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Euronimoes is updated

July 26, 2016 Leave a comment

So I finally got around to my third (and possibly final?) update to Euronimoes.  Compared to version 2.0, the game is considerably more refined, though on the surface the changes are subtle.  Mainly, I’ve tweaked the economy a little bit and have tried to mitigate the ill-effects of edge-case situations.

So what, exactly, are the changes?  First off, each player has their own money — every player’s money is different.  Each player gets four chips in their color (or buttons in their type, or coins in their denomination, whatever), and this money is exclusive to them.  They start with two chips, but the maximum they can ever have is 4.

That’s probably the single biggest change to the game, and all it does is prevent one player from hoarding all the chips.

Secondly, I added a -1 slot to the market so players can take a known domino and still get a chip from the bank.  Often, of course, it’s not a terribly desirable domino, since no one else was willing to pay for it, but you never know — it might fit in perfectly with what you’re trying to do.

Third, I changed the way drawing from the bone pile works — now, even though you’re not taking a domino from the market, you still refresh the market by taking the domino from the -1 slot and moving it to the 3-chip slot, then sliding the other dominoes down to make room.  This prevents the market from stagnating.

Fourth, I reintroduced a reward for having chips at the end of the game.  Now that a player’s money is capped at 4, I’m okay with players getting points for chips.

Fifth, I changed the tiebreaker (to the player who went later in turn order).

And finally, I updated the graphics and added some illustrations to the rules.  But not too many, because, you know….

Interested?  Check out the updated rules here.  If you do give it a go, I’d love to hear what you think of it.  Also, feel free to rate, review, or comment on it on BGG.  :-)

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Protospiel, Euronimoes, Water Balloon Wars

July 25, 2016 Leave a comment

So, Protospiel Chelsea was last week, and I enjoyed myself immensely.  I saw some old friends, made some new ones, and played a crap ton of games.  It was awesome.

I took Euronimoes this year, since I was thinking of doing another update, and had folks put it through the wringer.  It passed.  I want to go through the rules again, maybe add some graphics, and then upload version 3.0.

I also dusted off Water Balloon Wars to see how it would fare.  It went over really well.  It’s a flicking game where you try to capture your opponent’s king.  So it’s basically a dexterity / strategy / war game.  What I like about it is that you have to have both good strategy and good flicking skills — either one without the other just isn’t enough.  And there’s a lot more strategy than you might think.

I hadn’t played it in a while, but I enjoyed it so much I’m going to upload it as a print-and-play.  That, too, will be coming in the next couple of weeks.  I may also look into selling it on The Game Crafter.

In other news, I just pulled Horsefeathers from my blog.  It needs a bit of work, and while I think I know what needs to happen, it’s going to take me a while to get around to it.  So it’s down for now, but it’ll be back at some point.

Happy gaming!

 

Euronimoes 2.0 Released

April 25, 2015 Leave a comment

I’ve been tinkering with Euronimoes for the last 4 years, and now I’ve finally gotten around to uploading the changes.

I’m biased, of course, but I think the changes have improved the game considerably.  The most significant changes are these:

  1. Improved graphics.  Graphics are never my strong suit, but hey — at least it’s prettier than it was before.  :-)
  2. No points for money at the end of the game.  This prevents players from hoarding money and amassing a large number of negative points.
  3. A limited supply of money.  Players start with two chips each, and there are only a total of 4 chips per player in the game.  This puts a little more pressure on the economy.
  4. A new way to score negative points:  the “bomb.”  Basically, if you get a run that goes all the way from 6 down to 0, you score -3 points.
  5. And finally, some tweaks to the scoring when you play on the upper levels:  -2 for dominoes on the second level, -3 for dominoes on the third, etc.

It’s a simple yet engaging puzzle game that you can play with just a set of dominoes and some poker chips.  Give it a try, and let me know what you think.  :-)

Protospiel post-mortem

August 13, 2012 Leave a comment

The title of this post might be a little misleading, but since I usually conduct a post-mortem after playtesting one of my games (what did you like? what did you dislike?  what could be improved?  what needs work?  &c.), I figured it was appropriate.

So how did Protospiel go?  Very well.

Protospiel is an amazing experience.  As a game designer, it is hands-down my favorite gaming experience of the year.  It is, in a word, awesome.

There’s something about being in a room full of other designers that really can’t be described.  The feedback is intense, sometimes brutal, specific, honest, pertinent, and very, very helpful.

Let me give an example:  Puppet Masters.  I went to Protospiel thinking that the game was working well — I figured it might need a few tweaks here and there, but I thought it was working.  My two big questions were relatively small:  first, is it too long, and second, is there enough information in the game to figure out what’s going on?  I thought it might be a little too long, but that the time was reasonable; I thought there was enough information in the game, but I wanted to make sure.

Turns out I was wrong.  The game was a disaster.  Not only was there not enough information in the game, there wasn’t even close to enough information in the game.  Everyone, including me, was basically at sea.

Fellow designers offered a number of suggestions for ways to fix the game, ranging from little tweaks to gutting the project and starting over.

I was, to say the least, a little disappointed.

More than that, though, I was confused:  how could the game work so well at home, and then work so poorly at Protospiel?

And then it hit me:  at Protospiel, I was playing with relative strangers, with people I didn’t know very well.  At home, I was playing with friends.  I was playing the people, in other words, and I wasn’t playing the game.

Playing the players is all very well and good if you’re playing poker, but it’s a little out of place when you’re playing a deduction game.  There needs to be enough information in the game itself to try to sort it all out.

So it’s back to the drawing board with Puppet Masters.  I have a few ideas as to where I want to take it, but nothing definite so far.

===

I took seven games to Protospiel (never again will I take so many):  one flopped, two received mixed feedback, two never hit the table, and two went over very well.

I now have several games being considered by publishers, and that’s a good thing.  :-)

===

I plan to update the rules for Euronimoes shortly, and I also plan to upload a couple new games to the site:  Water Balloon Wars for sure, and possibly also Tatoules (short for Table Top Boules).  I know, it’s not a great name.  It is, however, a fun game.

Protospiel preparations, Horsefeathers score sheet, and Horsefeathers with two

June 26, 2011 Leave a comment

I’ve been hard at work this weekend working on the graphics for RumRunners to get them presentable for Protospiel. And at this point, they’re passable. They’re not great, but they’re functional, and that’s about as good as I can usually hope for. :-)

Actually, I’m fairly proud of them. I’ve been learning a new program called Inkscape, and it’s really cool. It’s probably the most intuitive graphics program I’ve ever used, and you can get fairly nice-looking graphics out of it with just a minimum of effort. Here’s a portion of the board, just to give you an idea:

So I got that sent off to the printer this morning, and I plan to mount it on a piece of mat board after S picks it up for me tomorrow. Then I’ll hinge the board with packing tape, and the end result (I hope) will be the nicest board I’ve ever made. We’ll see.

I used mat board for the Coloronimoes tiles, and I was really happy with how they turned out. I used to mount everything on foam core, but I think mat board looks nicer and feels better. It’s a little harder to work with (a little harder to cut), but IMHO it’s worth it.

– – – – –

In addition to the new board for RumRunners, I’ve also been working on a score sheet for Horsefeathers:

The plan is to upload a PDF with this score sheet and a (very slightly) modified version of the rules so people can play the game with just one die, the score sheet, and a box of poker chips. Oh, and 1 counter per player to show who’s still in the round and who’s out. It’s not that assembling 12 dice is going to be impossible for most gamers, and it’s not that finding 21 tokens (for 8 players) or 8 reversible chips (1 per player) is that much of a hardship, it’s just that I’m trying to make entrance into this game as easy as possible. It’s been a consistent favorite at game night since I first started working on it, and I think most people would probably enjoy it.

Just to see how the new (prototype) score sheet might work, S and I took it for a spin this evening.  The score sheet worked really well, even better than I had hoped, but the game (with two) was not so hot.  I didn’t expect it to be.  It’s not that it was bad, and in fact I can imagine that some people might really get into a head-to-head version of the game, it’s just not as interesting as the game with 3 plus.  You keep bluffing (or trying to bluff) the same person, over and over again, and that’s not really my cup of tea.  Kind of like Poker with two — some people get into it, but I find it more engaging when there are more players. YMMV.  :-)

Horsefeathers has an entry in the database

June 20, 2011 Leave a comment

And now Horsefeathers has an entry in the BGG database: http://www.boardgamegeek.com/boardgame/101521/horsefeathers. It still looks fairly spartan, but I’ve uploaded an image for it and proposed a weblink, so it’ll soon be looking better. I was amazed it got through GeekMod as quickly as it did, as I’ve never had a game approved that quickly. Cool! :-)

Horsefeathers released as a print-and-play

June 20, 2011 Leave a comment

I just wanted to let folks know that the final rules for Horsefeathers have been uploaded. There may yet be some very minor tweaks, but it’s basically done. Now I just need to submit it to the BGG database. :-)