Friday, October 31, 2014

"Our Lord and Foe" Print and Play!



Game Illustration

Looking for a riveting battle against an evil lord that has taken over your life as a serf? Fight for your freedom in "Our Lord and Foe", a print and play by me! 

Inside the downloadable PDF you'll find everything you need to play the game--except a friend and a die! So get together, print this out, and have an awesome time kicking an evil lord's ass. 

Tuesday, October 21, 2014

Playtest Questions and 10.17.14 Changelog

Here are a set of questions I devised to ask play testers after they have played the rough version of my game, "Our Lord and Foe". I wanted to leave the questions vague enough for the player to not be influenced by the phrasing of the question, but specific enough to still get the information I'm looking for. Without further ado:
  • Did you have trouble understanding how to play?
  • Do you think the game is lacking anything?
  • Do you find any parts of the game extraneous or unnecessary?
  • Do you feel like the game is balanced?
  • If you could change one thing about the game, what would it be?
  • How do you feel about the theme? Is it cohesive?
  • Is there anything in the game you wish there was more of?
  • What is unique about the game?
  • What is generic about the game?
  • Would you play this game again?
  • How much do aesthetics impact your view of a game?
  • How do you feel about the writing/story based parts of the game (ex: character blurbs)?
  • Are there any loopholes? Does anything seem unintentional/like a bug?
  • What are your overall impressions of the game?
After a couple playtests I've already got a whole slew of changes to make. The first batch of these changes is as follows:
  1. Rules
    • Players now start with 2 Serf Action Cards instead of 5
    • "Character Action Cards" have been changed to "Serf Action Cards" in the rules
    •  Changed "Power" to "Attack" 
    • Removed mention of tools from the rules
    • Added rule that players must flip over a Lord Action Card each time they attack the lord
    • Added rule that serfs must use their own energy, it cannot be shared. If Serf 1 has 1 energy, they may only use that serf once.
    • Added 2 rounds to the game
    • Other small wording changes
  2. Character Cards
    • Balanced character stats to define roles more, ex: Serfs with high attack now have low energy, making them useful attack cards. Serfs with lower attack have more energy so that they may spend more time gathering resources, crafting weapons, and organizing attacks
    • Added "Character Card" near the top of each card for clarification
    • Changed any mention of "power" to "attack"
  3. Lord Cards
    • Added 10 HP to each Lord
    • Added "Lord Card" on each card for clarification
    • Changed some attack stats
    • Changed any mention of "power" to "attack"
  4. Lord Action Cards
    • Balanced number of different effects
    • Made more HP attack based cards
  5. Serf Action Cards
    1. Removed a card that grated a weapon for one material
  6. Game Boards 
    • Removing Lord Card board

Monday, October 6, 2014

Cottage Life? Evil Landlord? Fantasy Serfdom?: Developing a Theme

After having chosen "Cottage Life" as my game idea, it's time to develop the theme so that I can unify the idea into one coherent message. As a refresher, this is the basic idea of the game, although many of these mechanics will see changes as I develop the theme:
  • players begin as pioneers on separate plots of land
  • each player must fight to start their farm, fend off beasts, and build their homes
  • tool based game, all actions are complete through the building of and using of tools
  • ex: build axe first ->able to get wood, can be burned for cooking or warmth, but houses made out of wood aren't as sturdy as a house made with stone gathered with a pick axe
  • players are only allowed a certain number of tools (don't know why yet, maybe explained by lore)
  • would like the game to be story based
So to start off I should briefly explain what I think the game has in store for audiences. What do I think the theme should be? Here I've got a paragraph that explains the essence of the game in more specific detail than my first iteration of the idea:
A magical overlord has taken hold of a feudal manor, and in doing so now owns all its serfs. Working together, the serfs must escape the tyrannical grasp of the evil force by using the labor skills they have learned over the years. This is a story about removing a dictator-like force from ruling over the lives of innocent workers. 
So at its essence the game can be described in the following concept statement: 
"Freedom is inherent, evil that limits this freedom must be destroyed"
I think this covers a lot of the ideals in the game like good vs. evil, righteousness, and determination.

Now clearly the idea of serfdom leads the game into a specific time period. The setting is the high middle ages, more specifically I would like to set the time at around 1250 in central England which saw a huge population boost before the onset of the Black Death 100 years later, but was ridden with poverty. This was a time where serfdom, essentially a form of slavery, ran rampant through Western Europe. Serfs were laborers bound to a lord's property, and once a person became a serf they remained so for the rest of their lives, passing on the status of being a serf to their children. Serfs were afforded a few more luxuries than slaves would: a home for their family, a plot of land to farm, and the ability to buy and sell goods in the local villages. Freedom could be bought, but few serfs would ever be able to afford the price. 

The art style must lend itself to exploring the contrasts of freedom and servitude. I must ask myself what in my game should represent freedom and what should represent the bondage of slavery. In actions that the serfs make, I want to express freedom. With each move a player is able to make as a serf they should feel they are heading towards freedom. Conversely, with each move made by the lord the players should feel more restricted. 
For the players' actions I want the art to seem bright, clear, and colorful.

For the lord's actions I want the art to reflect a darker, dirtier, and more menacing theme. 


These color schemes should seem to oppose each other in many ways. On one hand I want the serf's colors to reflect nature, and especially nature during the Fall since this is when they will be harvesting Summer crops that they will be able to both sell and eat, making it a prosperous time. On the other hand the lord's colors show the more unnatural side of life. If I want to express freedom as being natural and inherent, then the logical step should be to represent restriction in an unnatural way. 
In order to balance the two very different color schemes, I intend to make the lord's theme dominant and the serf's theme subordinate. In doing so, the small pops of the serf's theme will stand out more and hopefully enhance the victories players will reach as they progress through the game. 
Stylistically I'd like to make the game less about realism and more about a caricature of society. I want the game to be approachable by various audiences, and I've found that darker, more realistic looking games tend to put consumers off as not everyone wants to play a super serious game. To be successful, the game should strike a balance between the whimsy of a stylized cartoon and the very simple but hefty notion of freedom versus servitude. 
All of these aspects should now hopefully come together to create a game that is constantly reminding its players that freedom is at the core of everyone, and to gain it back after years of servitude is a huge victory that one should feel proud of. 




Riskopoly


Risk and Monopoly, historically known as two games that take ages to play. The task? Combine the two games, ensure it only takes about 20 minutes to play, but use as many pieces as possible from each game. It's a daunting task, but one that my classmate and I took on with a great deal of bravery.
Combining the boards
When starting out we first determined that we should use both boards. We briefly attempted to use the full Risk board, but decided for the sake of brevity and simplicity to only play with Europe, Africa, and North and South America. Similarly, we only used two sides of the Monopoly board, from "Go" to "Jail", and treating that as a loop.

Initial Soldier set up
Keeping in mind we needed to use as many pieces as possible, we allowed the prices of properties on the Monopoly board to actually be rewarded to the player that landed on it. We took all of the positive Community Chest and Chance cards out, making sure there were opportunities to lose the money you made as well. We kept the Monopoly player pieces in play as normal, using the shoe and battleship to represent ourselves on the Monopoly Board.

In progress game.
We also used the soldiers, horsemen, and cannons in their usual fashion representing armies owned by each player. Initially we tried to evenly divvy up territories and put a soldier each on them. In doing so, however, the game seemed to go too fast. We then decided to only use 10 soldiers each to begin the game, leaving some territories open to claiming if you had enough soldiers to support the move. In order to gain more soldiers, a player would have to buy a Monopoly house for $100 and then roll on their next turn to see how many soldiers they could place in a territory that had a house.

With all the initial setting up done, we could finally play the game fully. The rules and gameplay are as follows:

Goal:
Take over one entire continent with your soldiers.

Starting/Set-up

  1. Each player rolls to see who goes first
  2. Fold the Risk board so that you only see Europe, Africa, North and South America. Place this over top of the Monopoly board so that you can only see from "Go" to "Free Parking". 
  3. Give each player 10 soldiers, the first player may place a soldier on any territory. The second player may then place a soldier on the same continent as the first player. This continues until all soldiers have been placed. 
  4. Place a silver Monopoly piece on the "Go" square on the monopoly board.
During Each Turn:
  1. Roll one white die. Move your silver Monopoly piece the number of spaces indicated on the die.
  2. Award the player with the cash amount indicated at the bottom of the property on the board. If they landed on a Chance or Community Chest space, draw one of the cards and complete the action. If the player has no money, ignore the card.
  3. If the player has $100, they may purchase a house. They may then place the house on any territory they currently have soldiers on. 
  4. If the player has a house they bought in a previous turn, they may roll the red Monopoly die (with the Monopoly man and bus on it). If they roll a 1, 2, or 3, they may have 1, 2, or 3 soldiers respectively to put on the territory with the house. If they roll the Monopoly man, they may not have any soldiers. If they roll the bus they may move any one soldier to another territory on the board. NOTE: You must have a soldier in your territories at all times. If you leave no soldiers in a territory, you lose both the territory and any houses it may have built on it.
  5. The player may attack an opponent. Standard Risk rules apply. If you do not know standard Risk rules for attacking, keep reading. 
    1. The attacker may roll with up to 3 red dice, each representing a soldier in a territory.
    2. The defender may roll with up to 2 white dice, each also representing a soldier in the territory being attacked.
    3. The winner is the player with the single highest die. EX: The attacker rolls a 2, 1, and 4. The defender rolls a 2 and a 5. The defender wins because 5 is larger than 4. One of the attacker's soldiers is destroyed. If the battle ends in a tie, the defender is victorious and may destroy the attacker's soldier. 
    4. You may continue to battle as long as players have enough soldiers to attack or defend with. 
    5. If the attacker is successful, they may move soldiers into the territory, leaving one behind if they wish to keep their initial territory.
  6. Once all of these steps have been completed, the player's turn is over and the next player may do the same.
  7. The game is over once one continent is fully owned by one player. 
Notes:
  • Only use Europe, Africa, South America, and North America
  • You should have 4 white dice, 3 red dice, and one red Monopoly dice (used in fast play in Monopoly)
  • Once you reach "Free Parking" on Monopoly you may return to "Go"
  • Collect $200 when passing "Go" as usual
  • If you land on "Jail" on Monopoly, do not go to jail. 
In all, the game should only take about 10-20 minutes. Starting with 10 soldiers leaves most of the territories covered, but still allows for empty ones to easily be taken over once houses have been bought after a few turns each. The game is surprisingly fun, especially since there are many strategies possible to help a player win, and with the game being so short you should be able to try out all kinds of strategies! 
Happy Riskopolying! 

Friday, October 3, 2014

Brainstorming Board Games

Brainstorming is one of the most difficult but rewarding parts of building concepts and ideas and bringing them to fruition. There are numerous ways people go about the process, but I like good old fashioned writing and stream of consciousness. I've always found that letting my mind wander freely allows it to see things in a new light and hopefully helps come up with original ideas.

Over the past few weeks I've been stretching my mind to come up with both a game I'll enjoy making and a game that people will enjoy playing. The first and easiest step is coming up with themes, I have tons of them, and they always coincide with my personal interests. For example here's a short list of some of my personal favorite themes for games:

  • Plants (growing, taking care of, etc.)
  • Circuses
  • Cottages and Pioneers
  • Discovery! (vague, but enticing)
  • Desert Challenges
  • Challenging work places, challenging (annoying) customers
  • Cats (I can never resist)
  • Bar tending
  • 90's Skateboarding 
  • Fashion
  • Simple Color Making
  • Farming in France
  • Becoming an Arsonist
  • Monster Themed Bakery
  •  Grocery Shopping Madness
  • Clown Cars
  • Leading A Jetset Life
  • Sun vs. Moon
  • Be The Best Bearded Lady
    Well, those are all over the place so I need to find ways to narrow the themes down into a playable mechanic. Mechanics are a tough cookie to crack, too simple and a game might be boring, too complex and most people won't want to take the time to sit down and understand it. My goal is to find a mechanic that's simple enough to be easy and quick to understand, but is also varied enough to allow for emergent game play. Why is this important? Games should carry replay value, if my customer isn't willing to play the game a second, third, or fourth time then I've not made the game play out in an interesting enough way. Here I explored some generic game play mechanics:

    Single Mechanics, player actions do not interact with other players:
    • dice rolling
    • random card drawing
    • landing on random spaces
    • choice between unknown variables
    • points based earning systems
    • rewards for strategy
    Player Interaction Mechanics:
    • secret sabotage
    • sharing space with other players
    • weapon cards/pieces
    • non-aggressive interactions
    • stealing
    • evasion mechanics, players should be able to escape consequences through strategy
    Methods Of Play (objects):
    • positive and negative cards
    • rolling dice for decisions
    • bonus rolls (product of strategic decisions)
    • begin players with equal or different abilities
    How Can I Allow For Strategy?
    • players can't impact each other, they can only impact gameplay
    • giver players opportunities for informed decisions
    • vary options enough so that players are making varied decisions
    • numerous and small impacts as opposed to few but large impacts
    While these are nowhere near expansive lists, they're a good starting point for developing some solid base mechanics that I can easily outfit with a theme I'm really interested in, or that I think will mesh well with the mechanic. So here I'll apply some of my mechanics:
    Plant Growing (yea, super exciting): 
    • stacking plant parts together, parts are both negative and positive, you may affect other players' plants (sabotage)
    • magnetic plant pieces (just how they can fit together)
    • positive: fertilizer, better dirt, larger pots?
    • negative: over watering, no sun, drought
    *Carnival/Circus Game:
    • players are presented with jigsaw pieces
    • they must earn the correct jigsaw pieces to complete their puzzle
    • players may trade puzzle pieces
    • upon completing the puzzle the player kicks the other circuses out of town and becomes the reigning circus
    • OR it could be played on a town to town basis, slowly building up your carnival caravan
    *Cottage Life:
    • players begin as pioneers on separate plots of land
    • each player must fight to start their farm, fend off beasts, and build their homes
    • tool based game, all actions are complete through the building of and using of tools
    • ex: build axe first ->able to get wood, can be burned for cooking or warmth, but houses made out of wood aren't as sturdy as a house made with stone gathered with a pick axe
    • players are only allowed a certain number of tools (don't know why yet, maybe explained by lore)
    • would like the game to be story based
    Discovery!:
    • players are researchers looking for the cure to a mysterious disease
    • the game is set in the rainforest, researchers must gather plant and bug specimens
    •  goes through month long cycles
    • finding rarer bugs and plants lead to more discovery and better chances of finding a cure
    • researchers may be sent home with illness, taking them out of the game for a round or so
    • they may attempt to cure their illness and hopefully return sooner
    Ad Lib Based Game:
    • the goal is to form a story together
    • or to create an abstract image together
    • generate points through number of consecutive pieces a player is able to put down
    • would have to have tons and tons of cards
    Cactus:  
    • you're a cactus!
    • similar in mechanics to the discovery game
    • survive from week to week
    • make it through droughts 
    • collect enough water to make it through 
    • defend self from creatures, grow new kinds of quill things?
    IT Mayhem:
    •  game is based on helping customers with queries 
    • each player is allowed a default response of "have you tried turning it off and on again?"
    • when using this response players are able to roll to see if they are successful (D&D-ish)
    • players will earn points in order to learn more IT training, they will gather "response cards" that will help them resolve problems, without the right response card players are unable to help the customer 
    • player can earn points through successfully helping customers (although this would only produce random outcomes in the beginning)
    • allow players to bounce back from tough starts by offering odd jobs like cleaning, being a clown at birthday parties, and other lame jobs
    *Elemental Cats:
    • cats have been discovered to be the rulers of the known universe after cat wars have raged on in the skies above earth
    • humans must prevent the destruction of earth and find a way to get the cats to go back to a passive ruling
    • the game pits player against player, one playing as cats and the other as the humans 
    • cats have god abilities, but humans have the entirety of the human race behind them (armies, nukes, etc.), the skills should be evenly balanced, and the cats are not invincible 
    *Bar Tending:
    • make it through the night as a bar tender
    • earn tips, handle customer problems, drink (but don't get drunk)
    • alternating rounds of bar tending, play as customers when you are not the bar tender
    • the bar tender pulls cards that present problems
    • the customer uses their hand of cards to decide how they want the bartender to handle their problem
    • ex: the customer has just been broken up with, the bartender has the option to console the customer, give them a drink on the house, or hit on them. As the bartender places their decision card down (either an A, B, or C), the customer also places their card down to show what they would like to happen (A, B, or C card). When the two coincide, the bartender is awarded with a successful sale. 
    90's Skateboarding Game:
    • I actually have no idea, but if this isn't the best board game theme you've ever heard then you're a liar. 
    (*: denotes a preferred idea)

    There's a brief overview of just a few of my ideas. It's pretty overwhelming right now, but there are a few in there that I see as having a great deal of potential, especially when they get developed into more concrete ideas and mechanics. 
    So long for now.