Impressions: Warhammer 40K 8th Edition

For those who might not have heard, games Workshop has announced the dawning of Warhammer 40K’s 8th edition, and have a FAQ up before the ruleset has even dropped (an unexpected occurrence they even lampshade in the FAQ itself). I’ve previously left my thoughts and impressions leading up to and following the release of Age of Sigmar, but I wanted to touch on what my impressions are of the upcoming 8th Edition (I’ve seen it jestingly dubbed “Age of Emperor” as well) and how I think it will stack up to AoS and previous editions of WH40K.

 

Continue reading

Advertisements

The Monday Game: Triumvirate

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!

Continue reading

Friday Update: Holy Press Submission and Brainstorming for Mistgore

Had a lovely playtest of Holy Press last evening with my wife, and managed to knock the last few corners off of Holy Press. While there’s still lots of room for polishing, I think the base game is ready for taking the gameplay video and submitting it this weekend!

In addition, I’ll be doing a little brainstorming on Mistgore and what my goals are for it, specifically underlying mechanics and statlines, as I want to make sure that’s not falling by the wayside while I’m working on these board game contests!

cooltext220667819550954

Overall Impressions

She really, really liked it. My lovely wife is really good about giving honest feedback, and she’s also a board gamer like me, so she’s got a good eye for mechanics and gameplay that make sense versus those that need trimming or readjustment.

Mandatory Changes

I incorporated all of the Mandatory Changes and even quite a few of the Suggested Changes from Wednesday’s post, and overall I think they were perfect additions.

  • When book starts printing on a word tile, you don’t get that word

This was a clarification of the “Start printing where you left off last turn” change made

  • Shuffle dispensations and tithes, and just use 3 at a time from that deck

We played with 2 Tithes (of a deck of 6), 2 dispensations (of a deck of 6), 1 Global Tithe (of a deck of 3) and 1 Global Dispensation (of a deck of 3), for 6 total markers out at a time. The stroke of genius suggestion was that the cards just get shuffled into a single deck, and you have X cards in play at a time. Maybe everything is Tithes or Dispensations, but for the most part you should get a mix of both.

Another suggestion was that the # of cards from this deck in play be reduced based on the # of players. This might need some further playtesting, but currently I was thinking that players use 8 cards minus the number of players, to a minimum of 3 cards. That, or just a flat 6 cards for 2-4 players, and 3 for 5+

  • Play until someone hits 10 Scriptures

As it turns out, the “continue where you left off” method both feels like it flows more naturally, but also makes the gameplay really refreshingly dynamic on top of how it already felt, and it also makes it surprisingly easy to reliably get a unique Scripture each turn. As a result, we bumped the number of Scriptures needed to trigger the endgame up to a biblical 10. This would be just 5 for 5+ player games, though, as I think 10 would take the game from around 45 minutes to play to something more in the neighborhood of an hour and a half or more.

second-edition-13029573

If Holy Press sells out of even a single print run, I’ll be simply inconsolably happy

Suggested Changes

  • Optional game mode
    • Keep back 6 Factory tiles when laying out board
    • When you land on a Factory tile, after adding your word replace it with a Factory tile from the top of the unused tile deck and add your tile to the bottom of the deck
    • All players get a free rearrangement of 1 Route token at the start of their turn

This was an idea mentioned to increase the craziness of a given game, but one important idea my wife mentioned was to not introduce this alternate mode until the second edition of the game. I think this is a sound idea, as that way people’s first impressions of the game aren’t hampered by a rulebook with untested game modes cluttering it up.

With that said and done, I’ll be recording and editing the gameplay video, and submitting it this weekend to Cardboard Edison. Wish me luck!

Next we’ll be moving on to a discussion for my goals for Mistgore, on both a micro and macro level.

Continue reading

Impressions/Review: Mantic’s Warpath and Firefight

Just a brief Impression today, as some family stuff has come up that will result in no Monday Game or Wednesday post next week.

The Warpath and Firefight digital rulebooks from the Warpath Kickstarter were released yesterday, and so I wanted to go over them in a bit of light detail and highlight elements I see as promising or potentially worrying.

One note: I’ve not had a chance to play either system yet in the current incarnation, just precursor editions and the beta ruleset, so take everything said here with a grain of salt.

4873546d8b3d32e548f6df3434ee7eef_original

Note the lack of chunky square multibases: This is a Firefight game, or one of the somewhat-annoyingly common unbased model pictures in the Warpath rulebook

Continue reading

Tangent: Exploding Dice and Unlikely Occurances

Something I really enjoy in games is the chance that, under perfect circumstances and/or with a perfect roll, the underdog model or player character or what have you can overcome impossible odds and make the shot, 1-hit-kill the enormous dragon, dodge what should have been a point-blank shot, etc. I also like it when the trope is flipped on it’s head, where there’s a chance to fail so spectacularly that everything is ruined utterly and completely, if you roll/plan badly enough.

Deadzone-Contents[2]

A good example of this is exploding dice mechanics, and for this example I’ll use Mantic’s Deadzone. Deadzone uses d8s, and on a roll of 8, you keep the 8 and roll another die. This means with an absurdly good string of luck, one can roll a huge number of successes, enabling a model that might normally never have a chance in hell against a target have a remote chance of actually damaging it or taking it down completely.

Continue reading