I'm happy to announce my newest game LIGHT RAIL is now live on DriveThruCards! It's a route-building game about rival companies vying to take credit for a futuristic city's brand new light rail network. Definite inspiration from my love of Carcassonne, Cable Car, and Tsuro. I hope you enjoy it! Here are some preview pics:
Another great print job from DriveThruCards! Get your copy of LIGHT RAIL now! As with all my new products, there is an early bird discount that will end as soon as my next product goes live. Catch this train while you can!
Labels: light rail
I playtested the heck out of Solar Senate (formerly Alien Embassy, formerly Spheres of Influence) formerly at last night's Game Designers of Carolina meeting at Gamer's Armory. Still not sure if that theme is working for me, but at least we got some hard mechanics 97% operational. For some background, check out this tag. Here were the changes that I think I'll keep in the final form of the game.
- This is purely a head-to-head 2p thinkie game.
- Each player has their own identical deck of cards, comprised of cards numbered 1-5 in a reverse triangle distribution. (1x5, 2x4, 3x3, 4x2, 5x1)
- Each player has one color-coded token.
- The first player draws two random cards from her deck as her starting hand.
- The second player keeps his 5 and draws one random card from his deck.
That's the setup. Now here are the gameplay notes. Most of this will be familiar to anyone following this game's development. New stuff is in red.
- On your turn, you play one card to the table with the arrow facing you to indicate your ownership of those cards.
- There are two ways to turn an opponent's card towards you:
- Greater Sum: If you bracket a line of an opponent's cards with two of your own and your bracketing cards are a greater sum than the cards being bracketed, you turn all of the opponent's cards towards you.
- Identical Cards: If you bracket a line of an opponent's cards with two of your own cards that are identical to each other, then all the opponent's bracketed cards turn towards you. (Even if their sum is greater.) The cost is that you must then discard the card you played this turn.
- Place your token onto the card you just played. If it is discarded, then place your token to the side of the play area.
- A card with a token on it cannot be turned. This keeps the back-and-forth steamrolling of the first-player advantage to a minimum.
- Draw a card from the top of your deck into your hand. This ends your turn.
- Continue in this manner until each player has one card left in their hands and end the game.
- Whoever has the most cards facing themselves wins the game. If tied, count the ranks of your cards and whoever has the highest total wins.
Much of the playtesting was focused on identifying and mitigating the first-player advantage. Anyone who has played Othello/Reversi knows how frustrating it is to be so hampered at every turn by your opponent's immediate aggressive response. I need to test this out a bit more and see if I can squeeze in the thematic Bills I'd proposed a while back. That might be the little thematic nudge that actually makes the game more than just a Reversi variant.
Labels: spheres of influence
For the next few days, get 25% off ALL of my games! These deals are just ridiculous: 25% off Monsoon Market's already low early bird discount. Koi Pond for super cheap $11! Suspense for $3! If you've been waiting to bundle your purchases to save on shipping, now is the time.
A note: I'm still waiting for the proof of Light Rail to come in, so I can't guarantee it'll be available before the sale is over. Even if not, it'll still have the standard early bird discount, so look out for that in coming days!
Go shop now!
I was talking over some challenges with a current design with my wife over breakfast. I'm working on Solar Senate and I wanted to avoid any mechanisms that called for players to pick up cards. Picking up cards from a hard flat surface is a pain in the butt and often marks the edges of the card in the process. I try to make the physicality of cards a feature of play, or at least not an obstacle.
Then I got to thinking about this very old game idea I had during a bout of brainstorming dexterity games that could be played with only cards. The game was called "Spatula." It was a real-time dexterity game similar in structure to La Boca. You can see the basic gameplay in the vine above. It goes like this:
- There is a big pile of food cards in the middle of the table called your grill. Food cards have a raw side and a cooked side.
- There are plates on the edge of the table awaiting specific combinations of food, like "bacon and eggs."
- You have one card in your hand; it is your spatula. Your job is to flip a food card with your spatula from the raw side to the cooked side and lift cooked food over to the plates that are on the edge of the table.
- The faster you can complete a plate, the more cash you get in tips. The player with the most tips after 3 shifts (rounds) wins.
After actually testing this out a bit at home, I was wary of further development. Ten Pen has its fans, but its sales performance tells me that dexterity games might not be the best product for a POD market. Seems like a more of a mass market retail opportunity. But then I saw the response on Twitter to this vine from yesterday and I'm actually considering it now. I've got plenty of stock food art I can use. Might be worth a shot. I'll report back on this soon.
Here is the rules doc for LIGHT RAIL if you'd like an early look. I appreciate any clarifying questions or notes you might have since this was a very tricky game to present in print.
Explaining the city limits was the hardest part since I'm so accustomed to explaining it in person, where I can use body language and verbal cues to communicate much more easily.
Here is a screencap of the two pages which explain city limits:
I tried to convey a physical space first by using one human hand as a frame of reference. From there, I introduced a simple, legal placement. Then I examined two other options for placement and explained why they were illegal. Finally I wrapped up with two other legal placements which would have more complicated consequences for other spaces on the board.
I imagined this as a spiral, taking the simplest situation and spinning out to progressively more distant edge cases. I hope that was all clear! Again, if you'd like to review the whole rule doc, I'd very much appreciate it!
I just did an interview this week with the Escapist's Tabletop Podcast, hosted by Jon Bolding! We chat about the history of Smart Play Games, odd business models, microgames, card games, my design philosophy, and what's coming in the future!
Since playing Qwirkle, Iota, and lots of trick-taking games, I've been interested with the idea of denial-by-set. In other words, "you can only play X, Y, or Z onto this space based on what has already been played." In most games, the rule is that you can't play duplicates. For example in Guildhall, you build columns of cards with identical titles, but they must all be different colors.
Sudoku uses this rule as a way to make puzzles for you to solve. So I thought about Sudoku puzzles as a mechanism for city-building. Here's the quick outline:
- Assume this is a game about building Rome for now. I'll think of something better later.
- There is a 9x9 grid, but that may change later. I'm only assuming that now because of the Sudoku inspiration and I prefer to change one thing at a time.
- There is a general supply of tiles. All tiles are colored corresponding to a particular player, though they are not "owned" by that player. Any tile from the supply is accessible to anyone.
- Tiles feature buildings like like Bazaar, Temple, Park, Arena, and so on. These buildings also allow you to take an action at the moment you build it. For example, the Bazaar lets you buy stuff.
- Environmental tiles are placed outside the grid that grant conditional effects to certain rows or columns.
- Take a tile from the supply, then play any tile in your hand.
- To build a building, you just take a tile from the general supply and place it onto the grid. You sometimes must spend tiles from your hand as construction material.
- The most important rule is that you cannot put it in a row or column which already has that building present.
- The length of the row or column on which you place your tile grants bonuses to the action you take on that turn. For example, placing a Bazaar on a long line lets you buy more stuff than if you place it on a short line.
- The endgame is triggered when there is no longer a legal play to be made.
- Players score bonus points for having the majority of tiles of their color on a row or column.
- Environmental bonuses may also grant extra points.
That's the loose outline anyway. I imagine you could further complicate matters by granting synergistic effects to surrounding tiles or tiles in the same row/column. It can get kind of nutty.
Light Rail will be one of the more simple and elegant games in my catalog. Fast gameplay, approachable but difficult decisions, tricky spatial strategy elements, and a fair bit of luck.
Playtest comments have all been positive for a light filler. Experienced gamers like the twist of sharing routes as an area majority mechanism instead of routes being exclusively one type. Puzzling out the logic of the emergent game board has been the most difficult hurdle, but that might be the one little fiddly rule that makes the game a satisfying challenge of mastery.
My aim from the earliest iterations as "Train Town" was to make a tile-based path-building game as approachable as Tsuro, replayable as Carcassonne, using no components aside from cards. I think it's pretty much baked!
The only rough edges are some graphic design issues to make the Building icons distinguishable against the background at a distance and wording the Objectives more clearly. Minor photoshopping will aid the former. Diagrams will aid the latter. The Objectives I've got so far include:
- City Line: There must be a route at least 6 segments long.
- Downtown Loop: There must be a COMPLETE route with no terminals.
- Last Stop: You must have three of your cards in the corners. (Two corners in a three or four player game.)
- Central Station: You must have the most cards in the longest column.
- Tourist Line: There must be a route with five different buildings.
- Transfer Station: There must be two COMPLETE routes that share at least one card.
- Shared Line: There must be a COMPLETE route with an equal number of each player's color.
- Cross-town Express: There must be a route connecting opposite sides, with no terminals.
I'd love to include more, but I want to get these core eight really polished before I add anything else.
I'm also considering revising the terminals to be a bit less imposing. A simple rounded endcap might look cleaner without reducing gameplay value. Look for more soon!
Last year, I was tinkering with a game called Train Town that made the short list in a Korean board game contest, but ultimately didn't make the cut. I've been polishing that concept off lately and trying to trim out all the awkward gameplay while still keeping the core route-building thinkiness that I enjoyed. All this on top of the constraints of a standard deck of cards made for a curious challenge. I've got this core system pretty nailed down and ready for some more thematic twists. For now, here's the basics.
A 4p game is constrained to this large diamond shape, which barely fits on my coffee table!
In all of these shapes, the "center" is not defined at the beginning of the game. The field can grow and sprawl in any direction, but soon the final shape begins to emerge and choices get progressively narrower as the game extends to its outer points.
There is one special rule in a 2p game, which occurs at the end of the game:
And that's the game! Pretty elegant, eh?
Next Steps: I want to add more of the train theme into the game without breaking this essential simplicity. I think adding objective cards might do the trick, like in Ticket to Ride. Things like "A complete route with these three buildings" or "One complete loop with no terminals." might be just enough theme to be interesting.
Each month, I share my sales numbers for my print-on-demand card games available from DriveThruCards. Here's June's performance!
After last month was pretty rough, I must admit. The third in a series of down-trending months from a small peak in March. But boy howdy did convention season turn things around. I held a deep sale during the duration of Origins, which you can read more about here. Those five days outsold the entire month of March!
Granted, those five days didn't out earn March because of the deep discounts, but I hoped the momentum of that sale would carry the remaining full-price products for the rest of the month. It sure did!
On top of that, I started my early bird discount program with Monsoon Market to encourage early buyers. From now on, any new products are going to be at a reduced price until the next new product release. That plus a lot of built up anticipation for Monsoon Market boosted June's numbers quite a bit. Take a look!
20x Koi Pond: A Coy Card Game +11
9x Koi Pond: Four Walls (Promo Card 2) +3
19x Koi Pond: Four Winds (Promo Card 1) +14
11x Koi Pond: Moon Temple +5
9x Suspense: the Card Game +2
13x Nine Lives Card Game +10
13x Penny Farthing Catapult +11
13x Regime +8
8x Ten Pen +3
5x Bird Bucks +1
18x Monsoon Market (new!)
138 Total Sold
$1,125.68 Gross Sales
Grand Totals for 2014 (to date)
939 Products Sold
$3,822.48 Gross Sales
So yup! Great numbers this month. I'm glad I didn't take a few months of negative growth as a sign to do something more drastic. All it took was a little sales promotion got many potential buyers off the fence.
Labels: sales report