Monday, December 29

2014: The Year in Review

2014 has been a pretty good, if slightly strange, year. It started on New Year's Eve in the house on my own. Thanks to radiotherapy for my overactive thyroid I had to keep my distance from The Daughter for three weeks. With her only 16 months old it was going to be very unfair for me to always be around but never come near her or give her a cuddle, so The Wife and The Daughter stayed in Bristol after Christmas and I came home on my own and got nuked. I got the dose on New Year's Eve in the afternoon, that evening I was at my most radioactive - so I didn't even go out and see friends. Definitely the second crappiest New Year's Eve of my life.

The next three weeks I was home alone, so I got to live the bachelor life style: eating like a student and playing games all the time - I even got a game of Twilight Imperium III in! On the way to rescue The Wife and The Daughter I stopped in at Terry's and had a day's gaming with my old Bedford group. I used to see them for games every week, but since moving to Newcastle (about 250 miles away) I don't get to see much of them at all. The rest of the year was busy but good fun, with a trip to Baltimore for work (but no impromptu gaming this time!), a convention (Beer and Pretzels in Burton again with Terry). But in November we had some bad news which derailed my NaGa DeMon efforts a bit.

Games Design

I'd set myself a few goals in 2014 for games design:
  • Make four more versions of Vacuum
  • Get Zombology ready to submit to a publisher
  • Do NaGa DeMon again
I had mixed success. I made new versions of Vacuum in January (during the exile period) and February, but then didn't really touch it for the rest of the year. Goal 1: Failed. My main focus was Zombology instead. I was making a new version almost every month and playing it a lot. Towards the end of the year I was getting pretty happy with it, so much so that when Dan from Newcastle Playtest saw a publisher asking on BGG for that sort of game, I sent it off. It wasn't really ready, but I sent it off anyway. The result? It's not really ready - could have seen that coming! I've now got another version together that I'm hoping to find playtesters for shortly. The publisher is still interested, once it's ready, so I need to crack on really. Goal 2: I submitted it, so I'm going to call that a pass! I did NaGa DeMon again, designing Dragon Dance: Fire v Lance. It's very early days, but I think it's got some legs, so I'll continue working on it next year. NaGa DeMon on the blog was less successful than last year, but it's still my second best month on the blog ever. Goal 3: Passed. In other news, I dusted off Border Reivers and started trying out some ideas for a second edition, taking everything I've learnt in the ten years since I initially designed it and trying to fix some of the flaws.

General Gaming

My goals for gaming in 2014 were:
  • Play at least as many games as there are days in 2014
  • Play every game I own at least once*
Now that I count playtest games and iPad games against humans towards my totals, goal 1 was pretty easy. The Daughter is older and sleeping better than last year and I've been doing a reasonable amount of travel for work with my iPad and some colleagues/victims, so I've aced it. When I wrote this last week I'd played 514 games. Goal 1: Passed. Like a Boss. You'll note the asterisk next to goal two. That's important. According to BoardGameGeek I currently own 71 games (excluding expansions) but six of those are games I own for sentimental reasons, and those I excluded. So I own 65 games. At this point I've played 64 of them, and I'm pretty sure the last one will get played in the next week or so, so that's a provisional: Goal 2: Passed. I've also used this goal to hone my collection, those games that I've been struggling to drum up the enthusiasm to play left the house this year as gifts to friends or Newcastle Gamers. Those that left: Qwirkle, Meuterer, Snow Tails, Pirates of the Spanish Main, Citadels, Cleopatra and the Society of Architects, Tigris and Euphrates and Clans.

My five and dimes for this year were:
  • 63: Zombology - the joy of designing a short game is that you can test it quickly, over and over again
  • 28: Ra - mostly on the iPad on the train
  • 27: Martian Dice - including testing my Windows Phone app with friends
  • 26: Coup - a Games Night staple
  • 25: Hey! That's My Fish! - on the train
  • 23: Dragon Dance - all since the beginning of November!
  • 23: Carcassonne - on the train again
  • 18: Love Letter - at Games Night
  • 16: Rumis - great fun
  • 16: Race for the Galaxy - mostly with the Alien Artifacts expansion (sans orb bit)
  • 13: 6 Nimmt! - at Games Night
  • 12: Stone Age - on the iPad
  • 11: X-Wing Minis - with Dave mostly
  • 10: Lords of Waterdeep - on the iPad and in the flesh
  • 10: Pandemic - on the iPad mostly
  • 10: Stormy Seas - all on Christmas Day! This is straight onto my wishlist
  • 9: 7 Wonders - still popular at Games Night
  • 7: Hive - no idea when I played this!
  • 6: Codename: Vacuum - early on, before I focussed on Zombology
  • 6: Coloretto - Games Night filler
  • 6: No Thanks! - Games Night filler
  • 6: Hol's der Geier - Games Night filler
  • 6: Die Speicherstadt - Games Night
  • 5: Firefly - Love this, just wish it was shorter, so it fit comfortably in a Games Night
  • 5: Puerto Rico - on the iPad
  • 5: Forbidden Island - iPad, I don't own the cardboard version

Blogging

My goals for blogging this year were:
  • Write a blog post every Monday
  • Get 40,000 page views
  • Gain 10 new followers
Again, mixed success! I blogged every Monday in 2014 except one, when an automatic scheduling error during my holiday in the wilds meant it didn't go live until Tuesday when I wandered into some mobile signal and checked. I'm gonna call that Goal 1: Passed. During 2014 I got 41,500 page views. Goal 2: Passed. But only three new followers, Goal 3: Failed.

My most popular posts of the year were:

Windows Phone Apps

In addition to playing, designing and writing about board games, this year I started developing board game-related apps for my Windows Phone, a few of them are personal apps for helping me design or test my games, but three of them seemed of interest to others, so I made them freely available this year. Between them they've only had 60 downloads, so they're not wildly successful, but I did them for my own interest and as programming exercises, so if they are useful to anyone else at all that's an added bonus. I'd like to keep up the app designing next year too.

That's enough wittering for now, so until next week's Goals for 2015 blog post; I hope you all had good years too, and here's hoping next year will be even better!

Monday, December 22

Progress, At Last!

It's been a funny old week. It was meant to be my last week of work before I had two weeks off for Christmas. But it didn't quite go to plan. In a bad way. And then a good way!

Monday morning I'd booked off to go to a Christmas show with The Daughter and The Wife. So we had a lie in, I came round gradually, slowly achieved consciousness and then sprinted for the toilet. Where I spent the rest of the day. The Wife and The Daughter went to the show without me, only to find out on arrival that it was cancelled, as the cast too were stricken with a stomach bug.

Tuesday I managed to get up and get dressed and didn't have to sprint anywhere thankfully, then Wednesday I was back at work, if still not 100%. I say work, but it was the day of our Christmas party, so after spending the morning trawling through a couple of days worth of emails, we went on a team building trip in the afternoon and then out for the night. Clearly I still wasn't right - I had a couple of small beers and left at 9:15!

I'd kept some holiday back in case of having to take some to look after The Daughter if The Wife got sick, which meant I could finish for the year on Thursday at lunchtime. I promptly spent the afternoon doing all my chores so that on Friday I could finally make some progress on the NaGa DeMon winners' copies of Dragon Dance.

I finished off the boxes and printed and cut out the cards, so all that remains to be done is design, print and attach the box labels and write, print and fold the rules. I've also decided to give the three winners a copy of the latest version of Zombology, so I printed out four copies of that too. The only copy I cut out and boxed of that was mine though, so I've got it in time for the Christmas holidays, in case anyone in my family or The Wife's family fancies playing it.

After a couple of weeks of nothing to report it's nice to be making progress again!

All that remains is for me to wish you a Merry Christmas and thank you all for reading my blog this year. I hope you all have a great break.

Monday, December 15

Too Busy!

Last week I thought I was going to be busy, but in the end I was too busy and ended up getting very little done indeed. I managed to finish the boxes for the NaGa DeMon winners' copies, but sadly that was it.

This week was supposed to be even busier. I had a work night out lined up for Monday and our Christmas party on Wednesday. We've got lots of corporate visitors at work and lots of meetings and we've got to get ready for our trip to Bristol to visit my in-laws and my family for Christmas.

Sadly, I'm not going to get much done for a different reason, I woke up this morning racked with another stomach bug. I'll be spending most of the next couple of days in 'the littlest room' I fear. Joy.

So, I doubt I'll get much done this week either. I do have a chance on Friday night to make some progress I think, but as feared it's going to be January before the NaGa DeMon winners' copies are winging their way to the winners. Sorry for the delay!


Monday, December 8

Busy, Busy

With NaGa DeMon done you'd expect things to be calming down, but not so much - this week has been one of lots of little things that needed attending to.

I've promised copies of Dragon Dance to the three most helpful TGWAG competitors, so I've started making those copies. I'd bought or scavenged the wooden pieces and dice before the start of November, but there's plenty still to do: boxes, cards and rules. On Saturday I started getting the boxes made and will finish them off tonight. The cards and rules require getting the printer down from the box room, which is a bit of a faff, so I'm put that off until all my printing is ready. So I've also done the graphic design for another version of Zombology - that's ready for printing.

I've also been working on my Martian Dice Windows Phone app which is nearing completion. I made a candidate for the final build at the beginning of the week and that's now being tested by a bunch of friends. I'm hoping that this will be my most popular app so far (I've got 50 downloads so far across all three apps put together!), so I've been putting some work into a web page for it and getting some mild publicity ready.

Once Martian Dice is out there my next focus will probably be Christmas, but then after that I've another idea for an app to work on next year (in addition to Vacuum, Zombology, Dragon Dance, Border Reivers second edition and maintaining all my existing apps!).

First up though, Dragon Dance NaGa DeMon winners' copies...

Dragon Dance Boxes

Monday, December 1

NaGa DeMon 13: Finito

Well, it's December, so NaGa DeMon is done. And what a weird one it was. For the first half of the month I was kind of stuck. My first version of Dragon Dance was far better than I was expecting, reasonably well balanced and it played more or less how I was thought it would. That's unheard of for a first prototype of mine. I was playing it loads during lunchtime at work, alternating between it and By Election - my friend Sam's NaGa DeMon game. After about fifteen plays (including some from Konrad) I finally pushed the boat out and made a second version, incorporating some of the detailed feedback from Konrad and some ideas I'd had or that had been suggested by my playtesters.

That version, while a bit more interested, sucked. It was hideously broken, so heavily weighted in favour of the dragon that there was little point in playing it. So I had an idea of how to change things to fix it up, which I wrote up ready to post once I'd tried it.

Then I got sick (after it had swept through the family) then we had some bad news that put everything else on the back burner. My parents came up a week earlier than planned to help babysit The Daughter and my spare time ended up being spent entertaining guests rather than printing, designing or playing Dragon Dance. Also, after making big promises that I would get more involved with other people's NaGa DeMon efforts (including the aforementioned Konrad, who played my NaGa DeMon game one night in preference to his own) I did nothing. About which I feel quite bad - sorry Konrad!

With little time to practice the new fixed up v2, I posted it anyway and then finally another tweak right at the end of the month. The first hardly tested by me, the other completely untested. A very disappointing end to the month.

Page views were way down on last year as a result (though still my second best month in the eight year history of Creation and Play). However, I still managed to make four different versions and played it nearly twenty times. Plus, TGWAG was another huge success with nine participants, at least two people printing it out and Konrad playing it and given some excellent feedback. Thanks everyone, I hope you enjoyed it as much as I did. The final league table is as follows:

Name PIPs PIAL Free game?
Sir Konrad/@pidaysock 33 Knight Sergeant Yes
Derek Hohls/@gamesbook 16 Squire Yes
Eblasco/@7isprime 15 Squire Yes
Roberto 8 Footman No
@MTTJ_Patrick 5 Footman No
@kimacus 4 Serf No
Mal 3 Serf No
@toddderscheid 2 Serf No
@thefrugalgamer 2 Serf No

So the free copies will be winging their way to Konrad, Enrique and Derek early in the new year. Thanks again!

Friday, November 28

NaGa DeMon 12: One Final Version

With two days left to go I've got one final version for you. I've now played the new version six times and it is I think too strongly weighted in the dragon's favour. I'd been hoping to try these new ideas before posting them (to check they weren't rubbish like an earlier version of the rules!) but I've been unable to get a game in, so these are untested - play at your own risk! This is your last chance to get some PIPs before NaGa DeMon comes to a close at the end of November.

The good news is that there's no card changes since the last version (so if you've already printed those out you're good to go). The rules are pretty similar, there's only one change (to the Discard card and die section, highlighted in blue below) which now reads:

Discard card and die
At the end of the round both players discard the card they played (face up where they are visible to both players) and any die they used with it. If there were already two cards discarded, you may now return one of these two discarded cards to your hand (not the one you just played). Discarded cards and dice are unavailable to the player and cannot be chosen during the Choose a card or Choose a die sections described above.

The Recuperate card allows you to reclaim all discarded dice and cards, returning all the discarded cards to your hand. Once you have reclaimed the dice all your dice are re-rolled.

Please give it a try and let me know what you think.



Wednesday, November 26

NaGa DeMon 11: Back for a Final Push

Things are beginning to settle down and I'm back at work now. We've only got four days left in November and my parents are still here visiting, but I'm hoping to try to get one final version done before the end of the month.

Of course to do that, I need to know what changes I need to make, and for that I need data. I'm hoping to be able to play Dragon Dance at least a couple of times during either Thursday or Friday lunchtimes, and my dad (who's really not a gamer) was so intrigued by my description of the game that he'd like to play it too. My copy has been at work for a week or so (I left it with Sam after he volunteered to take it to the extra Newcastle Playtest session that I had to miss due to illness, despite having organised it!). So I've not had a chance to play it, or even think about it much.

So, what I need is to get it played, get some information about the weaknesses (probably too strong dragon?), get some ideas about how to fix it, fix it and make the fix available all within the next four days, all while my parents are here.

Challenging! Any help much appreciated...

Monday, November 24

TGWAG: League Table 4

Sorry to be filling my standard Monday blog post with a TGWAG League Table (usually posted on Sunday) but it's been a odd/tough week. It started off with missing a gaming weekend in the south with my old gaming buddies due to The Daughter's sickness, then The Wife got it and then finally, inevitably, so did I. Just in time to miss the special Newcastle Playtest session I'd arranged because I'd missed the previous one cleaning up after the double glazing. I was still contagious on Thursday so I was working from home (and cancelled Games Night), but then we received some bad news and everything went off track. I've only worked two days this week and not done any gaming since my Tuesday lunchtime session of Dragon Dance with Steve. Which gave me a brief chance to have a look at v2.1 and check that it is at least conceivably possible for The Knight to win this version, though how unbalanced it remains is hard to tell as it was me (15 games and the designer) against Steve in his first few games. This week's going to be another weird one as I'm off on Monday; Tuesday I'm probably going to Manchester for work and then Wednesday is my quarterly hospital visit, so I won't reach the office until 2pm. Plus, my parents have come up a week early to help out. I've gone from playing Dragon Dance 2 or 3 times a day at work to not playing for nearly a week. I'm going to have to rely on you guys for a while (though it sounds like Enrique, Derek and/or Konrad might be able to help me out recently/soon - thanks!).

In terms of TGWAG there's been steady progress across the board, Sir Konrad's continuing to race out in front, and with Roberto in Saudi Arabia for a week's work, Enrique (Eblasco/@7isprime) has been able to consolidate his third place (the last free copy!). Also, it's nice to see Dave (@thefrugalgamer) back, Dave was one of last year's winners :-) That's 3/5 of last year's winners back in the game!

Name PIPs PIAL Free game?
Sir Konrad/@pidaysock 29 Knight Yes
Derek Hohls/@gamesbook 14 Squire Yes
Eblasco/@7isprime 14 Squire Yes
Roberto 8 Footman No
@MTTJ_Patrick 5 Footman No
@kimacus 4 Serf No
Mal 3 Serf No
@toddderscheid 2 Serf No
@thefrugalgamer 2 Serf No

I've four hours on trains on Wednesday morning for my quarterly hospital visit, so I hope to start making some progress again then.

Friday, November 21

NaGa DeMon 10: Hopefully, Less Rubbish

I wrote this blog post on Monday night, but I've been waiting to post it until I had a chance to test it, to avoid the problems I had with the last version. Then I got sick, missing a couple of days' work and then finally we've had some bad news and I'm off again, so no real chance to test it. Seeing as Derek and Enrique have both requested it in time for the weekend, here it is. Hopefully it's better than the last version, it is at least possible for the knight to win this one!

As I feared the last version was pretty unbalanced. Sam and I played it three times on Monday lunchtime with the dragon winning by 10 points twice and by 15 once! All in under 10 minutes :-(. I'd made the Breathe Fire work at long and short range and added another dragon attack (the Tail Lash) at long range. Despite the better defence cards for the knight he was still hopelessly out-classed. Discussing it afterwards with Sam I was quite happy with his idea that the dragon would win more games than the knight (if only slightly), but as it stood, the knight had no chance.

So, in fairly short order, here's a new version. This version has even more asymmetry added, now the knight has 9 cards and the dragon only 7. The knight's extra card is a short range defence that can be combo-ed with an attack or two, and the dragon has lost the Tail Lash and Breathe Fire is back to long range only.

New rules follow, with new print and play files at the bottom.

Dragon Dance
Fire v. Lance
2 players
10-30 mins
10+?

Contents:

9 Knight action cards
7 Dragon action cards
1 Knight player aid card
1 Dragon player aid card
9 heart tokens representing the knight's life force
20 gold coins representing the dragon's life force
3 large red dice for the dragon
5 small white dice for the knight

Dragon Dance is a game of bluff, cards and dice between a knight and a dragon in a mortal fight over the King's daughter.

Aim of the Game

The aim of the game is to reduce your opponent to zero life force through cleverly timed attacks without running out of your own life force. Each round you will simultaneously choose a die and then a card to action - either attacking, defending or manoeuvering as you dance around each other looking for an opening to exploit. The dragon is more powerful and has more life force, but it's also less agile and slower, so the knight has to strike fast before his limited life force is extinguished. The game weaves between long and short range as combatants close and retreat to catch each other on the wrong foot.

Setup

Decide between yourselves who will play the dragon and the knight. The dragon player takes the dragon player aid, action cards, three red dice and the twenty gold coins to represent its life force. The knight player takes the knight player aid, action cards, five white dice and nine heart tokens representing his life force.

Both players roll all their dice and place them in front of them and place their player aid cards with the 'Long Range' side face up nearby.

Play

The game takes place over a number of rounds during which the players act simultaneously. Throughout the game the players' life tokens, remaining dice and played cards are kept open so that both players can see them.

Each round consists of four phases:
  1. Choose a die (or none)
  2. Choose a card
  3. Action the card
  4. Discard card and die
Choose a die
In the first phase, both players simultaneously choose either one of their remaining dice, or none. High values boost attacks, low values boost defence and medium values boost both attack and defence but to a lesser degree.

During this phase, hide your remaining dice from your opponent and then choose one of them to use this turn (by, for example, placing a finger on it) or choose none (by, for example, placing a finger on the table next to your dice). Then reveal your dice along with your selection. The chosen die will be used to either boost an attack or defence card, or as a bluff to trick your opponent into playing a sub-optimal card.

Choose a card
Once both players have revealed their chosen die (or none), both players simultaneously chose a card to play this turn. The chosen cards are placed face down on the table in front of them and then when both players have chosen the cards are revealed. Chosen cards must be playable at your current range, check your player aid to see which cards you can play at your current range, or check the 'Short range' or 'Long range' icons on the cards in your hand. You begin the game at long range. The only effect of the short and long range icons is to limit the cards available to you during this phase. If one or both players play a card which changes the range, the cards chosen are still valid as long as they were valid choice at the starting range this round.

Action the card
Both cards are actioned simultaneously.

Attacks & Defence
If either player chooses an attack card, calculate the damage they deal as follows:
If they have chosen a die, use the table on the card to determine how much damage they are dealing, if no dice is chosen determine damage using the no dice column in the table.
If their opponent has not played a defence card, they lose life force equal to the damage dealt.
If their opponent has played a defence card, use the table on the defence card (along with any die chosen) to determine the defender's protection as for the attack damage. The attacker's damage minus the defender's protection is the amount of damage dealt to the defender.

Example 1:
Konrad (the knight) chooses a '5' and the Hack attack card and Derek chooses a '1' and the Flap defence card. With a 5, the Hack deals 3 damage, but the Flap and a 1 prevent 4 damage, so no damage is dealt.

If both players attack, the damages are calculated and dealt simultaneously, possibly killing each other at the same time.

Example 2:
Roberto (the knight) chooses a '6' and the Charge card and Todd chooses a '3' and the Breathe Fire card. With a 6, the Charge deals 5 damage, which is unblocked, so the dragon loses 5 life force. Breathe Fire with a 3 deals 3 damage, so the knight loses 3 life force.

Charge
The knight has the Charge card, which is a very powerful long range attack, combined with a reduce range movement. After dealing damage, if any, resolve the movement as described under 'Movement' below. For example, in Example 1 above, the combatants would now be at short range.

Dodge
The knight has a Dodge card which if played reduces damage dealt to him this round to zero regardless of what attack the dragon performs.

Example 3:
Jack (the knight) chooses a '4' and the Dodge card. Sam chooses a '5' and the Rake card. Sam's attack would have dealt 3 damage to the knight, but the Dodge reduces that to zero, so no life force is lost.

Knight's Block
The knight also has a block card which reduces damage dealt. If the dragon player has played an attack card and a die, the block will reduce the value on the die before calculating the damage dealt. This could reduce the damage dealt to zero. The amount the dragon's die roll is reduced by depends on the die the knight used in conjunction with it: with a 1,2 or a 3 the dragon's die result is reduced by two, with a 4, 5, or a 6 it is reduced by one. If used without a die it has no effect or against a defence or maneouvre card it has no effect.

Example 4:
Enrique (the knight) chooses a '4' and the Block card. Mal chooses a '5' and the Bite card. With a '4' the Block reduces the dragon's attack die by one, so Sam's '4' is changed to a '3'. Sam's attack now deals 2 damage to the knight, instead of the 4 damage it would have dealt with a '4'.

Combo
Knight has two short range attacks Hack and Slash which have the 'Combo' keyword and one short range defence 'Riposte'.
  • If a Hack or Slash is played and deals damage as described in the 'Attack and Defence' section above, the knight may perform a follow up attack using the other short range attack card.
  • If Riposte is played and it successfully reduces damage dealt, the knight may perform follow up attack(s) using one or both of the short range attack cards.
You can only use Combo if the combatants remain and short range and the knight has one or two short range attack cards in his hand along with unused dice to assign to the attack(s). These attacks are undefended and deal another (two) rounds of damage this turn.

Example 5:
Konrad (the knight) chooses a '4' and Hack, while Roberto chooses a '2' and Advance. The Hack deals 2 damage to the dragon, and seeing as it dealt damage, Konrad can use the Combo effect to immediately play the Slash card from his hand (not the discard pile) along with the remaining '1' die to deal a further 1 damage, the second attack cannot be defended against. Roberto's dragon loses a total of 3 life force.

Movement
If either player has played a movement card (Charge, Advance or Retreat) then the range is adjusted:
  • If one or both players reduce range you are now at short range
  • If the knight plays Retreat you are now at long range
  • If the dragon plays Advance and the knight plays Retreat your range remains the same
Both players must now flip their player aid cards as necessary to show the range they are now at. Both player aids must always show the same range.

Note that the knight's Advance and Retreat cards also prevent one damage if played with a die showing a 1, 2 or a 3.

Discard card and die
At the end of the round both players discard the cards they played (face up where they are visible to both players) and any die they used with it. These discarded cards and dice are unavailable to the player until they play the Recuperate card, which allows them to reclaim all discarded dice and cards, returning the cards to their hand. Once they have reclaimed the dice all their dice are re-rolled.

End of the Game

The game ends at the end of the round in which at least one player has been reduced to zero life force. If the dragon has zero life force, the knight has won regardless of whether or not he has life remaining. Otherwise the dragon wins.

Download the cards

There are two versions of the cards: either front and backs as two separate files or alternatively, all the pages as a single file interleaved for easy double-sided printing.
or

Wednesday, November 19

NaGa DeMon 9: An Intermission

Just a brief one today. I've finally been brought low by the sickness bug that's been sweeping my office and house, so there's not going to be any progress on anything for a day or two. I've got a new version that hopefully fixes the problems with the last version that I did on Monday night before I came down with it, but I'd rather not post it until I've had more of a chance to test it. Hopefully it'll be up in a few days...

Monday, November 17

NaGa DeMon 8: Redux

It's just gone half-time in November, and finally I've got a second version of Dragon Dance for your delectation. Initially I'd intended to make fairly minor changes (decrease dragon hit points and tie = knight win), but feedback from Konrad's three games and a game I played with Dave late on Thursday night inspired some more sweeping changes which kind of crept up on me while I spent 6 hours on trains on Friday.

The changes have led to the dragon becoming stronger (more damage, another attack card and breathe fire now works at both ranges) but also clumsier (0 damage for low dice on most attacks) and bolder (no retreat). Meanwhile the knight now gets some defence while advancing and retreating, and his block reduces the dragon's attack die roll potentially reducing the damage received to zero! In the last version I think the dragon was too strong, and yet these changes have probably made it stronger still, so the knight needed some bulking up too. I've no idea whether these ideas will improve things, or how broken they are, but hopefully they are at least more interesting!

New rules follow, with new print and play files at the bottom.

Dragon Dance
Fire v. Lance
2 players
10-30 mins
10+?

Contents:

8 Knight action cards
8 Dragon action cards
1 Knight player aid card
1 Dragon player aid card
9 heart tokens representing the knight's life force
20 gold coins representing the dragon's life force
3 large red dice for the dragon
5 small white dice for the knight

Dragon Dance is a game of bluff, cards and dice between a knight and a dragon in a mortal fight over the King's daughter.

Aim of the Game

The aim of the game is to reduce your opponent to zero life force through cleverly timed attacks without running out of your own life force. Each round you will simultaneously choose a die and then a card to action - either attacking, defending or manoeuvering as you dance around each other looking for an opening to exploit. The dragon is more powerful and has more life force, but it's also less agile and slower, so the knight has to strike fast before his limited life force is extinguished. The game weaves between long and short range as combatants close and retreat to catch each other on the wrong foot.

Setup

Decide between yourselves who will play the dragon and the knight. The dragon player takes the dragon player aid, action cards, three red dice and the twenty gold coins to represent its life force. The knight player takes the knight player aid, action cards, five white dice and nine heart tokens representing his life force.

Both players roll all their dice and place them in front of them and place their player aid cards with the 'Long Range' side face up nearby.

Play

The game takes place over a number of rounds during which the players act simultaneously. Throughout the game the players' life tokens, remaining dice and played cards are kept open so that both players can see them.

Each round consists of four phases:
  1. Choose a die (or none)
  2. Choose a card
  3. Action the card
  4. Discard card and die
Choose a die
In the first phase, both players simultaneously choose either one of their remaining dice, or none. High values boost attacks, low values boost defence and medium values boost both attack and defence but to a lesser degree.

During this phase, hide your remaining dice from your opponent and then choose one of them to use this turn (by, for example, placing a finger on it) or choose none (by, for example, placing a finger on the table next to your dice). Then reveal your dice along with your selection. The chosen die will be used to either boost an attack or defence card, or as a bluff to trick your opponent into playing a sub-optimal card.

Choose a card
Once both players have revealed their chosen die (or none), both players simultaneously chose a card to play this turn. The chosen cards are placed face down on the table in front of them and then when both players have chosen the cards are revealed. Chosen cards must be playable at your current range, check your player aid to see which cards you can play at your current range, or check the 'Short range' or 'Long range' icons on the cards in your hand. You begin the game at long range. The only effect of the short and long range icons is to limit the cards available to you during this phase. If one or both players play a card which changes the range, the cards chosen are still valid as long as they were valid choice at the starting range this round.

Action the card
Both cards are actioned simultaneously.

Attacks & Defence
If either player chooses an attack card, calculate the damage they deal as follows:
If they have chosen a die, use the table on the card to determine how much damage they are dealing, if no dice is chosen determine damage using the no dice column in the table.
If their opponent has not played a defence card, they lose life force equal to the damage dealt.
If their opponent has played a defence card, use the table on the defence card (along with any die chosen) to determine the defender's protection as for the attack damage. The attacker's damage minus the defender's protection is the amount of damage dealt to the defender.

Example 1:
Konrad (the knight) chooses a '5' and the Hack attack card and Derek chooses a '1' and the Flap defence card. With a 5, the Hack deals 3 damage, but the Flap and a 1 prevent 4 damage, so no damage is dealt.

If both players attack, the damages are calculated and dealt simultaneously, possibly killing each other at the same time.

Example 2:
Roberto (the knight) chooses a '6' and the Charge card and Todd chooses a '3' and the Breathe Fire card. With a 6, the Charge deals 5 damage, which is unblocked, so the dragon loses 5 life force. Breathe Fire with a 3 deals 3 damage, so the knight loses 3 life force.

Charge
The knight has the Charge card, which is a very powerful long range attack, combined with a reduce range movement. After dealing damage, if any, resolve the movement as described under 'Movement' below. For example, in Example 1 above, the combatants would now be at short range.

Dodge
The knight has a Dodge card which if played reduces damage dealt to him this round to zero regardless of what attack the dragon performs.

Example 3:
Jack (the knight) chooses a '4' and the Dodge card. Sam chooses a '5' and the Rake card. Sam's attack would have dealt 3 damage to the knight, but the Dodge reduces that to zero, so no life force is lost.

Knight's Block
The knight also has a block card which reduces damage dealt. If the dragon player has played an attack card and a die, the block will reduce the value on the die before calculating the damage dealt. This could reduce the damage dealt to zero. The amount the dragon's die roll is reduced by depends on the die the knight used in conjunction with it: with a 1,2 or a 3 the dragon's die result is reduced by two, with a 4, 5, or a 6 it is reduced by one. If used without a die it has no effect or against a defence or maneouvre card it has no effect.

Example 4:
Enrique (the knight) chooses a '4' and the Block card. Mal chooses a '5' and the Bite card. With a '4' the Block reduces the dragon's attack die by one, so Sam's '4' is changed to a '3'. Sam's attack now deals 2 damage to the knight, instead of the 4 damage it would have dealt with a '4'.

Combo
Knight has two short range attacks Hack and Slash which have the 'Combo' keyword. If a Hack or Slash is played and deals damage as described in the 'Attack and Defence' section above, the knight may perform a follow up attack. Providing the combatants remain and short range and the knight has his other short range attack card in his hand he may immediately play it (assigning a remaining die if any) as an undefended attack which deals a second round of damage this turn.

Example 5:
Konrad (the knight) chooses a '4' and Hack, while Roberto chooses a '2' and Advance. The Hack deals 2 damage to the dragon, and seeing as it dealt damage, Konrad can use the Combo effect to immediately play the Slash card from his hand (not the discard pile) along with the remaining '1' die to deal a further 1 damage, the second attack cannot be defended against. Roberto's dragon loses a total of 3 life force.

Movement
If either player has played a movement card (Charge, Advance or Retreat) then the range is adjusted:
  • If one or both players 'reduce range' you are now at short range
  • If one or both players 'increase range' you are now at long range
  • If one player 'reduces range' and the other 'increases range' your range remains the same
Both players must now flip their player aid cards as necessary to show the range they are now at. Both player aids must always show the same range.

Note that the knight's advance and retreat cards also prevent one damage if played with a die showing a 1, 2 or a 3.

Discard card and die
At the end of the round both players discard the cards they played (face up where they are visible to both players) and any die they used with it. These discarded cards and dice are unavailable to the player until they play the Recuperate card, which allows them to reclaim all discarded dice and cards, returning the cards to their hand. Once they have reclaimed the dice all their dice are re-rolled.

End of the Game

The game ends at the end of the round in which at least one player has been reduced to zero life force. If the dragon has zero life force, the knight has won regardless of whether or not he has life remaining. Otherwise the dragon wins.

Download the cards

To keep everyone happy there's now two versions of the cards: either front and backs as two separate files or alternatively, all the pages as a single file interleaved for easy double-sided printing.
or

Saturday, November 15

TGWAG League Table 3

Another great week of Dragon Dance progress. I've played it another five times and I've had a report from Konrad who has played it three times as well. Early indications are now hinting that the dragon is possibly a little overpowered in version one of the rules.

Talking about the rules, I've been very surprised at how stable this first version has been. Usually my first version of any game is dreadful, but this one not so much. So I've been struggling to think of how to improve it. Initially the only change I was thinking of making was to make a tie count as a knight win (the dragon's dead after all) and maybe reducing the dragon's hit points a bit. But Konrad's very detailed feedback gave me a couple of ideas and then I had a couple more from Dave's feedback after our end of Games Night game on Thursday. On the train on Friday I ended up making fairly large changes, so when that version becomes available it'll be interesting to see whether it's more interesting/fun and how badly I've broken the balance!

In terms of TGWAG there's been steady progress across the board, but Konrad's printing out, pimping, playing three times at the expense of his own NaGa DeMon game and then very detailed feedback with some cracking ideas has enabled him to race away at the front. Enrique (Eblasco/@7isprime) has also managed to nudge Roberto (during his trip to Saudi) into fourth place, currently out of the running for a free copy of the game.

Name PIPs PIAL Free game?
Sir Konrad/@pidaysock 23 Knight Yes
Derek Hohls/@gamesbook 11 Squire Yes
Eblasco/@7isprime 9 Footman Yes
Roberto 8 Footman No
@kimacus 3 Serf No
Mal 3 Serf No
@MTTJ_Patrick 3 Serf No
@toddderscheid 2 Serf No

Congratulations to Sir Konrad of Deutschland on his well deserved knighthood!

Friday, November 14

NaGa DeMon 7: Less Selfish

Last year, despite the point of NaGa DeMon being to share and discuss your experiences I was very much focussed on my own efforts: Zombology. I played it lots, I blogged about it lots and that was it. The Daughter was still sleeping dreadfully and to survive at work I needed very early nights, so I had little time available for my NaGa DeMon and none for anyone else's.



This year, a couple of things are different. Firstly, The daughter, bless her heart, is finally sleeping like a boss - so I can go to bed at a sensible time fairly safe in the knowledge of an uninterrupted night and a morning that won't start at some ungodly hour in the middle of the night. Which means more free time. But also, more opportunity.



Sam, a friend at work is also taking part in NaGa DeMon, designing his first game themed around electioneering. So we've been splitting lunchtime playtesting sessions between Codename: Dragon and his game. In addition, a couple of the Newcastle Playtest crew were talking about taking part this year, I missed the last session due to cleaning up after the day's double-glazing, but we've arranged an impromptu meet up next week, so hopefully I'll be able to get involved and help them out with their playtesting.



Konrad, last year's TGWAG winner (and looking increasingly like this year's too!) is also taking part, so I'd like to try out his Cyberspace game too.



With the NaGa DeMon website fairly stagnant, I've been cross posting my NaGa DeMon blogs to the Google+ group for Board Games Design, so I'm watching that space too, I've not had much to say there yet, but as more information comes up about other people's games I hope to get involved.



In other news, I'll be spending 15 hours on trains over the next three days, so I hope to do more artwork for Dragon Dance, along with a new version of the rules and some more blog posts.

Thursday, November 13

Mobile Development: Beta Testers Wanted

A brief interlude from my NaGa DeMon efforts.

I've been working on a Windows Phone version of the Martian Dice game designed by Scott Almes and published by Tasty Minstrel Games. Initially it was purely a personal project, so I could play it on the train when I go to Manchester for work (it's not available on the iPad) and as a programming exercise for myself. As it took shape I was fairly happy with it, so I approached Michael Mindes of TMG, and he very kindly said I could make it available as long as it was free of charge and I made clear it wasn't made or maintained by TMG.

It's now 'finished' and going through beta testing, and I'm looking for beta testers for it. If you would like early access (in return for some feedback!) please post a comment including your email address.

It only works on WP8 and WP8.1, and it's pass and play with no AI.

Wednesday, November 12

NaGa DeMon 6: Something To Aim For

I've now played seven games of Codename: Dragon, four against Sam, two against Mal and one against Ian. I've drawn twice, once as the dragon and once as the knight both against Sam, and won every other game. Which is good, it makes me thing there's an element of skill in the game as the most experienced player wins more games.

Recently, Mal was wondering whether the dragon had too few hit points. I replied that I didn't have enough data, and here's the proof:

Dragon Chart

The blue bars represent the games I've played and the amount of life the winner had left at the end. The knight is on the left of zero, the dragon on the right. The orange line represents a target for the win distribution I'd like the final game to have. So very few ties, and a roughly Gaussian distribution on either side, but with the dragon as likely to win as the knight (assuming equally matched players).

It's going to be really difficult to achieve this considering the asymmetry in the game:

  • the knight has fewer hit points
  • the dragon has fewer dice, so needs to recuperate more often
  • the dragon's attacks and defence are stronger
  • the knight has the ability to attack and change range
  • the knight has the ability to prevent all damage once
  • the knight has the ability to combo attacks

But it gives me a target to aim for. Clearly what I need to begin with is a shed-load more data. That's where you come in - there's PIPs galore available for helping me to fill in those blanks!

Monday, November 10

NaGa DeMon 5: Since Records Began

A vital part of designing any game is recording ideas, what works and what doesn't and outcomes.

In recent months I've been using Evernote on my phone, iPad and Laptop to record ideas about games along with feedback and information about game outcomes. This year I've also been using it to keep track of everyone's PIP scores (it's much better at that than the way I was using Excel last year).

I generally expect a new game to go through its first few versions very quickly, since the first time you try it there's usually something dreadfully broken that you'd not even contemplated that needs immediate attention - without fixing it the game is so broken that it's not even playable.

With that in mind my first prototype was a mixture of pen and pencil scribbles on plain white card, I only used pen for the things I was convinced wouldn't change (the names of the characters: St. George and Dragon), with everything else drawn lightly in pencil ready for frequent erasing and amending.

As it turns out after a week of playing I've not changed anything (except the name of one of the characters: now the more generic Knight). So it's time for a component upgrade: I've printed my own P&P files ready for testing this week:

Dragon Prototypes 1 & 2

A disadvantage of my assumption of horrible brokenness is that I've not been recording the outcomes of the games properly. When the components are changing on a daily basis, recording the results of the games in minute detail is a waste of time. You know there's something obviously broken, so knowing that the knight wins 53.3% of games with on average 3.45 life left isn't going to help. Expecting the worse I've made a mental note of who won (me!) and who they were playing (a fairly even mix of knight and dragon) but I've not been recording the final scores needed for tweaking to try to make the game as balanced as possible between the asymmetric knight and dragon. Seeing as I've now played five games and I've just made a new version with no substantive changes I can now start tracking the scores to the point where I accumulate enough data to be meaningful. I've also tried to work backwards and remember the scores from the five games I've already got under my belt.

Hopefully I'll soon have some more data from TGWAG competitors to add to that which I've collected and mis-remembered myself...

Saturday, November 8

TGWAG: League Table 2

It's been a good week, not only have I played Codename: Dragon five times already (without a loss!), but I've also managed to get a first stab at the rules and an initial print and play version up for playtesting. And all this despite having the house turned upside this week due to the double-glazing being done. The double-glazing will be finished by the middle of next week, so things should settle down a bit then I hope.

It's also been a good week for TGWAG. In addition to last week's four competitors (all of whom have gained points this week) we have four new competitors too.

Name PIPs PIAL Free game?
Konrad/@pidaysock 12 Squire Yes
Derek Hohls/@gamesbook 8 Footman Yes
Roberto 6 Footman Yes
Eblasco/@7isprime 4 Serf No
@kimacus 3 Serf No
@toddderscheid 1 Serf No
Mal 2 Serf No
@MTTJ_Patrick 2 Serf No

So we have a few people raised from serfdom, and Konrad has even been made a squire! Heady heights. The big question is: will anyone get knighted next week?

Friday, November 7

NaGa DeMon 4: Print and Play

Just under a week in and already I'm posting Print and Play files!

Codename: Dragon has really surprised me. It's the first time I've designed a game and the first prototype hasn't been so hideously broken that I've had to make sweeping changes - either during the first game or immediately afterwards. I've now played this version five times, three times as the knight and twice as the dragon. The first game resulted in a tie, but since then I've won every game I've played, which implies that it's not so totally random that there's no learning curve that rewards repeated plays.

That's the good news. The bad news is that despite it kind of working how I had hoped and not being too unbalanced or broken, there's been no love for it yet. My testers have been happy to play again and I think are largely still trying to get their heads round how the game works. But no one is clamouring for another game or offering to sell me their firstborn or a kidney for a copy of their own that they can carry with them at all times and foist upon unsuspecting spouses, relatives, friends and strangers.

So it clearly needs some work.

But I'm not sure what. That's where you come in. There's a couple of links at the bottom of this post to the front and back files, both two sheets of A4. If you fancy it please print them out and give the game a go (you'll also need the rules, 29 counters and 8 six-sided dice). There's PIPs by the bucket-load for feedback (especially critical) and ideas.

Please get stuck in!

Wednesday, November 5

NaGa DeMon 3: First Rules!

We're still right at the beginning of November, but things are off to a great start. I've managed to play Codename: Dragon a few times at work this week already and considering how fresh the idea is, the game works remarkably well. Don't get me wrong, it's a long way from finished. But even now it's playable and interesting. I was delaying putting the rules up here until I'd had a chance to play them and check them for glaring problems, but here are the first version rules for critique:

Dragon Dance
Fire v. Lance
2 players
10-30 mins
10+?

Contents:

8 The knight action cards
8 The dragon action cards
1 The knight player aid card
1 The dragon player aid card
9 heart tokens representing the knight's life force
20 gold coins representing the dragon's life force
3 large red dice for the dragon
5 small white dice for the knight

Dragon Dance is a game of bluff, cards and dice between a knight and a dragon in a mortal fight over the King's daughter.

Aim of the Game

The aim of the game is to reduce your opponent to zero life force through cleverly timed attacks without running out of your own life force. Each round you will simultaneously choose a card and a die to action - either attacking, defending or manoeuvering as you dance around each other looking for an opening to exploit. The dragon is more powerful and has more life force, but he's also less agile and slower, so the knight has to strike fast before his limited life force is extinguished.

Setup

Decide amongst yourselves who will play the dragon and the knight. The dragon player takes the dragon player aid, action cards, three red dice and the twenty gold coins to represent his life force. The knight player takes the knight player aid, action cards, five white dice and nine heart tokens representing his life force.

Both players roll all their dice and place them in front of them and place their player aids with the 'Long Range' side face up nearby.

Play

The game takes place over a number of rounds during which the players act simultaneously. Throughout the game the players' life tokens, remaining dice and played cards are kept open so that both players can see them.

Each round consists of four phases:

  1. Choose a die (or none)
  2. Choose a card
  3. Action the card
  4. Discard card and die

Choose a die
In the first phase, both players simultaneously choose either one of their remaining dice, or none. High values boost attacks, low values boost defence and medium values boost both attack and defence to a lesser degree.

During this phase, hide your remaining dice from your opponent and then choose one of them to use this turn (by, for example, placing a finger on it) or choose none (by, for example, placing a finger on the table next to your dice). Then reveal your dice along with your selection. The chosen die will be used to either boost an attack or defence card, or as a bluff to trick your opponent into playing a sub-optimal card.

Choose a card
Once both players have revealed their chosen die (or none), both players simultaneously chose a card to play this turn. The chosen card is placed face down on the table in front of them and then when both players have chosen the cards are revealed. Chosen cards must be playable at your current range, check your player aid to see which cards your can play at your current range, or check the 'Short range' or 'Long range' icons on the cards in your hand. You begin the game at long range.

Action the card
Both cards are actioned simultaneously.

Attacks & Defence
If either player chooses an attack card, calculate the damage they deal as follows:
If they have chosen a die, use the table on the card to determine how much damage they are dealing, if no dice is chosen determine damage using the no dice column in the table.
If their opponent has not played a defence card, they lose life force equal to the damage dealt.
If their opponent has played a defence card, use the table on the defence card (along with any die chosen) to determine the defender's protection as for the attack damage. The attacker's damage minus the defender's protection is the amount of damage dealt to the defender.

Example 1:
Konrad (the knight) chooses a '5' and the Hack attack card and Derek chooses a '1' and the Flap defence card. With a 5, the Hack deals 3 damage, but the Flap and a 1 prevent 4 damage, so no damage is dealt.

If both players attack, the damages are calculated and dealt simultaneously, possibly killing each other at the same time.

Example 2:
Roberto (the knight) chooses a '6' and the Charge card and Todd chooses a '3' and the Breathe Fire card. With a 6, the Charge deals 5 damage, which is unblocked, so the dragon loses 5 life force. Breathe Fire with a 3 deals 3 damage, so the knight loses 3 life force.

Charge
The knight has the Charge card, which is a very powerful long range attack, combined with a reduce range movement. After dealing damage, if any, resolve the movement as described under 'Movement' below. For example, in Example 1 above, the combatants would now be at short range.

Dodge
The knight has a Dodge card which if played reduces damage dealt to him this round to zero regardless of what attack the dragon performs.

Example 3:
Jack (the knight) chooses no die, and the Dodge card. Sam chooses a '6' and the Rake card. Sam's attack would have dealt 3 damage to the knight, but the Dodge reduces that to zero, so no life force is lost.

Combo
Knight has two short range attacks Hack and Slash which have the 'Combo' keyword. If a Hack or Slash is played and deals damage as described in the 'Attack and Defence' section above, the knight may perform a follow up attack. Providing the combatants remain and short range and the knight has his other short range attack card in his hand he may immediately play it (assigning a remaining die if any) as an undefended attack which deals a second round of damage this turn.

Example 4:
Konrad (the knight) chooses a '4' and Hack, while Roberto chooses a '2' and Advance. The Hack deals 2 damage to the dragon, and seeing as it dealt damage, Konrad can use the Combo effect to immediately play the Slash card from his hand (not the discard pile) along with the remaining '1' die to deal a further 1 damage. Roberto's dragon loses a total of 3 life force.

Movement
If either player has played a movement card (Charge, Advance or Retreat) then the range is adjusted:
  • If one or both players 'reduce range' you are now at short range
  • If one or both players 'increase range' you are now at long range
  • If one player 'reduces range' and the other 'increases range' your range remains the same
Flip your player aid cards as necessary to show the range you are now at.

Discard card and die
At the end of the round both players discard the cards they played (face up where they are visible to both players) and any die they used with it. These discarded cards and dice are unavailable to the player until they play the Recuperate card, which allows them to reclaim all discarded dice and cards, returning the cards to their hand. Once they have reclaimed the dice all their dice are re-rolled.

End of the Game

The game ends at the end of the round in which at least one player has been reduced to zero life force. If the other player has at least one life force remaining they are the winner, otherwise the game is a draw and the Princess wanders off.

Monday, November 3

NaGa DeMon 2: Codename: Dragon - Components

I've said before that you shouldn't invest too heavily in the components of your early prototypes since the game is likely to change beyond recognition and those components that you splashed out on or invested hundreds of hours of artwork in are liable to be replaced by something else in very short order.

NaGa DeMon is a slight exception to that rule for me, since at the end of the month, I've committed to sending prototypes to the three most helpful competitors in TGWAG. So I need to make my copy plus three more. Since those three competitors will (hopefully!) invested their valuable time and effort in helping me, the least I can do to show my appreciation is to give them a signed, limited edition prototype that doesn't totally suck. So I want to splash out a little and make the prize a neat little package. So I need some components. Times four.

As I mentioned on Friday, I'm expecting the game to feature cards (which I'm a dab hand at, if I do say so myself), dice and counters. Some dice for St. George and some for the dragon, plus some counters for St. George and some for the dragon.

When I think dragons I think big scaly red beasts guarding a vast hoard of gold (thanks J.R.R. Tolkien!) and when I think St. George I think white and red - the colours of the flag of St. George, the national flag of England which is incorporated into the Union Jack of Great Britain.

So, to separate the dice between players, I've gone for white dice for St. George and red ones for the dragon (the dragon is a bit wordy, he needs a name. Bonus PIPs for the best suggested name in the comments). I went to Travelling Man after work on Friday to get the dice and they had some nice Chessex ones in two different sizes. Since I need more white than red (I think!), I've gone for smaller white ones (bonus: St. George is smaller than the dragon) and nice marbled red and gold ones for the dragon.

For life counters, I recently bought some red wooden hearts from BoardGameExtras.co.uk for pimping my copy of Love Letter. Thinking ahead I bought a load more for Codename: Dragon purposes. That's St. George sorted, and it fits well since lots of computer games use hearts as the iconography for lives. Which just leaves the dragon. Dragon = hoard of gold. As it happens I've a load of yellow wooden disks left over from the limited edition of It's Alive I published back in 2008. I've hung onto them knowing they'd come in handy sooner or later. Their time has come!

Which give me this:

Codename: Dragon Components

Sunday, November 2

TGWAG League Table 1

We're only two days into NaGa DeMon and already The Game Within A Game is off to a good start. We've got four competitors so far competing for three signed and numbered limited edition copies of the NaGa DeMon version of Codename: Dragon.

Konrad and Derek both took part (and won a copy) last year, with Roberto and Todd new participants for 2014.

Name PIPs PIAL Free game?
Konrad/@pidaysock 4 Serf Yes
Derek Hohls 3 Serf Yes
Roberto 2 Serf Yes
@toddderscheid 1 Serf No

My father-in-law is visiting at the moment, but I've managed to bag up the components I think I need for my first copy, and last night I made some basic cards for it too. The cards are hand-scribbled with pencil to enable easy editing when the first version inevitably turns out to be horribly unplayable. I'm going to try to get some games in at lunchtime this week, since I'm pretty sure I can't make Newcastle Playtest on Tuesday after all - it'll be cleaning up after the first day of double-glazing instead.

Friday, October 31

NaGa DeMon 1: Codename: Dragon - A First Look

This time last year I had a first draft of the rules of Zombology, but due to various things I'm not quite so organised this year, but here's what's in my head at the moment. I'd appreciate any feedback on the ideas, what you think might work well or what badly and anything you think I've overlooked. This week we're having our house double-glazed, so I imagine I'll be spending most of my free time cleaning up whichever rooms have been trashed during the day. Also my father-in-law is visiting shortly. I'm hoping to make it to Newcastle Playtest on Tuesday, though I won't know until after Monday's clean up how viable that is.

Codename: Dragon: The Concept

It's a two-player card game about the showdown between St. George (patron saint of England and a bunch of other places) and the dragon. It's a Good Little Game, so 18 cards, some counters representing George's hit points and the dragon's hit points and some dice (a few for each player). One player plays St. George, he has nine cards, a few hit points and several (4? 5?) dice. The other player plays the dragon, with more hit points, but fewer dice (3? 4?).

At the beginning of the game both players roll all their dice. Then each round both players simultaneously choose a card (representing an attack, defence or movement) and optionally a die. Once chosen, both players reveal their chosen card, action them and then discard them and any die they chose.

The cards represent attacks (which do more damage for high die rolls), defence (which work better with low die rolls), movement (between long and short range) and a recoup card which lets you draw back the cards from your discard pile to your hand and re-roll all your dice.

The game has two ranges, long and short. At the beginning you are at long range. Some attack and defence card only work at long/short range and the ninth card that both players have is a double-sided cheat sheet showing which cards work at the current range. Each player has cards that let them move from short to long range and vice versa. If one player advances and the other retreats they stay at the same range, if both advance they are at short and if both retreat they are at long range. If only one player moves then the range changes as appropriate for the card played.

First player to run out of hit points is slain by their opponent.

Some details

The game is asymmetric, the dragon cards are different from George's cards and have different strengths and weaknesses. I'm thinking the dragon cards will be:
  • Cheat sheet
  • Recoup
  • Breathe fire (long range, high damage)
  • Bite (short range, medium damage)
  • Slash (short range, low damage)
  • Block (medium protection)
  • Flap (high protection)
  • Advance (move long -> short)
  • Retreat (move short -> long)
St. George's cards could be:
  • Cheat sheet
  • Recoup
  • Charge (long range, high damage + move long -> short)
  • Hack (short range, medium damage)
  • Slash (short range, low damage)
  • Combo (short range, medium damage, can be played immediately after Hack or Slash if they did damage)
  • Block (short range, low protection)
  • Dodge (all damage avoided)
  • Retreat (move short -> long)

An example card

An example of what I'm thinking to make the above a little more tangible:

Slash (St. George)
Can only be played at short range.
Damage done:
If no dice: 0
If 1/2/3 on the die: 1 damage
If 4/5/6 on the die: 2 damage

Flap (Dragon)
Can be played at long or short range.
Reduce damage by:
If no dice: 1 damage
If 1/2 on the die: 4 damage
If 3/4 on the die: 3 damage
If 5/6 on the die: 2 damage

Obviously, I'm going to have to play this a lot to adequately balance it, but what are your first impressions? Any ideas? Want to help test it when the files and rules available? There's PIPs in it!

Monday, October 27

NaGa DeMon 2014: TGWAG

Last year I took part in (inter-)National Games Design Month (or NaGa DeMon for short): during the month of November you are challenged to design a game. It's extremely unlikely that you'll be able to make a decent quality game in only a month, but like its fiction counterpart NaNo WriMo, the idea is to get a first draft completed. Last year I worked on Zombology, a drafting card game that has ended up being my main focus in the months since I 'finished' it during last November.

I was very keen initially to take part again this year and then umm-ed and ahh-ed a bit as various impediments appeared in my calendar in November, but some of them have disappeared and I've finally come down off the fence on the side of taking part. Yay!

My focus this year will be Codename: Dragon - a 2-player card game about St. George and the Dragon. It'll be a game of bluff and simultaneous action selection with dice and only 18 cards (so fitting with the Good Little Games ethos). Which makes it easy to test (I only need one playtester) and easier for others to print and play. I'll be posting the rules here along with print-and-play files as I make them and would really appreciate your help in testing and refining the game.

As with last year I'm going to run the game within the game (TGWAG) to encourage you, my internet audience to take part and help me make progress in the very short timespan available to me. During TGWAG I award Pointless Internet Points™ to people who help out and at the end of the month the three (down from five last year) people with the highest PIP totals will get a free copy of the NaGa DeMon version of Codename: Dragon, signed and numbered by my good self. Though probably not until January, if last year is anything to go by!

I'll be awarding PIPs to people who help me out by promoting the game or the TGWAG competition (e.g. retweeting my tweets, Google+ shares, etc.) or proofreading the rules that I post here, or giving me ideas or suggestions for new rules or mechanics or, most importantly of all, for printing out the print and play files and actually playtesting the game for me and providing feedback on what you liked and didn't like.

No PIP competition would be complete without Pointless Internet Achievement Levels (PIALs), so here's this years goals:

1 PIP: Serf
5 PIPs: Footman/Footwoman
10 PIPs: Squire
20 PIPs: Knight Errant
30 PIPs: Knight Sergeant
40 PIPs: Knight Commander
50 PIPs: Patron Saint

Interested? Sign up in the comments below and start your arduous journey to Patron Saint.

In other news, this week was mostly testing and releasing an update of my BGG Last Plays app. It now supports loading over close/restart, landscape support and sideways scrolling of the game name for games with longer names. Plus a couple of minor UI tweaks and fixing a crash found four times by various users.

In yet further news, my latest Windows Phone app (a super secret, unlicensed board game app that I've been developing as a training exercise and for my own amusement) has been approved by the physical game's publisher. So I now need to get it finished off so that I can add it to the store. It's approved for non-commercial use, so like my other apps it'll be free and ad-free.


Monday, October 20

Holding Forth

It's been a busy week with, thankfully, a boat load of gaming. During the week I got to playtest my secret game app with some friends, which gave me some great new ideas for improving the UI (plus revealed a bunch of bugs I'd not found by myself). Thursday lunchtime we played a couple of 3-player games of Zombology, and despite my fear that the new version (with the ability to hold over a card each round) was too easy we managed to lose both, so the 3-player win/loss ratio for this version stands at 1/2 which to my mind is about right! I still need to make some changes, but maybe not as sweeping ones as I first thought.

My November has also resolved itself. I had been hoping to do NaGa DeMon again, but with the major work being done on our house slipping back into November and my parents planning to visit for a week during November (both during the week of Newcastle Playtest, effectively ruling that out) it was looking like I'd really struggle to make enough progress to make it achievable. My parents have now delayed their visit to the start of December, so I think NaGa DeMon is go again :-) I've an idea for a game I'd like to try to make (Codename: Dragon that I mentioned at the end of last year), and I'll run TGWAG again.

To top the week off in style we drove down south to spend the weekend with my mate Tim and his family. Tim and I go way back, so it's always good to catch up and spend some time playing with our families, plus Tim and I get to game late into the night (or at least what I call late, so gone 10!). This weekend was no different we played lots of games during the day with Tim's son (I was whooped at a surprising number of games by a six-year old - clearly I'm not quite as bright as I like to think!), and then in the evening we played a game Tim is designing, then Thunderstone and finally Tim and I played Firefly until just gone one am. It was a great weekend and Firefly came in around 2.5 hours with the two of us, despite Tim not having played before.

Tim and I spent most of the weekend talking game publishing. Tim's game is coming on really nicely and he's considering KickStarting it. By day he writes computer games for a living so he's got a great understanding about what makes a good game and he know loads of great artists. (As an aside RH Aidley who did the art for It's Alive! and Carpe Astra for me and also Ice Flow for Ludorum Games is someone I met through Tim). Tim wanted to ask loads of questions about the process of publishing a game, so I got to hold forth, wittering on about my experiences with Reiver Games and what little I know about KickStarter. I wish Tim all the best with his game (and now have a copy for playtesting :-) ), but I'm still not sure if I'd want to go back into publishing if ever I consider one of my designs ready for the world. Still, it reminds me that I know a load of contacts and still have a bunch of knowledge about the process and finances of running a game company. I hope I can use that knowledge to help Tim out.

Monday, October 13

My Brain Is Finally In Gear

After several weeks of very little progress on my games design while I focussed on app development for my phone instead, I've finally had a good week of game design progress.

It got off to a good start on Monday night, when I printed out the latest version of Zombology, which has sat on my hard drive for several weeks if not a month waiting to see the light of day. There were a couple of problems I spotted after printing that I didn't have time to correct, but I'll fix them up before the next version.

Tuesday was the October meetup of the Newcastle branch of Playtest UK. With new Zombology in hand we started off with a couple of games of that - it's becoming a habit to start with Zombology as it's short and supports lots of players so we can play a couple of games of it before splitting into smaller groups for other games. We tried the new rules which I mentioned a couple of weeks ago, and as I feared at the time, they require more changes to be made. Opinion on the new rules was split with Dan and Paul preferring them and the others either on the fence or preferring the old rules. With twice as many decisions to make and the ability to hang onto a card you definitely felt a lot more in control, but the downside was that the Cure cards were all hogged in the second half of the game, so the initial deal was more important. Either way, the new version was way too easy for the players to win, so I'll have to address the card balance if I continue with the new rules, as well as come up with something for the Cure-hogging possibly.

Border Reivers Second Edition

After Zombology we split up and I got to play 54 Jones, Paul's game about Sci-Fi Sewer Surfing Cleaner Clones. As ever it was very entertaining, and this version was the slickest I've played so far. Then we played another Zombology (with Alex who'd missed the first two games) and then a couple of side-by-side Border Reivers, using the bits from the four players limited edition to cobble together two two-player games. Paul had played the limited edition rules last month, so this time we all played some of the ideas I've had for a new version. As is to be expected for a first play, it was pretty unbalanced, so I've got a bunch of changes to make before I play it again.

Thursday lunchtime we got a couple of games of Zombology in (three and four player, so I've now played this version with 3, 4, 5 and 6) and yet again they were player wins, further convincing me that it needs tightening up again.

Finally on Saturday I made it to Newcastle Gamers for a few games. We played Trains (new to me), Carcassonne the City (on my list of games to play this year) and Love Letter. Trains was suggested by Olly as something a little like Codename: Vaccuum that I might want to play for research purposes. As it turns out it gave me some new ideas.

On top of all of this, I've been cracking on with my board game app on my phone and I really ought to put out another update to my BGG Last Plays app to fix a crash reported in the wild and a couple of minor things suggested by friends.

Busy, busy, busy!

Monday, October 6

Zombology Upgrade

Yet another week of no real game design progress. Thankfully, all that is about to change. It's Newcastle Playtest again on Tuesday and it looks like it's going to be a busy night - three new members have signed up via Meetup.

I'm going to spend tonight finally making the new version of Zombology I talked about several weeks ago, so it'll be ready for Playtest on Tuesday. The only differences to the components are replacing the three remaining serious scientific suits with ridiculous ones and smartening up the art a bit in the places where I hadn't got round to it in the previous version. I've also got the new idea I had last week to try out too. One of the critics of the current version is Paul Scott from Newcastle Playtest. He's another person who finds it too random - a problem the new idea will hopefully address. I'm looking forward to hearing whether he, in particular, prefers the new version to the old. It's been a few weeks since I last played Zombology, it'll be good to make some more progress on it once again.

I also need to start thinking about NaGa DeMon. NaGa DeMon was a huge success for me last year. It was the birth of Zombology and the busiest month I've had on my blog by a country mile, so I'd like to repeat it this year if I can. It's going to be a bit more awkward though this year. My parents will be up for a week in November and I'll probably miss Newcastle Playtest due to their visit. We're also having some major work done on our house, so I'm going to struggle to find the time to design, iterate, playtest and blog during November. I've considered giving it a miss this year, but at the moment I'm still hoping to go for it. We'll have to see how things go...

Monday, September 29

A Breaking Change?

Not much to report on the game design front again (apologies to those of my readers who are coming here for game design!). I've not played many games this week, just Eclipse (for the second week on the trot) at Games Night. I tried to arrange another Zombology for lunchtime during the week, but yet again couldn't raise a quorum for it.

I have had an idea for Zombology though. Ok, that's a little disingenuous. Several of my playtesters have had the same idea, and after months of brushing it off as something that would over-complicate the game, I've finally decided to give it a try.

It's all been sparked by The Wife's criticism that she didn't feel like she had any control. When she said it it made me think back to a bunch of other people who had had the same criticism. So I thought about it, and 'I've had' this idea that might help. Zombology is a drafting game, like 7 Wonders, where every turn you play a card from your hand and pass the rest on to the player on your left. I like the fact that the draft gives you some knowledge about what's available in this particular game (since not all the cards are dealt in each game), and it allows you to play cards based on the knowledge of what you've passed to your neighbour. The downside is that if you're dealt a handful of great cards that can't be played yet, you have no choice but to give them to someone else.

The idea I've shamelessly stolen from my playtesters is to play a card, and keep a card, from each hand, passing all but one of the remaining cards on. Suddenly there's twice as many decisions to make in the game, which card to play and which one to keep each round. Do you keep the same one over many rounds and play it at the end, or play the kept card and chose a different one to keep next round? Do you keep an event card to prevent another player from playing it, or keep an excellent science card for the end game?

The pros of this idea are hopefully:
  • You feel a lot more in control
  • Twice as many interesting decisions
  • Opportunities to block opponents' attacks
  • No changes to the cards necessary

The cons are likely to be:
  • The cards going round are more crap as everyone is hogging the good ones
  • More decisions means longer play time
  • Might require sweeping changes to the cards

Notice something about the last item on each list? The change is an incredibly minor one, just a couple of new lines in the rule book, no card changes or new artwork required. But I fear it will drastically change the dynamic of the game, making it far easier to win and unbalancing all the strategies I've spent nearly a year balancing to a fine point. Once I've tried it a few times I should know whether I need to go back to the drawing board again, re-building the decks from the ground up to fix the balance again. Of course, it might not even help with the control aspect, so at least I don't need to make any changes to try it out.

In other news, this week's free time has mostly been spent making a board game app for my phone. I make a trip or two a month to Manchester with my boss (usually) on the train. That's six hours that's often spent playing games on my iPad. I'm making an app for my phone for a simple game that I can't get on the iPad. It's not something that I'm going to publish, seeing as I don't have the license to do it, but it'll be fun for my own enjoyment and I'm learning new stuff as I make it. It's already playable if you know the rules, but it doesn't restrict you at all, so it's very easy to make illegal moves. That's the next step - make it force you to play by the rules!

Monday, September 22

Gone Digital

Not much progress this week on Games Design, because I've been focussing my efforts in the digital realm. Last weekend we got a new PC, replacing our knackered old laptop (I think it ran on Windows 1885) with something a bit more modern. It came with Windows 8.1, which has the added bonus of being able to develop Windows Phone apps on it. I also got my phone back on Monday (with a new motherboard!), which meant I was in full digital flow again.

Early in the week I released a new version of my BGG Last Plays app which fixed a crash found by my mate Mal, tweaked a couple of things in the UI and included games in your collection you'd never played (an oversight - since I don't have any unplayed games I didn't think to check!). That also meant that expansions were included now too (though as before you can hide any games you're not interested in).

The rest of the week was focused on developing a recording app I'm making for Zombology. Now that Zombology is fairly stable what I need to do is play it a lot of times and see whether the win/loss ratio is where I want it, and check it's consistent across different numbers of players. So I've written a little app to record this information and present it graphically for quick reference. It's nearly done, just the graphing of the results to finish off.

ZombologyRecorder

After that I've a couple more app ideas that I'd like to knock up, one which is a little project that I doubt I'll be able to make available for license reasons, but it'll be a fun little project and I'll use it, the other is an idea that might actually be saleable! But that's a bigger job, and further off.

On the games front, I've not even played Zombology this week, I was unable to form a quorum (of three including myself!) for a lunchtime game during the week and at Games Night we just played Eclipse (another one ticked off my games to play this year list).

However, The Wife played Zombology last week and found it a little too random for her tastes, she said she didn't feel like she had enough control. I'm fine with some of that in a ten minute game, but thinking about it that tallies with a similar criticism from Paul Scott at Newcastle Playtest, so perhaps I need to address it after all.

Monday, September 15

Zombology: Evolution

As most of you know, Zombology started life as my attempt to do a NaGa DeMon game. In November last year I set myself the goal of designing a game in a month!

Of course, I knew it wouldn't be finished by the end of November, but I wanted to make something playable in that time. I decided on a quick card game as that would be the easiest thing to make. With only a month I wanted something that I could iterate quickly: both the rules and the components, posting new versions of the rules, playtesting the game frequently and incorporating the feedback quickly into new versions that could then be tested too.

By the end of the month I'd been through five versions of the rule book and I'd played it sixteen times. And, as a bonus, it kind of worked as a game. But that's not the end of it. In the following ten months I've played it another sixty odd times, there have been another five major updates to the rules and the components have gone from incredibly basic to slightly more polished (with basic art and everything!).

The games has morphed from an every-man-for-himself drafting game for 3-10 players to a semi-co-op drafting game for 3-8 players. It's morphed from sensible science to ridiculous science (Vegan Diet as a potential cure for Zombies!?). But at its heart it's still the same game - a quick, silly, science-themed drafting game with some take that and some collective suit building.

It's now at the point where I've got to make a decision what to do with it. I think it's a fun little game for playing at the beginning or end of a night - perfect filler material. The options I'm considering at this point are:
  • approach one of the publishers I know from my Reiver Games days
  • or, make it available print on demand through Drive Thru Cards or the Gamecrafter

There's a few publishers that I'm comfortable approaching, though I've no idea whether it's the sort of thing they are interested in. Perhaps that needs to be my first step.

On a related note, before I sent my new phone off for repair (the camera stopped working when I upgraded to Windows 8.1), I starting working on another app for my phone. This one is for personal use: it's to record games I've played of Zombology and the win-loss ratios by number of players. Now the game is settling down I need to get a better idea of how well balanced it is. I've also invested in a Windows 8 laptop to replace our archaic, glacially-slow one. This means that I can now do Windows Phone app development at home, rather than just during my lunch breaks.

Monday, September 8

Reavers! Incoming and Heading Straight for Us!

Bonus points if you get the title source. Most of this blog post isn't actually about that kind of reaver though, it's about Reivers. With an 'i'. Border Reivers to be precise. In 2002, after an incredibly long and unsatisfying game of Mighty Empires, I had an idea for a light civilisation/wargame that eventually became Border Reivers. Published in 2006, I made 100 copies by hand and sold them all over the world. It was the first game I designed and the first game I published, and while it obviously holds a special place in my heart, it was one of the weaker games I published, which partly explains why I never reprinted it. Over the years (as this post attests) I've toyed with the idea of doing a second edition, with some changes to fix the reported weaknesses, but nothing ever came of it. After the poor sales of Carpe Astra I lost confidence in my ability to design games and decided that I needed a checkpoint between designer and publication which I could provide for other designers but couldn't for my own designs, since I didn't have the required distance to objectively critique my own games. So Border Reivers II withered and died.

Until a month or so ago. As part of my goal to play all my games at least once this year, I played a game of Border Reivers against my boss at the end of one of my Games Nights. He crushed me like the proverbial grape, in part assisted by some lucky reinforcement dice rolls - which relates to one of the criticisms I had received about the game.

So that got me thinking about Border Reivers again and, now I'm not looking to self-publish and have the excellent Newcastle Playtest resource available to me, I've decided to brush BR2 off again and see if I can do anything with it. On Tuesday it was the aforementioned Newcastle Playtest so, as well as a new version of Zombology, I took Border Reivers along. There was lots of interest in playing it, but one of the changes I'm keen on is to switch it from 2-4 players to 2 player only, so Paul Scott and I had a game. We played the good old-fashioned rules, and then at the end I asked Paul for ideas on how to improve it, before a lengthy discussion about the criticisms I'd received from players/owners of the first edition.

Border Reivers is a light wargame with some civilisation aspects, set on the English-Scottish border during the late middle-ages. It was a time of continual skirmishing along with frequent livestock-rustling (or reiving as it was known). In the game, you start with a city and five armies and have to cultivate your territory, raise armies, build fortifications and settlements as well as going to war, ambushing and reiving your opponent. In the original rules there were two ways to win - either by annihilating your opponents (which only really happened in a 2-player game) or by being the first to accumulate 40 cash. Each turn you got to gamble on reinforcements, either armies or cards that gave you several interesting hidden tactics to assault your opponents. You spent an amount of cash between 0 & 9 and then rolled a D10, if your die roll was less than or equal to your spend, you got a reinforcement. Lots of people really didn't like this and, in fairness, lucky dice rolls early on could really swing the game. One of the ideas I've had is to keep this mechanism, but take away the chance of a free reinforcement and reduce the variability - i.e. roll a die with fewer sides. I'm also considering replacing the cash victory condition with a victory points one, where you get victory points for a variety of things throughout the game. I'll need to try some of these ideas out over the next few months and see which of them stick. Mal, I'm assuming you're up for a game?

Border Reivers prototype from back in the day

Back to the title, after the crazy success of my BoardGameGeek collection Windows Phone app (now up to 9 downloads, that's got to be almost everyone who owns one, right?) I've now published my Firefly: The Game app too. This one is designed to streamline the Full Burn movement action in the Firefly board game by reducing the number of 'move a piece, draw a card' cycles you have to go through. It's called Keep Flyin' and is available in the Windows Phone Store now.

Keep Flyin' my Firefly: The Game Windows Phone app

Finally, we played a couple of seven-player games of Zombology at Newcastle Playtest on Tuesday. The new version has another card type removed, more of the new style art and a few informational changes requested by testers. It went pretty well and on the train on Wednesday down to Sheffield for my quarterly MS check up I made some more cosmetic changes to the cards. This is feeling pretty finished now, so I ought to step up my efforts to contact some publishers.