Showing posts with label Newcastle Playtest. Show all posts
Showing posts with label Newcastle Playtest. Show all posts

Monday, November 10

Wings

Two months ago, when I went down to York to help Paul with Gamefound fulfilment, I told him I had no more roll and writes under development.

Then I had an idea on the way home.

I was able to cannibalise bits from The Planets My Destination and Exodus from Reynoldsworld to knock up a quick prototype.

Since then I've played it and tweaked it 16 times.

It had its first public outing at Newcastle Playtest in early October.

That highlighted some overly complex bits.

I made changes.

Tweaked it some more.

At Yorcon just over a week ago it had its second outing.

And it was very well received.

They wanted to play it some more.

I've now got a rough and ready playtest kit together.

So I've prepared it for sharing.

No diagrams in the rules yet, but it's got rules and a player sheet as PDFs ready to download.

Anyone fancy giving it a try and providing feedback?

Either on the game or the clarity of the rules.

I would love to hear what you think...

Monday, February 10

Rollercoaster

We call ourselves a publisher.

But really we're a self-publisher.

Zombology.

FlickFleet and its billion expansions.

Three print at home roll and write games.

All designed by me, or me and Paul.

Nothing by a different designer.

Yet.

We've signed a contract for a FlickFleet-related game.

And there was another chance this week.

I went to my monthly playtesting session in Newcastle. In the pub.

Played one of the other designer's games.

Loved it.

Told him I'd be interested in publishing it.

Spent the week thinking about it.

How to make my own copy for playing with Paul and my other friends.

Then a few days later the designer said he'd rather pitch to a big publisher.

Disappointing.

But fair.

I'd told him he'd be better off doing that at the beginning!

Still disappointing though.

I loved it.


Monday, November 11

Roots

I started computer programming when I was ten.

Both my degrees are in it.

Almost all of my day jobs have been doing it.

For the second time in my life I'm now a manager of a team of programmers.

I don't program at work any more.

I've been doing some for Eurydice Games this week though.

I had to get the books completed up to the end of October so our accountants can do our VAT return.

That included 102 Gamefound orders for Away Team Bingo.

I can download them from Gamefound as a spreadsheet.

I need to get them into our accounting software.

I can import them to it as a spreadsheet.

A different spreadsheet.

Over the last few years I've written a few programs to move orders between the various spreadsheet formats we use.

This week I've been tweaking them to support the latest changes.

And then getting those orders into the books.

Around that I've been tweaking my Sirens game.

We played it at Newcastle Playtest on Tuesday.

There were six of us, and it was the only game present that went to six players.

I knew it needed work.

So we played it.

Needs some work!

Now I have some ideas of how to work out the kinks...

Monday, November 4

YorCon

I’ve spent the weekend in the middle of nowhere.

Playing games with an awesome bunch of people.

Lots of new games.

My favourites were Lord of the Rings Duel and Space Base.

We went for a couple of walks in the countryside.

I played a couple of games of Jotunsaga.

Gaming designing in progress

With other designers.

It got really good feedback.

And spawned a bunch of new ideas.

I took a Sharpie, a pen, and some blank cards.

So I could make a new version.

And try that too.

And there’s Newcastle Playtest tomorrow.

It’s coming on nicely…

Monday, February 6

Solo

I’ve been playing a lot of Rocky ‘Roid solo.


Mostly on my phone.


I made a webpage for it.


It’s not complete yet, but it’s mostly playable.


And it already lets me gather data.


I’m trying to work out a good way of grading the solo game.


Adding difficulty - so you can choose how much of a fight you want to automaton to provide.


I’m testing fuel load and automaton hold size to see which works best.


And learning JavaScript at the same time :)


For the first time in three years I’m hosting Newcastle Playtest this week too. I’ll be bringing three prototypes - including Rocky ‘Roid.

Monday, January 30

Time

With the new job, time is tight.

I’m having to get my head back into programming.

As well as learning all the new domain and our suite of applications.

I’m tired and I’ve not been sleeping well.

There are several upsides though.

I’ve found a couple of gaming buddies and am frequently gaming at lunchtime before walking home.

We even playtested Rocky ‘Roid last week when I forgot to take in Lost Cities.

I’m getting loads of exercise.

I’m enjoying the job way more.

I’ve also arranged a FlickFleet tournament on our next Connection Day when they try to get everyone into the office :)

Let’s see how they fare at this!

In other news, Paul is frantically laser-cutting and we’re making progress on fulfilment.

Not helped by the Royal Mail ransomware attack though - they still can’t accept international parcels :(

And I’ve restarted the Newcastle Playtest group :)

My new daily habits mean I’m making decent progress on 2 games and have another ready for playtesting.

Plus another I’d like to get to prototype stage soon too!

Monday, March 9

Yay! Boo! Yay! Boo!

It’s been a mixed week.

Yay: Paul has sent all but 12 of the rewards due in April now, four of those are to friends that we will deliver by hand, one is still waiting on a shipping address and the other seven will go early next week.

He’s got everything he needs to start sending the first twenty-odd October rewards too.

Boo: Paul’s garage door is broken. He needs to open the door to run the extraction hose from the laser cutter outside while cutting, so until it’s fixed we can’t make any more games. It shouldn’t get in the way of the October deadline, but will delay the last few rewards at least a few weeks.

Yay: I went to my third consecutive Newcastle Playtest last week with Coalescence again. It’s getting better again - making solid progress. We also had some good ideas to improve it further. I’m really glad the Newcastle Playtest is running again. I didn’t make it along at all last year (work travel or hand-crafting FlickFleet always got in the way) and it eventually petered out. I restarted it in January and we’ve now had three good back-to-back sessions :-)

Coalescence taking shape (pun intended!)

Boo: I also took along the other game I’m working on which had had its first test with Paul a couple of weeks ago. I’ve totally broken it! Time to roll back a load of changes and try to approach it in a different direction.

Monday, March 2

Shipping Machine!

Just over a week ago I went down to Paul’s house to sign all the deluxe rewards so that Paul could start shipping them.

Last week Paul shipped the first 120(!) rewards, these are all ones due to arrive by the end of April and they should all arrive within a couple of weeks. We’ve only got another 100 rewards to send now, and several of those are just hand-deliveries to friends. The April rewards are all ready to go, they just need parcelling up and taking to the Post Office.

The rest still require laser cutting, but there’s fewer of them, they are faster to cut due to the lack of etching and they’re not due until October. Things are looking good for another early completion :-)

While Paul’s been doing that I’ve been trying to frantically keep up with the books (we don’t record a sale until it ships) and working on a couple of prototypes ahead of tomorrow’s #NewcastlePlaytest session.

It’s been a busy couple of weeks!

Monday, March 5

A Busy Week

It's been a very busy week this week. I've shipped the first two blind playtesting copies of FlickFleet, made my first batch of Zombology in ages (I've been focussing on FlickFleet for the last couple of months), had a UK Games Expo seminar accepted and then spent the weekend with Paul (my FlickFleet co-designer) doing some gaming, some playtesting and attending Beyond Monopoly, the club in York, for the first time in probably nine years. Finally, I found out that FlickFleet is not a finalist in the Cardboard Edison Award - despite really positive feedback from the judges.

The blind playtesting is a crucial step in the development of a game. You're sending a copy of the game, complete with rulebook to strangers for their feedback. They will have to learn the game from the rulebook, as if they'd bought it in a shop and then play it - rightly or wrongly based on their reading of your rulebook. You will then get feedback on the quality of the rulebook, what wasn't clear or was missing and their opinions of the game. From strangers. Who unlike the people you will have mostly been testing with, are not your friends and are less inclined to go easy on you to protect your feelings. It's an invaluable opportunity to find the weak spots in your rulebook (writing rules well is very hard, and invariably you will have missing things or made statements that can be interpreted in different ways), and to get a better idea how a random punter would experience and feel about your game - it's also a great opportunity to get a better idea of what the market reception of your game might be.
A blind playtest copy ready to go in the post

Zombology has suffered a bit over the last couple of months. I'd built up a decent stock in December, and while I intended to keep cranking out copies in January and February, sales were not fast enough to demand it (though on track!) and I spent what little time I had (The Baby has been sleeping terribly since Christmas, so I've been going to bed early and Eurydice time is between kids' bedtime and mine, a time period that has been heavily squeezed!) on FlickFleet instead. In January I was trying to get a Cardboard Edison Award submission done (more on that later) and then this month it's been upgrading my copy, getting a copy to Paul and then working on the blind playtesting copies. With a trip to Beyond Monopoly last weekend though I needed to boost my slowly diminishing stock a bit - I'd rather take far more than I need than have fewer than I could have sold. I got six boxes and three games made during the week, which meant I had 15 copies to take with me to Beyond Monopoly.

On Monday I also heard that the seminar idea I had pitched to the UK Games Expo in Birmingham in June (me hand-crafting a copy of Zombology live in front of an audience while talking about my experiences running Reiver and Eurydice Games and the many tips and tricks I've picked up over 16 years of hand-crafting games). It's going to be 1-2pm on Sunday 3rd June and spaces are limited to 50 people, so if you're interested I'd get there early!

Friday evening we braved the snow and drove down to York to see Paul and his family again. I was too tired in the evenings for our usual playtesting and gaming (baby-related sleep deprivation again!), but Paul and I made it along to Beyond Monopoly on Saturday afternoon - the big games club in York I used to attend when I lived there. While there I spent the afternoon demoing Zombology and playtesting FlickFleet and I sold two copies of Zombology :-) It was also great to catch up with some old gaming buddies. There was a lot of interest in FlickFleet too - several people signed up to my mailing list to be kept in the loop.

The week ended with the news that FlickFleet had not made the cut for the Cardboard Edison Awards finalists. From a field of 192 the judges had to pick approximately fifteen based on a video introduction, a rulebook and a brief overview. My video (done the night before submission) was spectacularly uninspiring - I sounded terribly dull and not at all excited about my game, and the rulebook was pretty poor too - it was also last minute, and had no examples and not enough diagrams. I could really have done with getting the new rulebook (finished last week) done in time for the submission at the end of January.

This week I'm hoping to make it to Newcastle Playtest on Tuesday to show off the latest FlickFleet changes and get peoples' opinions on them.

Monday, December 11

Winding Down

Last week was a quiet one. After a busy and demanding week in Belgium the week before, I took some time to catch up on sleep (when I could - Daughter the Second is not sleeping well at the moment, so I spent a fair chunk of the week up in the night or early with her). So I made no progress on Zombology until the weekend - there's no chance at all that I'll hit my quarterly production target, but there's still a good chance of hitting my sales target.

The highlights of the week were FlickFleet related. I made it along to Newcastle Playtest (for only the second time since the birth of Daughter the Second back in May) and we played four games of FlickFleet. The feedback was good again ('better than Flick 'Em Up'!) and there was nothing glaringly wrong, but a couple of ideas surfaced and I started to try those out. At the end of Games Night I got another play in using one of those and I think it could be an improvement.

FlickFleet at Newcastle Playtest
FlickFleet at Newcastle Playtest

Since Thursday night's play at the end of Games Night I've finally had some inspiration for several more changes - I'm looking forward to trying those out shortly. I've also been collecting some market research via Google+ and twitter polls!

This week is also pretty busy (we've a big meeting at work with a couple of nights out including our office Christmas party), but I'm hoping to get some gaming in at the weekend when we head down to York to visit Paul and his family. Paul was instrumental in the first idea of FlickFleet, so I'm hoping to show him the progress I've made too.

Thursday, November 23

NaGa DeMon 2017 - Part 7: Too 'Good'

And by too good I don't mean great, I mean good, just too much.

Traditionally when I design a game the first play is curtailed about a third of the way through. We agree never to talk about it again and I go away and work on the hideously broken mess that was the physical incarnation of a game that was great in my head. Later, once I've fixed the most glaring errors, we reconvene and as we play it's still broken, but not so broken. Maybe we change a couple of rules as we go, evolving things that don't work in practice. This can go on for months.

Eventually, we reach a point where the game is reasonably stable and it's only the occasional edge case where something unusual happens that requires a change to the rules. But by this point the game has been through several iterations, and lots of ideas have been tried out. Some have worked, others not so much. But there's a possibility space around the current rules where I've got a good understanding about what changing various things about the game does to the feel of the game. And I've lots of ideas about what I can change to improve it.

FlickFleet is an anomaly in that regard. I first played it (once!) in July with MDF toy food. It was fun and definitely worth pursuing.

Hmm, spaceships you say?
Hmm, spaceships you say?

After a few months I finally got some bits laser cut and played it again four times at Newcastle Playtest in October. It was definitely still fun. We made a couple of changes after the first game and then left it alone. I'd not yet ordered the wooden pieces or made the ship cards, so the bookkeeping was all done with pencil and paper, which was sub-optimal, but hey, early prototype, so who cares.

Just in time for NaGa DeMon in November I did the ship cards and the wooden pieces arrived. I've also played it a lot in November. And it works, which is surprising. It's been getting great feedback ("I prefer it to X-Wing", "It's as good as Flick 'Em Up") and it's good fun.

But it's not yet great. And with nothing obviously broken I'm struggling to see what I should be changing to see if I can get it from good to great.

Any ideas?

Wednesday, November 8

NaGa DeMon 2017 - Part 3: The Proof is in the Pudding

FlickFleet has been a long time coming. My friend Paul and I had the idea on a walk last summer, but I didn't do anything with it at the time. It wasn't until this summer that I had the idea of using the dice as projectiles and the die results and a damage selector, at which point I got really excited about it again. I tried it out this summer with my brother-in-law and then Paul again using MDF toy food and it kinda worked, so I was inspired to do a design for the ship pieces and get them cut out (which I did with the help of my friend Dan) in September.

The first attempt using MDF food!
The first attempt using MDF food!

Once I had the laser cut pieces I was able to take a half-made prototype to Newcastle Playtest at the beginning of October (it was just the ships, I used frantic scribbling on pen and paper to record the status of the ships). We played this four times that evening (two against me, two with me watching) and most of the people who played wanted to play again. It was described as 'fun' which, considering it was it's first real outing and it was half-finished, was very exciting.

Laser cut bits at NewcastlePlaytest
Laser cut bits at NewcastlePlaytest

I got the wooden pieces I needed ordered from SpielMaterial a couple of weeks ago and then the ship cards design done and printed last week. Now all I needed to do was play the latest version and start iterating versions to iron out the inevitable kinks.

With these successes under my belt I was keen to make more progress, but I've been focussing on hand-crafting the Zombology print-run so that I've got some stock for sale, so I've not really made any FlickFleet progress. I've decided to do NaGa DeMon again just to give me the kick up the behind I need to crack on with this. I'm hoping that it will force me to make some progress, but also in an ideal world rope in some crowd-sourced wisdom to make the game improve even faster.

And so far, so good. I've had some great feedback on the rules and I've managed to play the game a couple of times at work in my lunch breaks where it earnt the 'I prefer this to X-Wing' plaudit from Chris!

I'm focussing at the moment on fixing any glaring problems (I haven't found any yet which is both bizarre and exciting!) and trying to sort out the point values of the various ships (which I need for free play and to design balanced asymmetric scenarios). I've even taken the prototype with me to Paris (for a 24 hour work trip!) so that I can spend my evening in a hotel facing various combinations of ships off against each other to get a feel for what the point value of each type should be.

In action at lunchtime
In action at lunchtime

I really hope that someone who gets involved with my NaGa DeMon challenge does have access to a laser cutter and I can start getting feedback from a wider variety of people. I think this game has huge potential, now I just need to test the crap out of it and more playtesters means faster feedback!

Monday, April 10

More End Game Ideas

Last week was fairly busy, but I did manage to make it along to Newcastle Playtest after missing March (and possibly February?). It was a great night with a good turn out and plenty of games to try out. I ended up just playing my own games: initially a five player game of Zombology and then a three player game of Codename: Vacuum with Olly and Alex.

It was the first of two games of Zombology that week (we also had a three player game at the end of Games Night on Thursday) so I'm still slowly collecting the data I need to feel comfortable that the win/loss ratio is more or less where I want it in the new version and that it's well balanced across different numbers of players. I'm still considering a second hand-made run, though realistically this will have to wait until after the arrival of Daughter The Second at the end of May.

Vacuum also went well. I tried out the fixed number of rounds for the first time and as a result it went a big longer - the three player game with two first timers probably lasted a couple of hours including rules explanation. It worked as expected, Olly choose an end game condition fairly early in round 11 which allowed Alex and I to both adjust our strategies mid-game. In the end all three of us scored within one point of the maximum in that category, so it didn't contribute meaningfully to the scores. I chose in round 14, but that was still early enough for the others to catch up with my weak showing in that category. I'm still messing around with the end game and the scoring. I've had another idea over the weekend - allow each player to choose a (possibly non-unique) scoring condition and then score those conditions (possibly multiple times) at the end of the game. Maybe even give the person who chooses it a small bonus too (since they are giving up the chance to score more points in that category at the point when they choose it).

This week I'm unlikely to get much done - today I'm off to Manchester for work again and then Thursday we head down to Bristol for a big family get together. I'm all set when we get back though, I've bought replacement inks for the broken cartridge which stopped me printing a new version of Vacuum in time for Playtest last week (which in hindsight was just as well as I now have more changes to incorporate).

I've a load of work to do on the train this morning and probably this evening, but I'm hoping to tweak the Vacuum board before I get home.

Saturday, January 7

Promising Start

Last week I set myself some aspirations for this coming year and so far, so good. I managed to get to Newcastle Playtest on Tuesday and try out the new Zombology rules again. We played three five-player games and managed two wins and a loss. The wins were in rounds 6 and 7 out of 8, much better than the slightly freakish win in round 3 that happened last time I tried it. Generally, people thought the new rules were an improvement and Paul went so far as to send me two emails of ideas which I've yet to respond to. The new rules have the advantage that they work with the existing cards, so anyone who bought the original hand-made version from me or the print on demand version from Drive Thru Cards can play them without having to print new cards. The only thing which is wrong on the old cards is that the initial card distribution as shown on the round one turn marker has changed.

In fact, here's the new rules. Please feel free to read them, provide feedback, try them if you own the game or just comment on them in the comments section below. Any feedback gratefully appreciated! If you do get a chance to try them I would love to know the following:

  • How many players?
  • Won or lost?
  • If won, in which round?
  • How many winners?
It was my first Newcastle Playtest in months, so it was great to catch up with everyone, meet a couple of new members and try out a few of their games. Hopefully I can make it next month too!


In addition, I also made the changes I've promised a guy on BGG in my Last Plays app and published them to the store. The app now has the ability to ignore expansions (which is really useful for me), hide unplayed games (which is really useful for him) and also to filter the list of games by game name, which should be good for both of us. One of the main things I use the app for is its ability to link to the BGG page for a game so that I can quickly record a play. Filtering the list to the game I'm interested in can only make that process quicker!

Sunday, January 1

2017 Aspirations!

For the last few years I've set myself some goals at the beginning of the year (2014, 2015, 2016), I've never aced them, but last year was weak, especially where games design and blogging were concerned.

2016 In Review

My new job, which I started in October 2015, took up a lot more time than I was expecting. It was my first time leading a team of any reasonable size and so I had a lot to learn in terms of leadership, budgeting, strategy and people management. On top of all that I ended up doing a lot more travel than I was originally expecting (four trips to the US, 20-30 to Manchester - often overnighters, and a frantic week-and-a-half long tour of Taiwan, China and Japan), which sounds great if you're not doing it, but it's very tiring and all you really see is offices, airports and hotels. This led to a double whammy of less free time and wanting to spend that free time with my wife and daughter, so I had a lot less time for games design-related shenanigans. I only made it to Newcastle Gamers once (out of at least 24 opportunities) and Newcastle Playtest probably only five times our of twelve. I've not played a prototype since September!

I failed both my blogging goals, giving up regular blogging as I had very little progress to report, most of it about designing mobile apps rather than board games (I've been coding since I was ten, the lack of coding in my new day job meant I fancied doing more of it in my limited free time, to the detriment of my games design) and doing nothing in November for NaGa Demon.

Gaming was the one area I aced, I played a lot of games in 2016. This was helped by starting a games club in the office on Wednesday lunchtimes (when I'm in the country!) and my weekly games night, plus a few trips with Ian (including to the US twice and round Asia) and my trusty iPad full of games. I even played 24 new games in the year (three of those on Dec 29th - games I got for Christmas!).

I did get the hand-made limited edition of Zombology finished in January and the print on demand version up on Drive Thru Cards in March/April (copies sold to date: 3!), so that was Games Design passed, but other than thinking of some rules tweaks to Zombology I did very little games design after that.

I didn't even finish my German language app that I wanted to wrap up. I made a lot of progress on it, but it's still not even ready for a beta release. I did tweak BGG Last Plays at the end of the year though - someone on BGG with a collection of 3,500 games tried it out and found it crashed on a collection of that size, so I fixed that and tweaked a couple of other things. He's got another couple of requests and so I'll do another version of that shortly. It's still my most popular app (150 downloads - on Windows Phone!), and if you've got someone keen enough to engage with the creator you should try to keep them happy!

2017 Aspirations

Seeing as I did so badly last year I'm going to change things up this year. No goals. Just some more vague aspirations:


  • Get back into Games Design. Maybe Codename: Vacuum (I've a few ideas floating around in my head - it's probably been a couple of years since I last touched it, so maybe that distance will help when I come back to it)
  • Blog when I have something to say. No regular weekly schedule, just talk when I've something worth discussing. Hopefully at least once a month.
  • Code. It's been a passion of mine since I was a little kid and my day job for 13 of the last 16 years. Release apps. Enjoy it.
  • Game. I only managed 36/52 possible Games Nights due to my travel schedule, but I want to game on Wednesday evenings at home, at work during Games Club, on the iPad on trips and also try to get to Newcastle Gamers and Newcastle Playtest more.


Fingers crossed...

Monday, November 7

I Need Your Help...

... if you own a first edition copy of Zombology. I'm getting close to finalising the second edition rules, but there's a couple of things I need to test the hell out of:

  • Win/loss ratios for different numbers of players
  • A couple of Army Perimeter options

And I'm struggling to find the time to do it all myself - that's where you come in! I missed Newcastle Playtest again last week (and I'll be in Japan during the next one), and have volunteered to babysit for a friend next weekend which means I'll miss Newcastle Gamers too. I'm going to be restarting playtesting in the office at lunchtime, but by itself that would take ages to get the required testing done.

The second edition rules can be played with the first edition cards, so I'm enlisting the help of those of you who have the first edition and fancy helping out to try out the new rules. As mentioned a few weeks ago, the initial starting hands have changed (so the set-up described on the first edition first round card will be wrong) and the Guru rules have changed quite significantly.

In addition, there's a couple of different Army Perimeter options I'd like to try out:

  • Single use (same as the first edition) - when targeted by a Overrun you can choose to discard it and block the Overrun or keep it and suffer the Overrun (that's what it says in the rules linked to above).
  • Permanent - Using it doesn't force you to discard it, so it protects you from multiple Overruns for the rest of the game.

I feel the single use Army Perimeter is a bit under-powered, the Permanent option might be an improvement (or it might totally break the game!).

I'd appreciate any feedback you can provide - in particular, the number of players, won or lost and in which round the win happened if it did.

Monday, October 24

A Goal I Might Hit

This year has been a weird one. My new job has required a lot more travel than I originally expected and as I result I've had a lot less time to spend with my family and on my hobbies of board game design and Windows Phone app programming. Up to this point I've only managed to make it to one of the bi-monthly Newcastle Gamers and I've missed loads of the Newcastle Playtest sessions too. With little to talk about I've cut back on blogging and NaGa DeMon is looking unlikely at this point too.

As a result, the goals I set myself at the beginning of the year are mostly looking impossible with the exception of the 366 plays (nailed it already!). So it was good to get down to York this weekend and spend a weekend with Paul and his family. I used to attend Paul's bi-weekly games night when I lived in York and he has a much larger collection of games than I do, so this was a perfect opportunity to get a few new-to-me games under my belt towards my 24 new-to-me games this year goal.

As it was, Paul was quite ill and I was knackered, so our late night gaming never materialised, but we did manage Rhino Hero (9 times!) and Imhotep, plus a load of games I already knew during the days. Rhino Hero and Imhotep took me to 21 out of 24 new-to-me games, so I just need three more  before the end of the year. That's a possibility, especially if I make it to Newcastle Gamers next month.

It was great to see them all and get some games in. We played Istanbul, Port Royal (still firmly on my wishlist), WobBally, Loopie Louie, Jenga and BANG! The Dice Game. A great weekend.

I've now got only eight days until the start of November with no real plan for NaGa DeMon. This is compounded by the fact that I'm off to Asia for a week and a half for work on the 26th Nov, so I'll miss the end of the month and want to focus on my family before I go. I think NaGa DeMon this year is a bust :-(

Monday, September 12

Brevity

This week I made it to Newcastle Playtest for the first time since April! It was a great evening - good to see the guys and catch up and also check in with their games designs. First we had a couple of games of The Book of the Dead, a fantastic little timed game from Paul Scott. We played it for almost the first time back in April and I loved it, and I was delighted to see that it was just as much fun this time round (by now with much nicer art!). Paul is thinking of Kickstarting it reasonably soon I believe. We ended with Galactic Contractors, one of Dan's that had improved greatly since my last play.

In between those we played a couple of games of Zombology, but with some slightly different rules. I'd played it a couple of times recently at work during our lunchtime games club and the rules explanation and then the confusion around hands of different sizes going round made me think I needed to do something about the Guru rules. I had an idea a couple of weeks ago that I tried out one lunchtime and that idea has since evolved in my head into a more streamlined idea. It has the double bonus of simplifying the Guru and failed cards rules and simultaneously getting rid of the uneven hand size too.

It worked pretty well, we played a seven player and then an eight player game (I think!) and won both. Everyone thought it was an improvement on the old rules, but we won both games, the first one in round three! The fastest win I'd seen in the previous 100-odd games was round five. So there's a chance it's suddenly much easier. I can't think how that would be true, but I need to play a load more games to get some empirical data.

During the week I've been working on the rules for a second edition taking the rules from the handmade limited edition as a starting point. I've changed the Guru rules as mentioned above which simplify things quite a bit and I've also tried to cut down on the word count. The rules sheet for the first version looked like a fairly intimidating wall of text, which considering it's not too complicated a game is a bit disappointing. It was so wordy once I'd covered off the rules and tried to make sure all the grey areas were clearly explained that there was no room for diagrammatic examples :-(

So this week I've been trying to pare the rules down a bit. The rules changes removed quite a lot of 'if this then that otherwise something else' and then I went through trying to cut out all the places where my natural loquacity had made things unnecessarily wordy. I've managed to shave off nearly 300 of 1844 words which, when I lay them out in InDesign, will hopefully free up some space for more diagrams and examples.

I'm not expecting to get much done this week - I've a work night out on Tuesday, Games Night on Wednesday, I've got to get stuff ready for a trip to America next week for work and I also want to spend some time with my family before I go.

But next week I'm in America all week so I'll probably have the hours of 3am to 7am every day to spend on sorting out the new rules in InDesign. Gotta love jet lag.

The good news is that the new rules don't require any new components - they work with the cards as published in the first version. The only slight exception is that the cards dealt in the first round have changed slightly, so the cheat sheet on the first round marker is now out of date.

Monday, April 11

New Games

It's been a very games-heavy week :-)

Tuesday I made it to Newcastle Playtest for the first time in what felt like several months (I definitely didn't make it in March, not sure about Feb). We had a great turnout, including a couple of people who had made the trek from Cumbria to get some feedback on their game: Collusion.

I turned up too late to join in with that, so we went and started a new table and tried out the newer version of Dragon Dance. It worked ok, and Paul thought it was better than the last version but he wasn't wowed. Then he made a throwaway suggestion which I think would make the game loads better - now I've got another version to design, make and try out!

Afterwards, Paul said he had a game idea that he'd knocked together the previous night while watching TV, 'it's not a game but there's an idea there'. He started explaining the game (The Book of the Dead, themed around the Necronomicon from the Cthulhu mythos) including a particularly complex timekeeping mechanism (it's a timed game). We suggested a simple timing mechanism and then tried it out. Six times on the trot! It was awesome - so awesome I offered to publish it for him the next day, or to help him approach the publishers I know. Wisely, he chose the second of those options!

Wednesday was lunchtime games club (Taluva again) and then Games Night (including Roll for the Galaxy). Then on Friday, my mate Paul and his family turned up for the weekend and we played a load more games. I had my first Flick 'Em Up experience (genius!) and knocked a few more plays off my ten plays list and a few more games off my not yet played this year list.

To top it all off, while wandering round Cragside on Saturday, we came up with not one but two new game ideas, one of which Paul was very taken with, and one of which I was very excited about. Yet another game I've got to make a prototype of ASAP for testing :-)

What an awesome week.

Next week is a weird one. I'm away in Manchester Monday - Thursday with Ian for work. We'll play a bunch of games on the iPad on the trains I'm sure and Russell (of Android Netrunner in the US fame) is going to take us both to Tabletop Manchester on Monday night at The Wharf. Gaming in a pub - yay!

Of course, since I'm away there's no lunchtime gaming on Wednesday and no Games Night, so it's not all good.

Anyway, To The Prototype Coalface!

Monday, February 8

First Dance of New Look Dragon

This week I made it along to Newcastle Playtest for the second month on the trot (pretty good effort - since my new job started there's been a lot more travel and hence fewer nights out). Of course, it wasn't straightforward, as I was in Manchester for work that day, so rather than heading over from work at 6:30, I turned up at 7:45 from the station. Several of our regulars were even more inconvenienced by travel, so it was going to be a fairly quiet night until a couple of new people (Hello Michelle! Hello Bart!) turned up - in the end there were five of us with Paul and Alex. Alex had brought his two player game: Swag, Blag and Goons, Paul had brought his two player game: Kick, Punch, Stomp! and I'd brought two two-player games: a new version of Dragon Dance and Border Reivers Second Edition. We ended up splitting up and playing a couple of side-by-side two player games, but not before playing three games of the copy of Zombology I'd delivered to Paul at the start of the night. Both the new people seemed to like it, which was encouraging.

I'd spent a couple of hours on the train that afternoon designing and constructing a new version of Dragon Dance, using the idea I'd had a few weeks ago. For once I'd followed my own advice and not over done the prototype, as this was effectively a new game, so likely to be hideously broken:

New Dragon Dance

We played a couple of games that night, one with Paul and one with Bart and they flushed out some problems, and also some weaknesses, Bart had not played the previously version, and it had been a couple of years since Paul had last played so neither of them could compare it to the previous version (which I'd foolishly left in my desk and then failed to collect in time for the session due to delayed trains).

Initial feedback was that it was interesting and worth pursuing if clearly in early development.

On Friday lunchtime I also got to try it out with Gav, immediately after a game of the previous version so he had a useful comparison. Gav preferred it to the previous version, which means I'm probably heading in the right direction (at least for Gav!).

The new version is still a Good Little Game, i.e 18 cards and things you can expect to find around the house, but each card now does one to six things depending on the tokens available to you. The bluffing still works (Gav caught me a few times on the hop) and he really liked that each card is now named with a tell that you're reading and trying to interpret.

I need to make another version now (this one has some inevitable flaws) and then start gathering more data. I want it to be slightly easier for the dragon, but at the moment it's very easy for the dragon - I'll need to tweak things to try to balance that out too.