The last week has seen a lot of preparation for Congress of Gamers and the UnPub ProtoZone event on Columbus Day weekend in Rockville, Maryland. I've been putting together a new prototype for "East India Company" in anticipation of getting some playtesting and exposure of the game in an exhibition environment. My son helped me with the basics of Adobe Photoshop to put together a nice map layout. I've got an order in to Superior Print-on-demand (Superior POD) for a mounted version of the mapboard that I hope will be ready in time for CoG. Meanwhile I've been assembling materials to make up some nice game pieces. So it has all been coming together, and I look forward to showing off my work-in-progress.
My focus has been more on constructing the prototype than on refining the gameplay, so the rules tweaks that will be in place are the ones I identified at the last round of playtesting at WBC. I hope to get more comments and improvements out of the CoG designers room. From there I should get a sense of how close to pitch-ready the game really is. I'm getting pretty excited about EIC, and I look forward to sharing my excitement in a couple of weeks.
Ridere, ludere, hoc est vivere.
Monday, September 24, 2012
Tuesday, September 18, 2012
Building Belfort
(c) Tasty Minstrel Games Used by permission |
Most of us are fairly familiar with the usual Euro game mechanics, and we found that Belfort is replete with those worker-placing, resource-gathering, building-constructing, area-occupying, hand-managing functions that characterize the genre. Oh, and there's elves and dwarves and gnomes. (Sure, why not?) I'd set up the game by the time the fifth of us arrived, so we launched right into rules explanation and got started. We had the occasional, "oh, I didn't know that" moments where yours truly hadn't quite explained the rules clearly (although I swear I said everything I said I said), but generally the gameplay went well.
Saturday, September 8, 2012
Was Alexander the Great a runaway leader?
This afternoon, Kathy and I played Alexandros (designer Leo Colovini, art by Grafik Studio Krüger [website in German], publisher Rio Grande), which was a gift from some years ago. Although we hadn't played in a while, we've both done well against each other, so it was fun to bring back to the table.
Alexandros is a semi-thematic game of area control and card management with an interesting mechanism for moving the neutral Alexander piece around the map of his empire and carving it up into provinces for the players to occupy and tax. The map is clearly recognizable as a representation of the extent of Alexander's empire, and the roles of the players as generals fits with the historical fracturing of his empire. Beyond that and the Hellenistic iconography, the game is fairly abstract. The decision space isn't very large, but it can be a brain-burner.
Alexandros is a semi-thematic game of area control and card management with an interesting mechanism for moving the neutral Alexander piece around the map of his empire and carving it up into provinces for the players to occupy and tax. The map is clearly recognizable as a representation of the extent of Alexander's empire, and the roles of the players as generals fits with the historical fracturing of his empire. Beyond that and the Hellenistic iconography, the game is fairly abstract. The decision space isn't very large, but it can be a brain-burner.
Thursday, September 6, 2012
Boardgame landscape 76 years ago
Last year I wrote about the shortcomings of Monopoly as a case study for game design. I caveated my criticism of the game with the observation that it is still among the best-selling games of all time. One reader commented that there might not have been a lot of competition for Monopoly when it first caught fire as an American staple. Re-reading that post inspired me to have a look at what boardgame options were available back when Parker Brothers introduced Boardwalk and Park Place to the gaming public.
Monday, September 3, 2012
Labor Day weekend gaming
We marked the three-day Labor Day weekend celebrating American workers with several boardgaming sessions. (In other words, we commemorated work by playing.)
Friday evening, Kathy and I had our friend Theresa H. over for a game of Puerto Rico, one of our very favorites but one that we seldom get to play in its original three-to-five player form. The three of us ended up very close in shipping and building points, but Kathy won with a strong showing of bonus points from the fortress and city hall.
Image courtesy of Rio Grande Games |
Saturday, September 1, 2012
Thought processes and algorithms
I was recently asked to help design the Artificial Intelligence (AI) algorithm for an iOS app based on a boardgame with which I am familiar.
[I admit to a pet peeve regarding the use of the term "AI" to represent algorithm-driven characters and players in computer games. I consider Artificial Intelligence to be much more sophisticated than simple state-driven rule sets. Few if any computer and video games are truly artificially intelligent. But that's okay. I accept the terminology for what it is - adulteration of the English language. There. I've said it. Now I can let it go.]
[I admit to a pet peeve regarding the use of the term "AI" to represent algorithm-driven characters and players in computer games. I consider Artificial Intelligence to be much more sophisticated than simple state-driven rule sets. Few if any computer and video games are truly artificially intelligent. But that's okay. I accept the terminology for what it is - adulteration of the English language. There. I've said it. Now I can let it go.]
Tuesday, August 28, 2012
Worker placement gold standard - another Agricola session
It seems that I can never talk about worker-placement games without comparing them to Agricola (designer Uwe Rosenberg, artist Klemens Franz, publisher Z-Man), which I guess was my first introduction to the genre and the one nearest to my gaming heart. It has become the standard against which I measure all other worker-placement games. Tonight, Kathy and I decided to drag it to the table again, and this old favorite still satisfies as much as it ever did.
Sunday, August 26, 2012
Worker placement - comparison and contrast
My wife Kathy and I have played two worker-placement games in the past three days, and we've come to form very different opinions about the two of them.
Friday we played Belfort (designers Bamboozle Brothers Jay Cormier and Sen-Foong Lim, artist Joshua Cappel, publisher Tasty Minstrel), which I'd put high on my wishlist based on a number of strong recommendations. The appeal of Belfort is clear - it combines a number of Euro-game elements in a rather interesting format. DiceHateMe Games called it the Game of the Year for 2011. There is some area control going on, resource optimization, construction - all the things you expect in a Euro game these days.
(c) Tasty Minstrel Games Used by permission |
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