Ridere, ludere, hoc est vivere.
Monday, October 15, 2012
Washout
This afternoon's backyard boardgame session was cut short by Mother Nature. We finished a quick game of Pirateer, but we hadn't got very far into a round of Ingenious Challenges: "Dice Challenge" before rain unexpectedly intervened and chased us inside. That's the first time we've ever had a game interrupted by weather.
Sunday, October 14, 2012
Backyard Traders of Carthage
My wife and I love this time of year. The crisp air and the fall foliage call us to our backyard refuge, where we start a little fire in the firebowl, set out the cheese and crackers and cocktails, and play our afternoon game. Today it was our new favorite, a bring-and-buy acquisition at Congress of Gamers - Traders of Carthage (designer Susumu Kawasaki, artists Peter Gifford and You Satouchi, publisher Z-man).
Wednesday, October 10, 2012
CoG Unpub Protozone Report, Part 3
Finishing up my after-action report on the Unpub ProtoZone event at Congress of Gamers.
[Edit: The "Dr. Wictz" design team has changed the name of their game from "Pole Position" to "Post Position," so I have updated it here for correctness. - PDO]
Post Position
The Unpub Protozone was organized to have us designers pre-register to bring our designs in for playtesting, but in fact the event was actually pretty open-ended. Two fellows I'd never met before, Aaron Honsowetz and Austin Smokowicz, came in and asked Darrell Louder if they could get their game design playtested even though they hadn't pre-registered. As it happened, there was an open table, so Darrell said, "Sure, no problem, go ahead and set up." And thus the game "Post Position" was introduced to the Unpub.
[Edit: The "Dr. Wictz" design team has changed the name of their game from "Pole Position" to "Post Position," so I have updated it here for correctness. - PDO]
Post Position
Austin Smokowicz and Aaron Honsowetz with "Post Position" |
Monday, October 8, 2012
CoG: Unpub Protozone Report, Part 2
Tonight's post continues my accounts of games playtested in the Congress of Gamers designers room last weekend.
Compounded
The game I specifically remembered from the CoG design room last year and really wanted to play again was Darrell Louder's "Compounded," a game of set construction with a particularly unique theme - building molecular compounds by combining elements. Darrell calls it "better gameplaying through chemistry." Players draw crystals from a bag whose six colors represent elements. An array of 16 cards in the center of the table depicts different molecular diagrams that players can populate with element crystals to complete and score the corresponding compounds. Some compounds are flammable and can be lost or even cause chain reactions. All compounds score points when completed, but some also enable a player to draw more elements from the bag, store more on his workbench, claim more compounds for future scoring, or place more elements in a single turn. Some also provide other particular special benefits.
T.C. Petty III considers his next chemical concoction in "Compounded" |
Congress of Gamers: Unpub Protozone Report, Part 1
Sunday, October 7, 2012
Quick note on Congress of Gamers
A very quick note after the first day of Congress of Gamers 2012: I spent most of the day in the designers room. Detailed notes to follow in a subsequent post.
Friday, October 5, 2012
Prototype photos
At last, I've finished the second prototype of "East India Company," right down to the makeshift box art and player's aids. This will be the copy that I bring to Congress of Gamers in Rockville, Maryland, this weekend. I hope to gain a lot of feedback and really refine this rough cut gem into something special.
Thursday, September 27, 2012
Prototype fever
Prototype art for English galleon game piece |
This evening I cut 25 "ships" out of the 1/16"-thick bass wood. The next step will be spray painting all the wooden pieces in the five player colors. I'm having a lot of fun spending time on the physical components; my first prototype was a very rudimentary hand-drawn paper affair - functional, not pretty. It's nice to take the time to put together something that I hope will be nice looking as well as fun to play.
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