Even without a post in months, progress has been made on a few games.
Bad Air: A game centered around catapulting the stinkiest items at your opponents cities, in an effort to make them less desirable when the King arrives. We’ve gone through quite a few playtests over the last few months, and the game has gone through quite a few revisions. Ideas have been added and subtracted from the game, and the end result is one that I’m pretty happy with. It was sent to Dan in Austin yesterday, so I’m anxious to hear his feed back. Assuming he doesn’t thrash it into oblivion, I’m hoping to start the process of shopping it around to publishers in the near future.
Hohenlinden: A two player card game where each player controls an army that meets on a battle field of variable terrain. This is my currently “in progress” game, and it appears to be moving along nicely . We’ve playtested the current rule set twice, and, other than card balance issues, it seems to be holding up quite nicely (even though I have yet to win).
The game was originally a Napoleonic themed game, where I was attempting to recreate the battle of Hohenlinden. Players would be able to play with random forces and terrain, or play a historical recreation of the battle. I liked the idea quite a bit, but wasn’t sure if anyone else would. That, coupled with feedback from Travis Worthington on March of War, i decided to go to a fantasy theme. This was done for two reasons: 1) It allows me greater creative leeway in designing cards, and 2) I think it might have more appeal.
I’m tempted to enter this in the Protospiel 110 card contest.
Arcane Onslaught: A solo card game I’ve been toying with. The player is a Wizard who must stop an advancing onslaught of evil critters. Every action the player takes to stop the evil advance results in a benefit to the monsters.
Bman playtested it a few weeks back, and it didn’t collapse under its own weight, so I was happy with that. He had a few suggestions that I’m working on incorporating, and I hope to have a new playable version in the next few weeks.
Mech: A poorly named game as of now. Bman came up with a good design for a mech combat card game, which inspired Siddgames and I to both try our hand at it too. I gave myself a limit of 54 cards, and I came up with a game that I quite enjoy. Each player plays a mech, represented by a player board. Each board shows the mech’s internal systems. Players play targeting cards to attempt to destroy the opposing mech.
Game play seems to work well (excluding the obvious card balance work that always needs to be done). There are two major complaints at this point: 1) The mechs need to feel different and play different (something Bman’s mech game really captures well), and 2) It’s just a slugfest and needs scenarios/missions. I’m currently working on both.
Beyond those four active games, I have a few other ideas in the pipeline:
- Revisiting a game I entered in a BGDF design contest, about scientists attempting to escape from an island shrouded in a deadly fog.
- Reworking Pilgrimage, a game that I sent to Austin for playtesting, that didn’t survive their wrath very well. They gave quite a bit of constructive criticism, which I’m hoping to work into a new version of the game.
- A solo dungeon crawl card game incorporating a few elements I’ve found lacking in solo crawl games (such as the “X of D” games).
- A story-telling card game where players attempt to navigate through an actual story.
- An empire building game where players gain control of surrounding regions through military, economic, or cultural influence. This one has been playtested a few times, but I’m not happy with it so it’s back to the drawing board.
Hopefully, more updates to come!