Game Design Contest: Preparing The Order of Artemis for playtesting

Following up from where I left off Friday; firstoff, a logo!

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You can’t go wrong with a logo. Well, theoretically you could, but it’s highly unlikely.

So this one was interesting to work with; I’m slightly afraid it may need a lot of revisions (similar to Green-Circuit Mercs) in order to get it properly balanced. Ideally it should be pretty damn straightforward, but of course that could easily go to hell and need lots of fiddling or some mechanic could be completely untenable when played by players outside of my own brain: that’s what playtesting is for, after all!

Oh, and the format turned out to be open enough that I was able to make the game an instance or iteration, so there could be other Order of Artemis games in the future that could be compatible or something. That very much depends on player feedback to the game, and if it’s enthusiastic or mediocre. In this case, I perused a random generator until I got some ideas I liked, and decided on “The Lure from Beyond.”

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You can’t go wrong with Lovecraftian monsters and intrigue. Well, theoretically you could but its highly unlikely.

Continuing the design under the break!

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Brief Update for Green-Circuit Mercs

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Just finished tweaking the cardset, and not a ton to elaborate on beyond what was touched on last week. Basically the changes made were:

  • Fixed imbalances with player # vs Threat, so now it should be a reasonably achievable goal rather than a hopeless task
  • Swung the points for Techs and Plants upwards, so you’re only getting an average net loss on the first round of cards. The abilities also got a very, very healthy injection of power and utility, so it should now feel like using an ability is a powerful thing, instead of an annoying and nigh-worthless bonus
  • Each of the 4 Bidding decks is now built around a heroic theme: Trickster, Highguard, Biosmith, and Cyborg. They focus on, respectively, losing bids, winning bids, Plant cards, and Tech cards. Hopefully this should add more layers of nuanced choice, and add some interesting strategies for play in addition to kicking the door open for more hero Bidding decks in the future.

The new version of the cardset is here, and the updated rules are here.

Going to be trying it out tomorrow, along with the prototype for Boatbuilders; I’ve got a very good feeling Boatbuilders will be a fairly good hit with not a ton of changes needed, but I definitely want to polish the dickens out of it before marking it off as finished.

 

The Monday Game: Mistgore

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.

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Like this, but you can get away with way, way less of an overhang. Alrighty, that said, moving on to Mistgore!

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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.

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Game Design Contest: Boatbuilders and Mamluki

As I had posted yesterday, there’s a new board game contest out: Button Shy Wallet Game Contest, with submissions due by April 23rd. Today I’ll be hammering out a rough idea outline for the game, but with playtests focusing on Green-Circuit Mercs in the immediate future.

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The prizes aren’t amazing, but in my current situation exposure is far more valuable than an extra hundred bucks

The parameters of the overall contest are as follows:

There will be 2 different categories you may enter, using the components listed for each.

Wallet Game

  1. 12-18 Cards (Must be Standard Poker Size)
  2. Vinyl Wallet
  3. Score Paper/Pen
  4. Rules (Note: We print on a small 8 panel rules sheet. Take a look at any of our previous games for an example of how much room we’re working with)

Wallet Game Plus

 

  1. 12-18 Cards (Must be Standard Poker Size)
  2. Up to 10 coins* to be used as tokens, markers, etc
  3. Vinyl Wallet
  4. Score Paper/Pen
  5. Rules (Note: We print on a small 8 panel rules sheet. Take a look at any of our previous games for an example of how much room we’re working with)

*Coins: 10 max. Can be up to 4 different denominations (example US penny, nickel, quarter and dime). You may also use heads or tails.

 

We can submit up to one game per category, but I think we’ll just focus on one or the other. As always, Boardgamizer will be used for parameter generation after the break!

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