Saturday, February 26, 2011
Monday, September 28, 2009
Piratissimo
Final Notes
Monday, September 21, 2009
How to: Playing Cards
In the same way I recently demonstrated how to create a variety of dice to improve upon your existing prototypes and/or augment existing games with new mechanics, I'm about to show you a very clever trick-- something that you're just not going to find anywhere else. How do I know that? Because I discovered the trick myself, after scouring the internet, looking for ways to print up some good, quality playing cards for use in a game my wife and I recently designed. It's really quite amazing how many sites there are looking to screw people who just want to print up some playing cards. It should be a crime!<<<< Not an advertisement, folks. READ IT!
Finally, stack up your new cards and leave a heavy weight on them overnight. They may remain sticky for a few days, so go easy on them. That glossy finish can be stick for a few days beyond that as well. Play with them enough and they'll be working just dandy in no time. Still, be delicate when handling your babies-- use an automatic shuffler with them whenever possible. I have had very good luck with this particular shuffler.
Sunday, September 20, 2009
Dominion
The Review
Small World
Thursday, September 17, 2009
The Six-Sided Die
The average six-sided die has different symbols or numbers of each side in order to denote six equally probable outcomes. This is a wonderful mechanic for introducing one of a variety of events into a game. This gives a very random feeling to the outcome, since a specific outcome seems rather unlikely. Hoping for a specific result rarely results in satisfaction but, when it does, a sense of “good luck” is palpable.
If numerals denote at least some of die’s results, a modifier such as +1 or -1 can skew the results to one end of the scale or the other. This is useful for introducing bonuses or penalties on a roll due to other game conditions. Should the die land face-up on a symbol, the modifier can be discarded or have a meaning unique to that symbol—a potentially confusing situation that should be avoided.
If production costs are low, a single die can be custom-made to produce a wider range of results, as seen in the Figure 1, below. Before describing custom dice in detail, it is also worth pointing out that when customizing dice to yield non-standard results, one can also take this production process as an opportunity to skin the die to match the milieu better. More to the point, dots and numbers are not very evocative and make a game easier for a hobbyist to reproduce with spare parts from other games!
Note all the different ways a die can be used to generate different probability scenarios. Let's discuss each in excrutiating detail! Each color in the four graphs below denotes one row of the table to the left.
The “2 Result” Scenario
This scenario can deeply favor one of the results, greatly favor one of the results, or make the chance of either one exactly equal.
The “3 Result” Scenario
This scenario can create a situation where two of the results are equally likely while the third is considerably more likely. A situation can also be arranged where each of the three outcomes is considerably more likely, with one of the outcomes still being considered unlikely. Finally, it is possible to configure the outcomes such that each of the three results is equally likely.
The “4 Result” Scenario
This scenario cannot simulate a scenario where all outcomes are equally probably. However, it can simulate situations where three of the outcomes are equally likely but with a fourth being most probable. Perhaps most important is the configuration where there are two equally likely results that are exactly half the likelihood of the other two. In effect, this last configuration closely mirrors a “bell curve.”
The “5 Result” Scenario
This scenario can only be used to simulate a situation where four results are equally likely, with the third being more likely than any of the individual results, but still less than the chance of getting one of the other outcomes as a group.
Putting It All Into Practice (Trade Secrets!)
All this theory is well and good, but if you can't put these new probability curves into practice, the discussion is purely academic. Now, you could simple have "look up tables" which, after the die is rolled, the resulting number is looked up on table specific to the probability curve you are simulating. This can work very well, in fact, provided the table is easy to read, immediately available, and there aren't to many of them. This can also be more cost effective than producing the customized dice.
To the right is an example of a look-up table. It is an exceeding simple graphic treatment, but it illustates how a traditional die can be used to simulate different probability curves and different result sets. One can imagine, however, different treatments that conform more closely to a particular milieu or artistic direction. However, a look-up table has a very basic flaw that is unavoidable: a level of indirection. Forcing a player to look up a true result each time they roll a day puts that game mechanic at the forefront of the game experience. Game mechanics should support or celebrate the milieu being simulated, not overshadow it. That's a cardinal rule.
That being said, having customized dice does add value to the game-- it is crazy to think otherwise. So, what's the best way to feel the satisfaction of these customized dice at little cost to you, the prototyper or game designer? Cheap solutions can be found at places like The Dollar Store, Michael's, or Ben Franklin. Honestly, I have made out like a bandit at The Dollar Store.
But first, let's look at what you can get at Michael's, so grab your 50%-off coupons and get down there!
To the left, you'll see something called a "Value Pack!" Don't let it fool you, it is actually pretty expensive for what it is. Nonetheless, it is still a good place to start. All you really need is a marker to put the different array of numbers or symbols on it. But wait, you are going to run into a problem. Since all the dice are the same color, it will be difficult for you (or anyone playing your prototype) to grab the right die at the right time. Bum rolls can be a major distraction for both the roller and the people he or she is playing with. So, pick up some paint or die and do a color wash to disguish your dice from one another.
Applying washes or paints can be a little problematic and they add cost to the manufacturing of your prototypes. Which is why ever self-respecting game enthusiast needs to look high and low for materials to further your craft. Observe.
To the right, we see a collection of pre-washed wooden cubes. I am not entirely sure what The Dollar Store was thinking when it decided to stock these little babies, but I want to specifically tell them that they are my heroes for doing so. These may look a little familiar; if you play a lot of complicated board games, it is very likely that you've seen game pieces just like these. It is important to point out, however, that The Dollar Store carries randomly-composed bags with about six colors in each. You will have to buy multiple bags to compose a red collection like the one pictured here, but once you do, you will have a similar bag in each of the other colors, too : orange, yellow, green, blue, and purple. Whether you are a game designer or a bower bird, having so many brightly-colored things around is good for the soul.
Speaking of good for the soul, let us not forget the basic, simple, unassuming traditional six-sided die that has given us joy for thousands of years. A lot of game shops would like to exploit the love we have for our little buddy, but we are not going to let them pimp their over-priced dice any longer-- especially when we want a whole mess of them.
To the rescue, is Shipwreck Beads, the largest bead-seller around. You can visit their warehouse in Lacey, Washington (on the way, don't forget to hit the Super Buffet for $12.95 at Exit 118) or just order from them on-line. If you go in person, you'll see a lot of other things to inspire your creativity, so bring some cash!
Here, take a close look at the image to the right. It is pile of tiny six-sided dice-- without a stringing hole! I bought a bunch of them and it is quite likely that I will never need to buy another one, ever again. If you want, you can probably order them on-line in other colors, but I was fine with good old-fashioned white dice.
And with that, dear readers and fellow enthusiasts, I have nothing more to say about the six-sided die and all its various incarnations.
Perhaps you have some thoughts about dice that you wish to share?
Friday, September 11, 2009
Dungeon!
Years (and many D&D sessions) later, I found myself coming back to Dungeon! I don't really mean to seem so enthusiastic but, as you'll note on the box cover, the exclamation pointis di rigeur. Yes, being a grown-up with my play time at a serious premium, I can still get lost in a quick, light game of Dungeon!
As you can also see from the box cover, the graphic design of the game is quite excellent. I like stuff that is more stylized because it leaves more to the player's imagination-- something important in board games, I assert. This attention to art carries itself through the entire game, from the cards to the pawns, to the game board itself. Everything is so evocative that the visuals bleed smoothly into your imagination, essentially existing in two places at once. Clearly, I have a problem staying away from this game.
To summarize, each player (four is probably best) chooses a hero. Each hero employs different strengths and weaknesses as they attempt to slay monsters and take their treasures. They've got the classics: Warriors, Elves, Dwarfs, Wizards, Thieves, and Palladins-- all of whose powers and failings are as you might except from such professions. There is a chance your hero might die, especially since he or she only has three states to track his or her health: Healthy, Wounded, and Dead.
Dead, by the way, is the worst.
Players can move their pawns throughout the dungeon, from areas where monsters are easy and the treasures are less interesting to areas where the monsters are tougher and tougher, which equally compelling treasures. As you go from chamber to chamber, the monsters are revealed. Different hero types are more or less successful at tackling the various monsters, while others may be completely out of a particular hero's league.
That being said, each hero type has different victory conditions. Weaker character types, like the thief or elf, must subsist on lower-level loot, whereas wizards and warrior would be wasting their time with such paltry loot. Imagine a wizard fighting goblins-- it would be an abomination! That doesn't mean the "weaker" characters are less exciting to play. The thief, for example, can very profitably steal from other players... but could eke out a living killing lower-level creatures.
Of course, the dungeon has some treasure that can not only add to the player's coffers, but also increase their powers-- help them use secret doors, see the contents of a room before they enter, or even help fight monsters. The +2 sword is the item to get-- though wizards can't use swords.
The Review
The Game Mechanics
For a game so many variables, you'd imagine that one or more of the game mechanics would be somehow unbalanced or broken... but everything seems to work together very nicely. I've played games with a wide variety of classes and they've all come out feeling pretty balanced. If you're still wondering "How do I win?" the answer is quite simple: get back to the starting location first, with enough gold to meet your class requirement.
The Play
This is a fun game to play with others, because all the hidden information becomes common knowledge as soon as a card is flipped. Everyone can laugh at the sad little rats just before they're pummeled and cringe when someone steps into a room with the Bone Dragon. Don't let it be you! There are also rules and instances where players can collaborate, such as helping to take down a difficult monster.
The Parts
As I stated earlier, the artistic direction on the game is good enough to stir your imagination without presenting the full picture-- generally the best spot to be in! The cards and board are well laid-out, colorful, and in the spirit of the milieu. In my version of the game, there were just plain pawns-- which I quickly replaced with plastic figurines from some other game. The rule book is well thought out and, most importantly, appears to cover all the situations you'll need to resolve.
Final Notes
If you can get them past the geeky milieu, your friends are sure to have a good time. There is enough depth and variety to satisfy almost anyone-- and allow them to live out their fantasy. He or she might even develop a taste for troll blood! Of all the games I've ever played, this is the one I always try to have close at hand. Sadly, it is out-of-print-- but, as with most things, you'll generally be able to find it on eBay.
Props go out to Gary Gygax, recently deceased, who helped design it and usher in the era of role-playing games.
Sea Monsters
My wife and I are always on the lookout for new and interesting games, regardless of their theme or their target market. Sometimes, we actually find something!Sea Monsters, from BriarPatch, is one such game. The packaging is delightfully whimsical and it caught my eye immediately-- just the sort of thing that would have caught my eye thirty years ago. Flipping the box over revealled a pretty map, nicely done cards, and some interesting-looking dice. In short order, we had it home and laid out on the family room rug.
I should warn you, dear reader, that there will be a number of puns in the upcoming review. None of them are intentional; I normally try to avoid that sort of thing. The problem is that many of our colloquialisms and idioms have nautical origins. So with that, let me begin....
On the surface, Sea Monsters only appears to be a child's game with little to offer mature, calculating minds.
In short, the players attempt to sail their three ships from one side of the map to another, through a perilous sea of monsters. The first person to have all three ships succeed wins the game. This seeming lack of depth dissipates quickly, however, once you've played the game a couple of times. That being said, I'll call out the most interesting aspect of this game: the sea monsters.
Sea monsters rest peacefully in the sea until one of the players wakes one up-- which occurs randomly during a player's turn, around 20% of the time. Once awakened, the player must move the monster (as opposed to one of their ships) a randomly-determined number of spaces-- though they can't move into a space that has any land on it (they prefer the deep ocean, like Leviathan!) If the sea monster moves into a square that has a ship in it, the ship is sent willy-nilly back to its starting port. Ships, I might add, can move onto a square that has some land in it, such as an island.
This small set of rules absolutely explodes with emergence, creating a lot of eureka moments and delight as it happens. For example, when a player gets a chance to move a monster, they can either move it further from their own ships or they can move it toward the enemy. Or they can do both. Or neither. It is a political and strategic choice that has no single answer.
To our shame, it took my wife and I until the third game to realize that we could protect our ships better by landing at islands-- where they are safe from sea monsters-- even if it means not taking our full move. One can always split one's move points among your ships, anyway. It took us until the third match to realize all of this because we only realized that monsters could only move in deep ocean during the second game!
Now that we know the rules, we may not get the same thrill as we did when we were first learning them, but the end result is that the game model is fun, interesting, deep, political, and strategic. It's a very satisfying game to play while not being so abstruse as to not be able to teach some of the finer points to a child.
Speaking of playing with younger or gentler souls, one can still play this game with a kind heart-- you can go easy on people if they're going easy on you. It doesn't have to be an absolute blood-bath.
The Review
The Pieces
The pieces are top-notch, if simply designed. Durable, colorful, and made for small hands. I would have prefered that the ships were die cast or molded out of a single piece of plastic, but for all the fun we had, it is hardly worth mentioning. The board, though lovely, had some spaces were a little confusing at times as far as whether or not they were valid spaces to move onto... but we ironed all that out ourselves with limited argument.
The Play
As an adult, I really enjoy playing this game-- because it genuine felt like play, not work. As a kid, I can imagine the whole thing coming alive as it is played since the game mechanics supported the milieu-- nothing felt out of place or arbitrary. In so doing, it is ultimately an easy game system to model in one's mind.
Final Notes
If you have kids or want to enjoy some light-hearted fun with playful adults, at under $20 (don't forget your Bing cashback!), this is a must-play. Now get out there and sail the seven seas!
Quiddler
A middle-aged couple sitting next to us were playing a card game called Quiddler, which they highly recommended. They seemed very quiet and engrossed, which is probably a good state of mind to be in on a long ferry ride. As the game sells for under $15 dollars in most places, we decided to pick up a copy.
Now, the packaging itself is lovely, as are the 118 cards that comprise the gameplay pieces. They are printed with large type that is easy to read, along with an "illuminated" (think Book of Kells) letter in very large print in the center, in color. They are very well made from a useability and durability standpoint. My only gripe is that the box sets the buyer up to believe that they are buying an "exciting" and "fun" game.
After being delighted with the cards, both my wife and I were absolutely flummoxed by the rules. Now, clearly, it is a game about spelling words from the letter cards in your hands. Each turn, the player has the option of turning their entire hand into one or more words, finishing the hand, or swapping one of their cards for one on either the discard are draw piles.
Sadly, there was some very odd language in the rules about how to a player finishes a hand. I will spare people the grief and just state that to close out a hand, a player must use all of his or her cards, creating one word or more. After closing out, the remaining players have one last turn to close out as well.
Letters that cannot be formed into words penalize the remaining players. Scoring is done by adding up the numbers printed on each of the cards-- and then subtracting the remaining unused cards in one's hand. As the game progresses, the players get more and more cards to work with. Ultimately, the game ends after an eight-card round.
Review
The Play
Final Words
Remember, Quiddler is neither fun nor exciting-- it is intellectually challenging and somewhat stressful.
