Apologies for the quiet week! I’ve been doing some creative writing, and didn’t manage to quite coordinate to get in a playtest of Mistgore last night. Next week will see game testing resume as normal, ideally, and I’m hoping to get some blind playtests going for Holy Press and Green-Circuit Mercs, so their rules can be refined to the point that they’re only waiting for final art for production/publication!
Today, I’m going to get the game design I meant to do earlier up! We again return to good-old Boardgameizer for the design prompts.
The Unused Prompts
To be honest, this one is just too open-ended. I feel like this is possibly a solve-a-maze game but with hidden or partial information, but not sure and not really feeling that the prompt “grabs” me. That said, given the constraint a perfect name would be “Sneaky Buggers.”
I don’t know what it is, but the idea of math and word games tends to give me hives. The Theme and Victory condition here don’t help much either. Presumably there could be a game somewhere in here about trying to lie in a classroom vocabulary test and basically other players trying to sabotage your efforts to BS through the test, but again it doesn’t really grab me.
Sidenote: Whoooops. This was supposed to be posted last Friday, and I completely forgot about it sitting in my drafts.
So I had a chance to try Green-Circuit Mercs yesterday evening, with the new player-specific decks and the revised Threat values. I have to admit, I was incredibly nervous going into it: previous GCM playtests had left me a bit discouraged and worried that I was going down the wrong rabbit hole for how to address the previous issues with enjoyability of play.
It went fantastically.
First, a side tangent for Mistgore and Mamluki/Boatbuilders: the Mistgore playtest documents are ready, but while they are ready I’m still working on expanding the available warband lists to include Pirates, who focus on lots of enemy control despite not having a lot of armor or overt melee/magic power. Playtesting for Boatbuilders/Mamluki and the next iteration of Green-Circuit Mercs hasn’t happened yet, but will be happening later this week.
Moving on to a current mini-project…
As you’ve probably sussed out from previous posts and such on the matter, but I’m good friends with the designer of One Page Rules, Gaetano Ferrara aka “OnePageAnon.” I quite like the rules, and feel it’s a refreshing breath of fresh air compared to the original game systems he’s adapted and streamlined.
That said, Gaetano focuses a lot more on the wargame-scale side of things, while I definitely like mixing my chocolate and peanut butter and focus more on skirmish games and RPGs.
So, first an update on Mistgore. I’ve been working on this for the last week or so, bitten by a bug to get this up and running soonish so it stops creeping into my other game design thoughts. I’ve got the basic rules, the first two warbands, and (most of) the first City module if you wanted to take a look and let me know what your thoughts are on it so far!
We’ve got a new game design contest, this time for just a “great game,” the 2017 Northwest Luci Award. (They’re good games, Brent.) I’m excited for this one, as the contest finalists will be at the Evergreen Tabletop Expo, which is near my family and relatively close geographically!
Slotting this into our existing schedule:
Unfortunately didn’t have a chance to test Green-Circuit Mercs this last week due to playtesting the 2nd edition of the Stop Thief playtest, but going to try and get in a playtest game this Thursday with the local game group hopefully so we can get the design hammered away for that one!
Picking our parameters will be below the cut!
Plus, now I found out there’s a gaming expo almost in my backyard in the form of ETX
Quick notes/changes for Boatbuilders before we get into the meat of the design for today: Having attempted to build the boat structure a few times now, I can reliably say the best way to do so is so that each edge of the initial vertical Hull overlaps. This makes for a stable-enough base structure that the Deck and finally Sails can be added on.
Like this, but you can get away with way, way less of an overhang. Alrighty, that said, moving on to Mistgore!
So, I had a typo when I mentioned how the die comparison works in comparing it to Warhammer’s Strength vs Toughness chart. In actuality, it will be more of a Weaponskill vs Weaponskill test:
- Your Stat is equal to enemy Stat: 4+
- Your stat is greater than enemy Stat: 3+
- Your stat is twice or more than enemy Stat: 2+
- Your Stat is less than enemy Stat: 5+
- Your stat is half or less than enemy Stat: 6+
Average/human baseline for all stats will be 3, which should give us a decent range to work with assuming any stat is capped at 10.
So, below the cut are my design parameters for Mistgore. Remember that this is the same underlying system as for Triumvirate, so I want to try and keep whatever aspects of those two similar that I can.
Before I dive into the (different from most Mondays!) game design, I wanted to touch briefly on two new game design contests that have cropped up: the Button Shy Wallet contest, and the Gamelords Dungeon Crawler Challenge . Slotting those into the to-do list for designs, we have:
I’ll be excited to start chunking away at these soon, but that will have to wait till Wednesday. for now, the Monday Game design for a wargame I’ve had vaguely planned is below the cut!
Another Monday Game! We had an awesome playtest of Holy Press this weekend, and I can’t wait to dive into the ideas and content that will be changed and added, but for now I’ll save that for the Wednesday update for current game designs.
I’ll also be doing a playtest of Restoration Games‘ Stop Thief remake, so I can’t wait to see how that will go as well. But first, onto the game design!
The Unused Parameters
This one seems like a really complicated big-box game, something like Troyes meets Samurai and has an insane 4X baby. This could be a fun design, but I think I’m going to pass just because the sheer scope of it is quite a bit larger than the game size I like to usually shoot for in Monday Games. The Acting mechanic could have some really fun Charade-style results though…
The Mechanics here are interesting, but not sensational, but the contrast of the weirdly dark Theme along with the Constraint is making this seem like an odd airborne Snowpiercer-for-kids game, something ominous but maybe in chibi graphics?
The Winning Parameters
The Theme and Constraint for this one just feel insane, so yeah I’m definitely going to use this weird game. Already the ideas of trying to infiltrate tiles into enemy tile pools seems like a great start, and I have an idea for how to make the mechanics feel dangerous (the original idea that cropped to mind with packing tape and rubber gloves seems a bit excessive now that I reflect on it).
Plus, I’ve got a title to boot: Cardboard Kingmaker
Basically this, with crazy frenetic action revolving around cardboard