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.
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.
Got a few games in for Green-Circuit Mercs (The first time in a few weeks), as well as getting a chance to play the old-but-awesome Games Workshop game Chaos Marauders! It had a great system for rubber-banding from behind, and a great risk element I really enjoyed in addition to the boatloads of Warhammer lore injected all over the place.
Never has tableau-building been more cutthroat. Or fun!
Still, though, got some great feedback on the Green-Circuit Mercs. The first game had to be aborted early due to a big rule issue I noted, but after a few tweaks, I now think the base game is both really interesting, as well as surprisingly balanced at this point.
More detail below the cut!
Because who doesn’t love a good bit of Biopunk?
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!
Today’s review is for a card game I picked up with a birthday gift card. I’d heard of Death Angel for a while, and seen lots of the expansions floating around as well, but never had a chance to give it a shot. I figured I wasn’t missing out on anything huge.
Oh, how mistaken I was.
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.
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
Back to our regular schedule of content, after many mini-updates! Today, I wanted to take a bit to talk about outsider game balancing. Outsider here means someone who isn’t the game developer doing the balancing, and I wanted to go over two possible approaches to this balancing aspect.
Not pictured: the third axis that lets you classify a game according to the GNS Theory