know if it's anxiety, or anticipation, or what. This time I was up all night creating a final art prototype of Ground Floor to take with me, and I only got 2 hours of sleep (if that). With how little sleep I tend to get at conventions, it would be nice if I could at least get a good night's sleep before the convention!

I normally head out to KublaCon on Thursday night, so that I can enjoy the con all day Friday. By contrast, the Strategicon conventions in L.A. tend to not really get started until late Friday afternoon. I suspect that's what I had in mind when I was shopping for plane tickets, and I ended up with a flight arriving at about 4pm on Friday. When I arrived at the hotel (about 5:30pm - see above) it occurred to me that I was actually a day later than normal, and I'd missed out on most of Friday!

For the second time in a row now I appear to have forgotten to pre-register for the convention!

While this convention was a good one for me socially, it turned out not to be a very good one game-ially. I only played about 8 games, 2 of which were Yahtzee Free-For-All, and none of which were on my list of games I really wanted to play while I was there. Here's what I played at KublaCon:
Battle Line with Miguel
Alter Ego playtest with Miguel
Castles of Burgundy with Evan Denbaum
Eat Poop you cat with Miguel and company
Yahtzee Free-For-All with Chris and Susan McKinley Ross
Yahtzee Free-For-All with Andrew, Elmer, and Andrews other friend
Glory to Rome with Andrew, Elmer, and Andrews other friend
Unpublished Martin Wallace game

In addition I did demo Ground Floor several times, and Eminent Domain: Escalation once. But while it's important, demoing games is not the same as playing games!

I would have preferred to be better prepared going into the convention - if I'm going to demo games, it's better to get them on the schedule, have specific times for the demos. Also maybe I'll try harder to arrange specific games if I want to play them - I didn't really play anything on my list this time. It never seemed to be a problem before, but I think there are more demands on my time nowadays, so I would do better to plan ahead a little more.

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.

Friday, May 15, 2026

The List - May 2026

I just checked in last month with The List, but I already have some updates to it!

Rather than having to read through all the same old entries to find the new info, I think I'll add a News section at the top here -- then below the fold can just be a simple list, without commentary, and the changes can be summarized at the top of the post:

News:

Signed Game news:

No news on Taiko Kiri or Usurpers (though I have seen some rules editing movement on TK in the last couple of days). The big news here is about Dynasty: the Spread of Culture in Ancient China -- a publisher played it, loved it, and signed it! 

Also, Crusaders has been signed by a new publisher, who I think will print the Amber/Crimson Knight (5/6p) expansions!

Current Active Design news:

The only game of my own I've really been working on lately was Dynasty, as well as my friends' games (Henge and Forbidden Art). Now that Dynasty is signed, I'll need something to work on...

  • A new game (I have ideas about a game called Roost, where you play as a bird couple building a nest)?
  • A recent project that got backburnered (Peanuts & Crackerjacks)?
  • An older idea that seemed promising (Joan of Arc, Isle of Adventure, Worker-ception, or False Prophet)?

Any suggestions?

====================================================

Published Games:

- Terra Prime (BGG)
- Eminent Domain (BGG) [new edition coming 2024 from a new publisher!]
- Eminent Domain: Escalation (BGG) (expansion) [new edition coming 2024 from a new publisher!]
- Eminent Domain: Exotica (BGG) (expansion) [new edition coming 2024 or 2025 from a new publisher!]
- Eminent Domain: Oblivion (BGG) (expansion) [new edition coming 2024 or 2025 from a new publisher!]
- Eminent Domain: Microcosm (BGG) [theoretically signed by a publisher!]
- Isle of Trains (Co-Design with Dan Keltner) (BGG)
- Isle of Trains: All Aboard (Co-Design with Dan Keltner) [New edition from Dranda Games with included expansion]
- Crusaders: Thy Will Be Done (BGG) [now available from Renegade!]
- Crusaders: Divine Influence (BGG) (expansion) [now available from Renegade!]
- Dungeon Roll: Winter Heroes (BGG)
- Gold West: Bandits promo (BGG)
- Gold West: Trading Post promo (BGG)
- Yokohama: Achievements & Free Agents promo (BGG)
- Brainfreeze

Development Projects
Games I've done freelance development on

- Amun-Re expansion [Alley Cat Games 20th Anniversary edition] - Heavy Development
- Harvest (BGG) [by Trey Chambers from Keymaster Games] - Heavy Development
- Holiday In Rome (add BGG link) [by Cory Andalora from Pandasaurus Games - coming soon!] - Heavy Development
- Expeditions (BGG) [by Jamey Stegmaier from Stonemaier Games] - Consultation
- Fled (BGG) [by Mark Swanson, coming 2024 from Odd Bird Games] - Consultation
- Forelords (BGG) [by Mark Swanson, coming 2025 from Odd Bird Games] - Consultation

Unofficial Development Projects
Games I've unofficially helped develop

- Henge [by Rick Holzgrafe]
- Forbidden Art [by Steven Carleson]

Signed Games
In line to be published:

- Usurpers (FKA Apotheosis) (Co-Design with Rick Holzgrafe) [signed by a publisher!]
- Taiko Kiri (co-design with Steve Carleson) [signed by a publisher!]
- Dynasty [signed by a publisher!]
- Crusaders: Thy Will Be Done (BGG) [signed with a new publisher!]
- Crusaders: Divine Influence (BGG) (expansion) [signed with a new publisher!]
- Crusaders: Crimson Knight (expansion) [might come from the new publisher]
- Crusaders: Amber Knight (expansion) [might come from the new publisher]

Currently Pitching Games 
"Actively" looking for a publisher 

(though I haven't actively been doing much of anything lately!):
- Sails & Sorcery (Co-Design with Michael Mindes) [pitching to publishers]
- Riders of the Pony Express (BGG) [pitching to publishers]
- Exhibit (BGG) [pitching to publishers]
- Keeping Up with the Joneses [pitching to publishers]
- All For One (BGG) (Co-Design with David Brain) [pitching to publishers]
- Alter Ego (BGG) [pitching to publishers]
- Dice Works (BGG) [pitching to publishers]
- Suburban Sprawl [pitching to publishers]
- Balloonatics [pitching to publishers]
- Politica Galactica (FKA "Revampsterdam") [pitching to publishers]
- Division of Labor (FKA "I-Cut-You-Choose Worker Placement") [pitching to publishers]

"Finished" Unpublished Games 
abandoned/backburnered designs that are "done":

- Eminent Domain Origins [Ready to print] [trying to find a home]
- Eminent Domain: Chaos Theory (dice game) [Ready for art] [trying to find a home]
- Worker Placement Microgame (KBGames 18 card game jam idea, July 2022)
- Press-Your-Luck Microgame (KBGames 18 card game jam entry, July 2022)
- Wizard's Tower (BGG) [Abandoned]
- Watch It Played [Abandoned]
- Now Boarding [Abandoned]
- Rolling Realms: Jaffee Realms (for Jamey Stegmaier's Rolling Realms)
- The Sixth Realm (FKA Deities & Demigods) (BGG) (Co-Design with Matthew Dunstan, heavy dev by Drake Villareal at FFG)

Current Active Designs
Games I'm actively testing or working on:

... [crickets] ...

Backburnered Designs
I kid myself into thinking that I'm still working on these:

- Eminent Domain: Coalition [solo mode]
- Isle Of Trains: The Board Game (Co-Design with Dan Keltner)
- Kingdom Realms (KBGames 3-lane game jam entry, Nov 2022)
- 18-card Point Salad (KBGames 18-card game jam entry, July 2024)
- Isle of Adventure (Co-Design with Dan Keltner)
- Truck, Boat, Plane
- Peanuts & Crackerjacks

Promising Recent Ideas:

- Worker-ception [with David Short]
- False Prophet [Mancala/Worker Placement]
- Come And Play [Sesame Street memory/rondel game]
- Candyland Game [Candyland/No Thanks mashup]
- Press Your Luck Candyland [Candyland variant]
- Hanabi Wonders [Hanabi/7 Wonders mashup]
- Stable Genius ["Wingspan of Horses"]
- Eminent Domain: Legacy [campaign mode]
- Which Witch is Which

Old Standbys
Games which have been around, 1/2 done and untouched, for years:

- 8/7 Central [Abandoned]
- Hot & Fresh [Abandoned]
- Reading Railroad [Abandoned]
- Moctezuma's Revenge [Abandoned]
- Kilauea [a designer showed interest in co-designing, but that didn't go anywhere] [Abandoned]
- Automatown [with Michael Brown] [Abandoned]

Misc and Really Old Stuff
Most of this I'll probably never get back to, but I like keeping it around just in case:

- 9-Ball
- Blockade Runner
- Roman Emperors (my version of someone else's game)
- Admirals of the Spanish Main (my version of someone else's game)
- Scourge of the High Seas [deckbuilding game with 2 center rows]