Showing posts with label Dragon. Show all posts
Showing posts with label Dragon. Show all posts

Monday, June 20

Getting Back Into The Swing Of It

After my full-on trip to the States I returned home to a very busy week at work, with loads of people from America and Manchester (including my boss) over for a meeting. To make things more exciting, I caught a filthy cold on the plane home so for most of the week I felt rough as a dog too.

By judiciously avoiding alcohol on a work night out on Tuesday (I also left at 7:30!), I managed to mostly get over it by Thursday thankfully.

My only real gaming this week was the first Games Night in three weeks on Wednesday when we managed to tick Agricola off my 'haven't yet played this year' list and another Colt Express play towards my ten plays list. It was a fairly quite one - just Ian, Mike and I which meant we could get a longer game in too.

Yesterday The Wife swanned off to Germany for a couple of days for a work conference, so until late Tuesday evening I'm solo Parent-In-Charge of The Daughter. I'm using the evenings after The Daughter goes to sleep to do a bit more work on my German language app (taking shape nicely!) and finally making the next version of Dragon Dance. Last time I played it with Paul (back in 1870-something I think) he had a great idea about replacing the short/long range indicator card with a card that tries to convey a sense of space. I'm going to knock something up tonight and will see if I can get it tested in the office this week.

Next week I'm in Romania for most of the week so, if it works, I'll have some time to knock up a proper version of it in InDesign during my mornings/evenings. Of course Romania means no Games Night or lunchtime gaming club again. I need to spend some time in the country!

The week after Romania is Newcastle Playtest, and seeing as I've missed the last two (holiday in Portugal and conference in San Antonio), I'm really keen to make it to this one, especially if I've got a new version of Dragon Dance for Paul to try!

Monday, June 6

Hello From Sunny San Antonio

As I mentioned last week, I'm in San Antonio, Texas this week for work. It's a very busy week but I've managed to get tonight off so that I can go to the San Antonio Board Gamers meetup at Dragon's Lair. I've brought Zombology, Dragon Dance (which needs an overhaul) and Kodama with me, hopefully I'll get to try some new stuff too.

San Antonio

Last week I was away for a mid-week trip to Derbyshire for my friend Tim's secret birthday party. It was Monday to Friday, but we had to leave on Thursday as I was flying from Newcastle first thing on Friday morning. I took a decent stack of games: Zombology, 6 Nimmt!, Kodama, Incan Gold, Ca$h 'n Gun$, King of Tokyo, Colt Express and Firefly. Tim had brought a load of games too and Simon and Duncan had also brought a few. I managed to play everything I brought except 6 Nimmt! but managed to miss every game of something someone else brought due to either looking after The Daughter, cooking a meal or having gone to bed early to make up for a game of Firefly the night before which had finished just after 2am.

Zombology was well received after the first couple of games when people were still trying to work out what was going on - it seems there's a fairly steep learning curve for new players. We also saw a game where Zombyism was cured but none of the players won, which was a first I believe. Two plays of Ca$h 'n Gun$ took that off my ten plays list and the plays of Kodama and Colt Express also moved them nearer to escaping from the ten plays list.

I've now got 12 games left on the list, one of which is definitely going, three (Koi Pond, Libertalia and Pandemic: The Cure) are at risk and might well go too and the others I expect to have cleared off the list by the end of the year. My unplayed so far this year list however still has 26 games on it, including many previous staples such as Die Speicherstadt, Puerto Rico, Thunderstone and Agricola.

These lists are just for interest this year, instead of part of my goals. The only gaming goal I have is to play 24 new to me games this year. At 16 by early June I'm in good shape for that, let's see if I can add any tonight!

San Antonio

Monday, March 21

Decent Progress All Round

This week hasn't been as epic as last week, but I've nevertheless managed to make solid progress on a couple of things. It was a busy week at work (though all in the office - no travel!) with visitors from America and Manchester up along with my boss for several days and a work night out (rare enough for me) on Tuesday.

Once that was out of the way we had another good Games Night on Wednesday (more Taluva and Colt Express :-) ) and then I fit in some more development in the evenings towards the end of the week. One of the things I miss about being a developer in my day job is the feeling of accomplishment you get when you write some code, compile it and it works. You've clearly achieved something. These days my day job involves meetings and sending and responding to emails - it's harder to spot when you've done good work.

The last couple of weeks I've made really good progress on my learning German app, and I can tell that, because I can use it to strength my German - the proof is in the pudding. I'm now in a position (after a whole week of faffing on refactoring things) that I can quite quickly add a lot more vocabulary, which is what it needs to be useful. To me and others.

There's a bunch more stuff it needs to be shippable, but it's not a million miles off, so that's a goal for the year in my sights. I want to use it to strengthen my skills in a way that Duolingo doesn't allow me to, and the other apps I've tried don't do either. I've started learning Portuguese with Duolingo too, and already I'm wanting to get a Portuguese version of my app together too. So I must be doing something right (if only for myself!).

The other thing that has gone well this week was more Dragon Dance playtesting. I got a chance to try the new version out with Amaury, who really wasn't very keen on the previous version. He reckoned the new version was 'way, way better for the dragon player' and we even saw a win for the knight - the first in ages.

I need to tweak a couple of minor things and then I'll be looking for more playtesters and a wider range of feedback. Shout if you're interested.

Monday, March 14

An Epic Week

I've spent a whole week in Newcastle! That doesn't sound that impressive, seeing as it's where I live and work, but in the preceding two weeks I spent five and a half days in America and two days in Manchester.

With a whole week of evenings at home I've been amazingly productive, with Dragon Dance, with Zombology and also with my German language Windows Phone app. Broad-based productivity!

Last weekend I picked up my German language app again for the first time in at least eight months. It was the first time I'd written any code in eight months! My new role at work doesn't involve any coding and I'd been so focussed on Zombology (and latterly Dragon Dance) that I'd not done any at home either.

After last weekend's long night of coding on Saturday while The Wife was out, I've been working all week re-structuring the code extensively to make it easier to add extra vocabulary to the app. I want it to do two things which I struggle with in Duolingo (the app I've been using to extend my German skills): limited vocabulary, and a lack of tabulated data. I find it easiest to learn verb conjugations or adjective declensions from a table where I can see at a glance how things are structured, but in Duolingo you come across things fairly haphazardly and never get to see the table (don't get me wrong, I think Duolingo is great - I use it daily for strengthening my German and more recently learning Portuguese ahead of a holiday).

It's coming along nicely, and it feels great to be coding again - it's been a hobby of mine since I was ten and my day job for the vast majority of the last eighteen years.

If that wasn't enough, I also had my first Games Night in three weeks (the aforementioned travel nixing the previous two) which was also epic. There were only three of us, but we managed six games: three of Hive with Mike before Gav arrived (ticking Hive off my not yet played this year list); two of Taluva (christening my new copy, ticking two plays off my not yet played ten times list and Taluva off my not yet played this year list) and then one of Colt Express (christening my new copy and ticking one play off my not yet played ten times list). I'd not played Taluva in about four years, but it was just as awesome as I remember it being, and Mike and Gav seemed to really enjoy it too (we almost played three games back to back).

After Games Night, I printed out a copy of the new version of Dragon Dance I came up with last week and then Gav and I tried it out on Friday lunchtime. Gav seemed to enjoy it and I think it's an improvement on the previous version - I need to run it by Amaury now to see if it addresses his problems with the previous version.

Finally, to round out the week in style, I got the Print on Demand proof of Zombology from Drive Thru Cards and got to proof it on Friday night (I'm a wild man of Rock - that's how we wild men of Rock spend our Friday nights). There was one glaring error (I'd somehow managed to delete one of the card backs) and a couple of minor ones (the front and back cards that are intended to form the equivalent of a box lid and box tray design were facing the wrong way). So I've fixed those and uploaded the corrected art. After talking to Brian I'd already uploaded new art with the 100% Key black replaced with Rich Black, but the proof had been done with 100% Key and it looked fine and there were a couple of registration issues on some cards, which would make rich black look really dodgy, so I unwound that change too.

If only every week was that productive!

Monday, March 7

Asymmetry In Dragon Dance

The game I'm currently focusing on, Dragon Dance, is a two-player game themed around the epic struggle between St. George and the Dragon. I want it to be a game of simultaneous action and bluff that recreates the feeling I had when sparring during my Tae Kwon Do days - watching your opponent careful for the minute tells that telegraph his next move so you can counter-attack, block or move out of the way appropriately.

Clearly a game which features a human knight and a dragon also needs to mirror the asymmetry of that match up - the knight needs to feel in mortal danger throughout as he takes on a vastly more powerful foe. At the same time the dragon needs to feel frustrated as the nimble knight dances around his vast unwieldy bulk delivering small wounds which slow add up over time to a threat.

So the game needs to be, and feel, different to each player. Initially the asymmetry was fairly superficial. The knight had far fewer hit points than the dragon, and the dragon was limited in his actions by a smaller pool of dice that were required to perform an action, requiring the dragon to pause more frequently to recuperate and regain his dice.

Some of the first feedback I got back during NaGa DeMon 2014 was that the game felt too samey, so I tried to change the actions available to each player to make the dragon feel more powerful but clumsier - which I chose to do by making his actions work well with good dice and do nothing with poor dice. Sadly this just broke the bluffing aspect for the dragon player, as his choice of dice (the possible bluff) was now: He's doing x or wasting a turn - so clearly, he was doing x.

When I came back to Dragon Dance at the beginning of this year, turning it on its head improved some things (the theme feels tighter now, as does the reading the tells bit) but broke others - the dragon's options were too few and too samey. It felt much less interesting as the dragon.

Over the last couple of weeks I've been trying to think of a way to make the dragon's options:
  • More thematic
  • More powerful
  • More lumbering and unwieldly

While somehow making it not so powerful that it always wins effortlessly in the first couple of turns!

I had hoped to do something in the early mornings while away in America, but by that point inspiration had yet to strike so I had to settle for just finishing the Print on Demand version of Zombology and reading books.

Inspiration finally struck at the beginning of last week, which meant I was well placed to work on it while I was away in Manchester at the end of last week (I missed Newcastle Playtest last week because after five and a half days away in America I had another couple of days away the week after - I chose to spend some time with my family in between instead).

I want the dragon to feel clumsy and slow, very powerful, very dangerous, but clumsy and slow. Fewer action cubes (the dice equivalents in the new version) is part of that, but the new cards with three possible actions on them (an attack, a defence and an action) mean that the dragon feels very similar to the knight, and since the dragon's cards were all very similar, the choice of card wasn't very interesting either.

So I've decided to further rein in the dragon by reducing his options. Now each of his cards contain two out of the three options: attack, defend and action. As a result, I hope the choice of card will be more interesting (Attack/Defend? Attack/Action? or Defend/Action?) but the dragon will feel more restrained and hence clumsier, which will also give the knight a little more information, hopefully making the game less heavily weighted towards the dragon (I want the dragon to win a bit more than the knight, but not 100% of the time like it is at the moment!).

In other news, during a meeting with my boss's boss on Friday he ordered a copy of Zombology! There's only one of the limited edition left now, almost done!

Monday, February 15

Dragon Dance Art and Playtesting

I've mostly been focussed on Dragon Dance again this week. After a busy January finishing off the physical copies of Zombology it felt good to crack on with Dragon again.

I made a second version which replaced last week's hand-scribbled version on the train on Tuesday on my way down to Sheffield for my now six-monthly hospital visit. It was pretty much the same as the hand-scribbled version, with a couple of tweaks based on the games I had at Newcastle Playtest and then again with Gav in the office.

On Thursday I got to try out the new version with Amaury, who had played the 2014 version a couple of weeks ago. Unlike Gav (who preferred the new version), Amaury preferred the old one, he found the new one less strategic. In a good discussion after our three games we came up with some ideas, in particular to give the dragon more exciting options (the dragon cards are the moment are all pretty similar).

Interestingly, giving the dragon more exciting options was some of the feedback I received back in November 2014 when I was making the first few versions during NaGa DeMon. Clearly, I need to pay more attention to the feedback I'm getting.

Later in the week I had an evening to myself while The Wife was out and I started getting to grips with some artwork for the new version. With separate cards now for long and short range I can make the card backs a bit more informative, so I want the cards to represent what your opponent sees when you initially play them face down. So the short range cards are a knight's helm (see below) with the eyes peering out, and the dragon's eye up close, while the long range cards are a full view of the knight and the dragon.

Knight's Helm

Obviously this is a very early work in progress version, but I'd like any feedback you have.

In other news, I'll be in Milford, Massachussetts all of next week for work. I've set myself a goal of getting the Print on Demand version of Zombology finished in February. Thanks to being up around 6am (or slightly before) most days in the UK, I'm likely to wake very early while I'm in the US, so I reckon I can finish off the graphic design on the computer in my hotel room between the hours of 3/4 and 7am every day, so hopefully that might be a second goal successfully ticked off this year! I've not got any travel this week, so I can try to either do another version of Dragon or get a headstart on the Print on Demand Zombology one night this week.

Monday, February 8

First Dance of New Look Dragon

This week I made it along to Newcastle Playtest for the second month on the trot (pretty good effort - since my new job started there's been a lot more travel and hence fewer nights out). Of course, it wasn't straightforward, as I was in Manchester for work that day, so rather than heading over from work at 6:30, I turned up at 7:45 from the station. Several of our regulars were even more inconvenienced by travel, so it was going to be a fairly quiet night until a couple of new people (Hello Michelle! Hello Bart!) turned up - in the end there were five of us with Paul and Alex. Alex had brought his two player game: Swag, Blag and Goons, Paul had brought his two player game: Kick, Punch, Stomp! and I'd brought two two-player games: a new version of Dragon Dance and Border Reivers Second Edition. We ended up splitting up and playing a couple of side-by-side two player games, but not before playing three games of the copy of Zombology I'd delivered to Paul at the start of the night. Both the new people seemed to like it, which was encouraging.

I'd spent a couple of hours on the train that afternoon designing and constructing a new version of Dragon Dance, using the idea I'd had a few weeks ago. For once I'd followed my own advice and not over done the prototype, as this was effectively a new game, so likely to be hideously broken:

New Dragon Dance

We played a couple of games that night, one with Paul and one with Bart and they flushed out some problems, and also some weaknesses, Bart had not played the previously version, and it had been a couple of years since Paul had last played so neither of them could compare it to the previous version (which I'd foolishly left in my desk and then failed to collect in time for the session due to delayed trains).

Initial feedback was that it was interesting and worth pursuing if clearly in early development.

On Friday lunchtime I also got to try it out with Gav, immediately after a game of the previous version so he had a useful comparison. Gav preferred it to the previous version, which means I'm probably heading in the right direction (at least for Gav!).

The new version is still a Good Little Game, i.e 18 cards and things you can expect to find around the house, but each card now does one to six things depending on the tokens available to you. The bluffing still works (Gav caught me a few times on the hop) and he really liked that each card is now named with a tell that you're reading and trying to interpret.

I need to make another version now (this one has some inevitable flaws) and then start gathering more data. I want it to be slightly easier for the dragon, but at the moment it's very easy for the dragon - I'll need to tweak things to try to balance that out too.

Monday, January 11

Turning The Dragon Inside Out

It's been a great start to 2016. Last weekend I spent a couple of days with my old friend Tim (I've known him since school, but never went to school with him). During the days we hung out with our families and played with the kids, while discussing his forthcoming KickStarter for a game he's designed (Toast: a game about poisoning each other during banquets). Then in the evenings we had a couple of late nights of gaming. All told I'd played 11 games by the 3rd of January!

Monday I was back at work and it was Newcastle Playtest on Tuesday. I'd missed quite a few towards the end of last year with various work trips getting in the way so it was great to get along and catch up with everyone. We also played a couple of games of Dragon Dance (my NaGa DeMon game from 2014) and one of Zombology (I'm no longer playtesting that, but I'd delivered a few copies of the handmade version and it's one of the staples of Newcastle Playtest, played almost every session since November 2013 when I started work on it - even sessions I didn't make it to!

Wednesday was my regular Games Night with an attendance of eight and seven games played, and then I played a couple more games of Dragon Dance at lunchtime on Thursday.

Why such a focus on Dragon Dance you're wondering? With Zombology finished and the handmade run hopefully being completed and shipped this month, I need something new to work on. I've not really touched Dragon Dance since the end of NaGa DeMon 2014. I'd left it kind of working: there was some bluff and strategy involved and there was nothing obviously wrong with it, but it wasn't particularly good either.

It's a game of simultaneous action selection with a bit of bluff: each action consists of a card and a die that affects the efficacy of the card. I wanted to capture the feel of combat where you're acting simultaneously using your opponent's slight tells to guess what they are about to do so you can counter or attack as appropriate. I've (technically still!) got a black belt in Tae Kwon Do, so I wanted to get the feeling I remember from sparring and competitions.

So in the game each player simultaneously chooses one of their limited number of dice, and then once you've seen the die your opponent has chosen, simultaneously chooses a card - the die is the tell and can be used to bluff your opponent or to telegraph your next move.

So far, so good. You've got a small number of dice and when you use a card and a die they are both put aside until you give up a turn to reclaim them. The die add an element of randomness but also limit the number of turns before you have to catch your breath. I'm thinking of changing it so you choose the card first and each card has three options: attack, defend and rest, the die you use will determine which of the options you do. This effectively turns each card three cards, increasing the number of options every round.

On Sunday, I even considered getting rid of the dice altogether and instead having a selection step after the card reveal to choose which part of the card to choose. Anyway, I've got ideas again, and some things to try out. Dragon is back in play. I also finished another four copies of Zombology and took payment for another two of the finished ones.

P.S. I finished the week on 27 plays by the 10th. If I could keep that rate up I'd beat my best ever month (66 plays in January 2014 when The Wife and The Daughter were banished due to my radioactivity). I won't though. I hope to finish up above 40; 50 is a possibility but above sixty is very unlikely!

Monday, January 4

2016 Goals

We're four days into 2016, so it's about time I set myself some goals for the year. I've done it for the last three years and I'm doing the same again this year. As before, there are four categories: blogging, gaming, game design and app development.

Blogging
Since my page views tanked in May last year I've no idea what is an achievable page views goal any more, so I'm just not going to set myself one, instead just these two:

  • Blog every Monday in 2016
  • Do something for NaGa DeMon

Not sure what to do for NaGa DeMon at this point, we'll see how I get on with the remaining games in my stable (Border Reivers Second Edition, Codename: Vacuum and Dragon Dance) before I commit to anything.

Gaming
For the last few years I've set myself the goal of playing at least one game for every day of the year (i.e. 366 in 2016). I usually nail this one (over 400 plays last year), but if I pull this off I'll reach 4,000 plays recorded in BGG (since August 2006), so well worth going for again.

Over the last couple of years I've also set more structured goals: play every game in my collection at least once in 2014 and have played all the games in my collection at least ten times by the end of 2015. I found this to be a real bind last year with it taking over the games played at Games Night to the exclusion of others' preferences so I'm not going to do anything like that this year. I'll still use my app to keep track of which games I've not played in 2016 and which ones I've not played ten times for honing my collection purposes, but it's not a goal and so I'll not be sucking the fun out of Games Night with it.

Instead, I'm going to aim to play 24 new to me games in 2016. That's a 50% increase on the 16 I managed last year. Because the vast majority of my gaming is either on my iPad or at my Games Night, we almost always play games I know. Time to broaden my horizons. Trips to visit gaming friends and Newcastle Gamers will also help with this I hope.

Game Design
Finish him! I need to finish off the Zombology hand-made run I started in November for NaGa DeMon and get the art up on Drive Thru Cards for the Print on Demand version. Let's say end of January for making the hand made run and end of Feb for the Print on Demand version. After that, get back into game design, either on one of the other games mentioned above or something new.

App Development
Finish him II: Revenge of the him! I've just finished the expanded Duolingo German track, so I need something new to get my teeth stuck into, and the app I have in development should be that thing. I meant to finish it last year, but didn't get round to it, so let's get it out the door in 2016.

That should be plenty to keep me out of trouble, let's see if I can actually finish them all this year!

Monday, December 28

2015 The Year In Review

For the third year in a row I set myself some goals at the beginning of the year in four categories: blogging, playing games, designing games and app development. They were meant to be a stretch, but achievable so here's how I got on.

Blogging
I set myself three blogging goals this year: 10% growth in page views, blog every Monday and do something for NaGa DeMon. All modest and achievable, or so I thought. Blog page views have been climbing steadily since I started blogging again back in 2012, but for some reason around April they suddenly dived. Whether Blogger have started blocking spam bots or I've suddenly become far more boring than I already was (which would be a real stretch!), the readership tanked and never recovered. I was aiming for 45.5K page views and I only managed 36K, which was 15% down on last year. Epic fail. I did manage to blog every Monday (as far as I recall) and I did something for NaGa DeMon (publishing the handmade run of Zombology) so mixed success on the blogging front.

My most popular posts were:

  1. Why Aren't I KickStarting
  2. After The Drought, The Deluge
  3. New Games Company Checklist

Gaming
My gaming goals were to play at least 365 games and to have played every game in my collection at least ten times (with exceptions). At this point, with a few days to go I've racked up 413 plays with the following over ten plays this year:

  • 58 plays: Unpublished prototype (mostly Zombology)
  • 27 plays: Ra (I think all on the iPad)
  • 22 plays: King of Tokyo (one of the games I had to play ten times - nailed that one!)
  • 20 plays: Carcassonne (all but one play on the iPad)
  • 20 plays: Pandemic (iPad)
  • 17 plays: Hey! That's My Fish (iPad)
  • 15 plays: Lords of Waterdeep (iPad)
  • 12 plays: Galaxy Trucker (ten plays list again and all on the iPad)
  • 12 plays: Stone Age (mostly, but not all, iPad)
  • 11 plays: No Thanks! (A Games Night filler favourite)
  • 10 plays: Coup (Games Night favourite)
  • 10 plays: Martian Dice (some in the flesh, some on the app I wrote for my phone)

The other goal was to have played every game I own at least ten times by the end of the year. Not necessarily during this year, if I've played it at least ten times in the past I didn't have to play it this year at all. I started the year with seventy-something plays required to hit that goal, and I didn't quite make it (there are four games at nine and two at eight plays left at this point and that's almost certainly how it's going to end). Close. But no cigar.

I've found the ten plays goal useful for honing my collection (I gave away 11 Nimmt!, 20th Century, Divinare, Euphoria, El Grande and Thurn und Taxis) but to be honest I've also found it to be a bind, it drove the games selection at almost every Games Night I had and sucked the fun out of things a bit. I mustn't get myself into a similar mess next year.

Another notable thing this year was the start of what I hope will be a large part of my life from now on. I've been a gamer since I was little. I've been a dad for three and a half years. But this year, I became a Gamer Dad. The Daughter has a few (very simple) games made by Orchard Toys: Where's My Cupcake?, The Lunch Box Game, A Game of Ladybirds and, since Christmas, Monster Dominos. She's learnt to take turns, roll dice, draw tiles and match symbols. She's also learnt to win and is in the process of learning to lose gracefully (that one might take a bit longer!). Where's My Cupcake?, a particular favourite, almost got a listing above with nine plays this year. As yet none of these games require any skill, it's just taking turns and following the rules. I don't want to rush her into proper gaming, I want it to be something that she wants to do for fun, rather than something I push onto her because I want to do it. We'll see how next year develops and what makes it into the list of ten least ten plays at the end of next year.

Designing Games
Only one goal here, self publish a game again this year with my own art. Well it was a roller coaster, but I just about pulled this one off. It started out with the goal of publishing a 50 or 100 copy run of either Zombology or Dragon Dance. Then that turned into making a 150 copy run of Zombology at £9 each. I took 20 pre-orders and started getting ready for that, setting up a bank account and everything and then disaster: I got promoted at work. Ok, that's not really a disaster, but it put paid to any notion I had of becoming a hobby games publisher again. At the last minute I decided to just make the twenty copies for the pre-orderers for NaGa DeMon at cost which I hoped I could get around the £9 I had initially advertised. Do you see what I did there? Folding two goals into one? Cheeky, but I make the rules so, I figure, acceptable. It turned out I needed to make thirty to hit the £9 cost so I wouldn't lose any money on it (but not make any either). During November I only finished fourteen of them (so I failed NaGa DeMon!) but the others just need the cards doing and I've shipped six of them, so that counts as a success as far as my goal for the year goes.

App Development
I'm still slowly learning German using the excellent Duolingo, but there's some stuff I'd like it to do that it doesn't, most notably, show verb conjugations and adjective declensions in a table and present similar words together. I'd started writing an app for that on my phone, and my goal was to finish and publish that this year. I've made some progress on that (it's now useable and I do use it on my phone) but it's not yet ready for public consumption, not even as an early beta/alpha, so another failure I'm afraid. I want to go back to working on that next year.

All in all it's been another good year, hard work and I didn't achieve everything I set out to at the beginning, but still good fun! Here's hoping for another good year next year.

Monday, September 7

The Only Constant Is Change

Regular readers will know I've been prevaricating for the last two or three months about whether or not to go through with my plan to do a limited edition hand-made run of Zombology this year.

One of the reasons for this has been a secret up until Friday, but now the cat is finally out of the bag I can admit to it! I've been in the running for the last few months for a promotion at work. Seeing as several of my colleagues (and friends) read this blog, I didn't really want to be discussing it here until a decision was made and they found out through official channels. On Friday I received the job offer and accepted it, so it's all go, starting next month.

The new job is a big step up and will require a load of new skills, learning on the job and responsibility, plus more travel, i.e. less time for games design. For the last couple of months I've already been travelling around once a week, which often clashes with Games Night or Newcastle Playtest, further complicating making progress on games design.

The majority of my mates in Newcastle are also colleagues and have helped me with the lion's share of my Zombology, Codename: Dragon and Codename: Vacuum playtesting. These mates will now all be reporting to me. Which is going to be really weird, and also probably not conducive to playtesting.

So everything is changing. What I don't need on top of that is a huge commitment of my spare time and additional stress around marketing and trying to recoup an investment. So I'm ditching the plan to hand make 150 copies of Zombology and instead going with Print on Demand, which requires no effort from me other than the graphic design.

As I mentioned in my review, there's a few downsides to this, not least the cost of shipping to the UK. Most of my 17 pre-orders are from the UK, almost all friends or family. I don't want them to have to pay silly money to a company in the states for a copy of the game so in addition to the print on demand edition, so there will be a Super Limited True Fans Edition™ of the game, featuring a hand-made tray and lid box and laminated cards. I'll make 20 of these: one for me, one each for the 17 family, friends or true fans who've pre-ordered a copy and 2 spares. These will be selling at the original £9 plus shipping price quoted earlier, so I'll not make any money on them - I'm just doing it because I enjoy it and to support those who've supported me.

There's two spares... Just sayin'.

In other news, I made it to Newcastle Playtest this week for the first time in ages and got to play both Codename: Dragon and Border Reivers Second Edition and got some good ideas for both of them.

I've also invested in Adobe Creative Cloud as a little 'promotion present' to myself. It means I'll be able to work on the Zombology graphic design without having to wait a week for my old laptop to boot up and then continually fight with its glacial slowness. W00t! I've already started on the changes I want to make to Zombology before release.

Monday, February 16

New Games Company Checklist

So, as I'm sure you're aware by now, I'm aiming to get back into games publishing this year. It'll be small scale, just a small number (50 or 100) of hand-made, signed copies of a simple card game (Zombology or Dragon Dance). There's a bot-load of things I need to do before the game is ready to sell, so I need to spell those out and then start working through them. This list is not necessarily in order, but some of the later things depend on earlier ones. I'm not going to do a Gantt chart though, that would be too much like work.


  1. Choose a company name. Reiver Games is gone, I need something different. I'd quite like something that alludes to a cautionary tale as Reiver Games went too far too fast and crashed and burned as a result. I was thinking Daedalus Games, but there's something very similar already. Jack in the Box Games was another idea, for obvious reasons.
  2. Register the company with HMRC. Fun.
  3. Set up a company bank account with some cash in it. I'll need this before registering a website or buying any materials.
  4. Choose which game. Almost certainly Zombology, but I'm not quite ready to commit just yet.
  5. Website and PayPal account. Need to do 1 and 3 before this.
  6. Price up the components. I'm aiming to sell the game for £10, which means I want to spend about £5 per copy on components and printing, so I've got money left over for marketing, website costs, etc. I'll need to get quotes for the raw materials and printing, and then work out how many copies I need to make to make it affordable. More copies make each individual one cheaper, but require more of my time to make, market and sell, plus more cash outlay at the beginning.
  7. Finish designing the game. Relies on 4, naturally.
  8. Do the art and graphic design. I can't finish this until I've finished 7, but I can definitely make a start as the games aren't going to change dramatically between now and release. Doing the art and graphic design is both a challenge to get myself to learn new skills and also a way to save money. The art on Sumeria cost a few thousand Euros, I can't afford that if I'm making 50 copies that I want to sell at £10 each.
  9. Buy the raw materials. For Zombology this is just the box card (I'm making the boxes myself, these are going to be lovingly hand-crafted games!). For Dragon Dance there's the box card, dice and wooden counters, plus some plastic baggies.
  10. Get the printing done. Obviously this relies on 8. I'll try StressFreePrint first as they were who I used for Border Reivers and the first hand-made edition of It's Alive!
  11. Start assembling the boxes, which relies on 9. Boxes are pretty easy to make and I can make these up ahead of time to save time once the artwork arrives.
  12. Start cutting out and assembling the games.
  13. Start taking cash, relies on 5. Unlike KickStarter, I don't want to start taking cash until I've got the games pretty much ready to ship.
  14. Start shipping finished games.
  15. Marketing. It sounds a bit late in the day to start marketing a product, but unlike KickStarter where the aim is to get people all hyped up before you've got anything concrete to give them, I will be aiming to stay ahead of my orders once i've cleared the initial pre-order backlog. With each game taking an hour to make and free time at a premium I'll want to drum up some trade after I've sent all the pre-orders and built up a small stock. I'll still be blogging throughout (which also counts as marketing!) and I might get lucky and get another blog post picked up by BoardGameGeek News or reddit which would be a bonus in terms of exposure.
  16. Fame and fortune! (As if!)


My goal is to get a decent chunk of the way through this list before all the copies are pre-ordered! I've now got seven pre-orders and I still haven't confirmed which game it will be! Bizarre.

In other news, I made it along to Newcastle Gamers again this week which was great and had a second Games Night in a row! Things are picking up.

Monday, February 2

After The Drought, The Deluge

Believe it or not it had been several weeks since I last played a board game against a human opponent. I've had to cancel the last three of my regular Thursday Games Nights for various reasons and I've been putting off playtesting at lunchtime as I've had a bunch of ideas in my head for Zombology that I've not gotten around to doing the graphic design on, let alone printing out.

The gaming drought ended on Tuesday with a trip to Manchester for work with my boss Ian, a regular Games Night attendee. I always take my iPad which is stacked with board game conversions so we played a bunch of those - I think ten all told!

That evening I was babysitting for some friends and I put the hours to good use, doing the graphic design for the box labels and the rule books for the NaGa DeMon winners' copies of Dragon Dance and their bonus copies of Zombology. With that finally done I could print them out on Wednesday and finish the copies off ready for posting:

NaGa DeMon winners' copies of Dragon Dragon

There was no Games Night again on Thursday, but only because I was off to Bedford on Friday night for a Games Day with Terry and Andrew, two of my gaming buddies from my time in the south.

I spent Friday and Saturday nights' train journeys doing the graphic design for the next version of Zombology which has some sweeping changes from the December version. As yet I don't know if it will make things better or worse, but it will be interesting to see how it pans out, once I've printed it out and got it to the table. I'm trying to address a few things: one is some issues with the graphic design, another is a few things to add theme. I've also got some concerns about how easy it is for one of the players to win (as opposed to everyone lose).

In addition, a recent change allowing players to keep a card between rounds, which has been almost universally popular, is disappearing. The change was introduced to give the players more control and to make the game more strategic but, to be honest, a ten minute drafting game needs to be fun more than strategic. Allowing players to keep a card meant that the good cards were retained so the drafting aspect was knackered - it was only the dross going round.

As with any large changes to a game, I'm expecting that some bits of it will be an improvement and some bits a step backwards. I'll have to play it a few times to work out which are which and then start honing the game again.

Or the new version might just be dreadful and I'll have to roll back to the previous version!

Saturday's games day was a great day. It was great to catch up with Terry and Andrew and we played seven games, of which I'd only played Fresco, Firefly and Las Vegas before. The games I was introduced to: Machi Koro, Orleans, Red7 and Roll for the Galaxy were all entertaining, with Roll for the Galaxy being my favourite of the day. Roll is similar to Race and clearly of the same theme and feel, but it's different enough to have made it high up on my wish list. Race is a favourite with my Games Night crowd and I think Roll will be too.

Plus a game of Firefly is a step towards having played every game I own at least ten times :-)

This week Games Night is back and then my friend Paul is up from York on Saturday. The deluge continues!

Monday, January 19

Self-Published Run: Specification

It's been a great week on the blog here, thanks largely to W. Eric Martin of BoardGameGeek covering last week's blog post - thanks Eric!

I've not yet decided whether it'll be Zombology or Dragon Dance that I try to self publish this year (currently leaning towards Zombology) but either way there a bunch of things that are the same for both.

Printing

I'll get all the artwork printed professionally (but digitally, not litho - for a small print run the litho set up costs are prohibitive). The box and cards will also be laminated, which makes them more durable and the print more hard-wearing. Professional laminating is nothing like the lamination pouches that you can get done in most offices, it's almost unnoticeable. The cards and box for Border Reivers were both laminated in this way and I was very happy with the results. For Border Reivers and the first edition of It's Alive!, I used a digital print company who have since changed their name to StressFreePrint. They'll be my first port of call as I was very happy with their service and products in the past.

Box

I'm going to hand-make tray and lid boxes and then wrap them in printed labels. The boxes will be 123 x 95 x 20mm, the same as most two deck card games (think 6 Nimmt! or No Thanks!). This means they will be small and pretty cheap to post.

Cards

The cards will be laminated as described above and have their corners rounded, very similarly to Border Reivers.

Other Bits

Zombology is 108 cards and a rule book. Dragon Dance has some other components: eight dice and a number of wooden bits. The wooden bits would be published game quality (I'd get them from SpielMaterial.de again) but generic, I'm thinking yellow wooden discs for the dragon's life tokens and red wooden hearts for the knight's. I've got my eye on some nice Chessex dice, but I'm not sure my budget would stretch to it.

Price Point

I'm aiming for £10 per copy as the retail price for both games which is about what you'd pay in a store (not online) for that sort of game in the UK. That's $15 or 13€, both of which are a bit expensive for what it is, but I'm expected most of my orders to come from the UK (friends and family will probably feature heavily!). Seeing as it's a very short run I'm not looking to get it into shops or distributors, so all of that (minus PayPal fees for online sales) will be going to me. I want to charge twice what it costs for the components so I've some money left over for website, playtest materials and potentially I'll can make a profit toward making a bigger game next year if it goes well. So my budget is £5 per copy for the materials and the printing. I've no idea yet whether this is feasible, but that's my goal at this point. So that's £250 for 50 copies or £500 for 100 copies.

In other news, I've not much to report this week. The Daughter's been sleeping badly again, so early nights all round and The Father-in-Law made an impromptu visit on his way back from Scotland for the last half of the week. Next week I'm away for a couple of nights for work, so I'm hoping to start making some progress on finishing of the NaGa DeMon winners' copies of Dragon Dance. And, despite the fact that I've not settled on a choice of game, I've already got 4 pre-orders!

Monday, January 5

2015 Goals

The last couple of years I've set myself some goals for blogging and playing and designing games (see: 2013, 2014). I want the goals to be achievable, but also a stretch, so they encourage me to push myself and learn new things. This year, in addition to the usual three categories, I'm adding a fourth: app development :-)

Blogging

Last year I wanted a 10% growth in page views, to blog every week, to take part in NaGa DeMon and to gain ten new followers. I hit most of those, except the followers one which, to be honest, I don't really care about, so this year's goals are:

  • 45,500 page views (taking me to 183K in total), another 10% growth
  • Blog every Monday
  • Do something for NaGa DeMon (I've enough games on the go, so it might not be starting a new one...)

Playing games

Last year I wanted to play every game in my collection at least once and play at least 365 games in total. I'm going to mix it up a bit this year:

  • Play at least 365 games during 2015
  • Have played every game in my collection (with the usual exceptions) at least ten times.

I'll use this second goal to hone my collection a bit again, and give me a chance to gain a better understanding of some of the longer games in my collection. Games bought during 2015 are excluded.

Designing Games

I'll keep it simple here, yet excitingly different. This year I want to release a self-published, self-illustrated board game in a limited edition, like the good old days of Reiver Games.

Only one goal? Yes, but it's a biggy. The Wife bought me a graphics tablet for Christmas, so I'm going to use that to hone my illustration skills and along with Adobe Creative Cloud (which is damned expensive, but I get a discount as a CS3 owner and I'm putting Christmas present money towards it). I'm already tinkering with some Bayeux Tapestry inspired art for Dragon Dance!

This is a real challenge. It'll probably be either Zombology or Dragon Dance, whichever is the better game (and most sensibly priced) in a run of maybe 50 copies, or one hundred if there's a surprisingly high demand. I'll be blogging artwork and sketches for feedback throughout the year. Why a limited, handmade run you ask? Despite the lure of KickStarter, I'm still uncomfortable with it and it was the large print runs that I couldn't get working with Reiver Games. The two handmade limited editions I did: Border Reivers and the first edition of It's Alive! both sold out quickly and made me money (excluding time spent!). A short print run is a known quantity that I can manage around my family and work commitments and I know exactly what I'm getting into, having done it successfully before.

The exciting and challenging bit will be doing the art myself - this will require learning lots of new skills.

App Development

I'm learning German again, using the excellent Duolingo. In many ways it's superb, but I'm the sort of person who likes to learn from structure, so being able to visualise tables of pronouns and verb declensions really helps me. In the vein of my current selfish app development, I want to make an app to help with that. I also want to release a new version of BGG Last Plays that helps me track this year's different plays goal.

There, that's enough to be getting on with! Wish me luck...

Monday, December 29

2014: The Year in Review

2014 has been a pretty good, if slightly strange, year. It started on New Year's Eve in the house on my own. Thanks to radiotherapy for my overactive thyroid I had to keep my distance from The Daughter for three weeks. With her only 16 months old it was going to be very unfair for me to always be around but never come near her or give her a cuddle, so The Wife and The Daughter stayed in Bristol after Christmas and I came home on my own and got nuked. I got the dose on New Year's Eve in the afternoon, that evening I was at my most radioactive - so I didn't even go out and see friends. Definitely the second crappiest New Year's Eve of my life.

The next three weeks I was home alone, so I got to live the bachelor life style: eating like a student and playing games all the time - I even got a game of Twilight Imperium III in! On the way to rescue The Wife and The Daughter I stopped in at Terry's and had a day's gaming with my old Bedford group. I used to see them for games every week, but since moving to Newcastle (about 250 miles away) I don't get to see much of them at all. The rest of the year was busy but good fun, with a trip to Baltimore for work (but no impromptu gaming this time!), a convention (Beer and Pretzels in Burton again with Terry). But in November we had some bad news which derailed my NaGa DeMon efforts a bit.

Games Design

I'd set myself a few goals in 2014 for games design:
  • Make four more versions of Vacuum
  • Get Zombology ready to submit to a publisher
  • Do NaGa DeMon again
I had mixed success. I made new versions of Vacuum in January (during the exile period) and February, but then didn't really touch it for the rest of the year. Goal 1: Failed. My main focus was Zombology instead. I was making a new version almost every month and playing it a lot. Towards the end of the year I was getting pretty happy with it, so much so that when Dan from Newcastle Playtest saw a publisher asking on BGG for that sort of game, I sent it off. It wasn't really ready, but I sent it off anyway. The result? It's not really ready - could have seen that coming! I've now got another version together that I'm hoping to find playtesters for shortly. The publisher is still interested, once it's ready, so I need to crack on really. Goal 2: I submitted it, so I'm going to call that a pass! I did NaGa DeMon again, designing Dragon Dance: Fire v Lance. It's very early days, but I think it's got some legs, so I'll continue working on it next year. NaGa DeMon on the blog was less successful than last year, but it's still my second best month on the blog ever. Goal 3: Passed. In other news, I dusted off Border Reivers and started trying out some ideas for a second edition, taking everything I've learnt in the ten years since I initially designed it and trying to fix some of the flaws.

General Gaming

My goals for gaming in 2014 were:
  • Play at least as many games as there are days in 2014
  • Play every game I own at least once*
Now that I count playtest games and iPad games against humans towards my totals, goal 1 was pretty easy. The Daughter is older and sleeping better than last year and I've been doing a reasonable amount of travel for work with my iPad and some colleagues/victims, so I've aced it. When I wrote this last week I'd played 514 games. Goal 1: Passed. Like a Boss. You'll note the asterisk next to goal two. That's important. According to BoardGameGeek I currently own 71 games (excluding expansions) but six of those are games I own for sentimental reasons, and those I excluded. So I own 65 games. At this point I've played 64 of them, and I'm pretty sure the last one will get played in the next week or so, so that's a provisional: Goal 2: Passed. I've also used this goal to hone my collection, those games that I've been struggling to drum up the enthusiasm to play left the house this year as gifts to friends or Newcastle Gamers. Those that left: Qwirkle, Meuterer, Snow Tails, Pirates of the Spanish Main, Citadels, Cleopatra and the Society of Architects, Tigris and Euphrates and Clans.

My five and dimes for this year were:
  • 63: Zombology - the joy of designing a short game is that you can test it quickly, over and over again
  • 28: Ra - mostly on the iPad on the train
  • 27: Martian Dice - including testing my Windows Phone app with friends
  • 26: Coup - a Games Night staple
  • 25: Hey! That's My Fish! - on the train
  • 23: Dragon Dance - all since the beginning of November!
  • 23: Carcassonne - on the train again
  • 18: Love Letter - at Games Night
  • 16: Rumis - great fun
  • 16: Race for the Galaxy - mostly with the Alien Artifacts expansion (sans orb bit)
  • 13: 6 Nimmt! - at Games Night
  • 12: Stone Age - on the iPad
  • 11: X-Wing Minis - with Dave mostly
  • 10: Lords of Waterdeep - on the iPad and in the flesh
  • 10: Pandemic - on the iPad mostly
  • 10: Stormy Seas - all on Christmas Day! This is straight onto my wishlist
  • 9: 7 Wonders - still popular at Games Night
  • 7: Hive - no idea when I played this!
  • 6: Codename: Vacuum - early on, before I focussed on Zombology
  • 6: Coloretto - Games Night filler
  • 6: No Thanks! - Games Night filler
  • 6: Hol's der Geier - Games Night filler
  • 6: Die Speicherstadt - Games Night
  • 5: Firefly - Love this, just wish it was shorter, so it fit comfortably in a Games Night
  • 5: Puerto Rico - on the iPad
  • 5: Forbidden Island - iPad, I don't own the cardboard version

Blogging

My goals for blogging this year were:
  • Write a blog post every Monday
  • Get 40,000 page views
  • Gain 10 new followers
Again, mixed success! I blogged every Monday in 2014 except one, when an automatic scheduling error during my holiday in the wilds meant it didn't go live until Tuesday when I wandered into some mobile signal and checked. I'm gonna call that Goal 1: Passed. During 2014 I got 41,500 page views. Goal 2: Passed. But only three new followers, Goal 3: Failed.

My most popular posts of the year were:

Windows Phone Apps

In addition to playing, designing and writing about board games, this year I started developing board game-related apps for my Windows Phone, a few of them are personal apps for helping me design or test my games, but three of them seemed of interest to others, so I made them freely available this year. Between them they've only had 60 downloads, so they're not wildly successful, but I did them for my own interest and as programming exercises, so if they are useful to anyone else at all that's an added bonus. I'd like to keep up the app designing next year too.

That's enough wittering for now, so until next week's Goals for 2015 blog post; I hope you all had good years too, and here's hoping next year will be even better!

Monday, December 22

Progress, At Last!

It's been a funny old week. It was meant to be my last week of work before I had two weeks off for Christmas. But it didn't quite go to plan. In a bad way. And then a good way!

Monday morning I'd booked off to go to a Christmas show with The Daughter and The Wife. So we had a lie in, I came round gradually, slowly achieved consciousness and then sprinted for the toilet. Where I spent the rest of the day. The Wife and The Daughter went to the show without me, only to find out on arrival that it was cancelled, as the cast too were stricken with a stomach bug.

Tuesday I managed to get up and get dressed and didn't have to sprint anywhere thankfully, then Wednesday I was back at work, if still not 100%. I say work, but it was the day of our Christmas party, so after spending the morning trawling through a couple of days worth of emails, we went on a team building trip in the afternoon and then out for the night. Clearly I still wasn't right - I had a couple of small beers and left at 9:15!

I'd kept some holiday back in case of having to take some to look after The Daughter if The Wife got sick, which meant I could finish for the year on Thursday at lunchtime. I promptly spent the afternoon doing all my chores so that on Friday I could finally make some progress on the NaGa DeMon winners' copies of Dragon Dance.

I finished off the boxes and printed and cut out the cards, so all that remains to be done is design, print and attach the box labels and write, print and fold the rules. I've also decided to give the three winners a copy of the latest version of Zombology, so I printed out four copies of that too. The only copy I cut out and boxed of that was mine though, so I've got it in time for the Christmas holidays, in case anyone in my family or The Wife's family fancies playing it.

After a couple of weeks of nothing to report it's nice to be making progress again!

All that remains is for me to wish you a Merry Christmas and thank you all for reading my blog this year. I hope you all have a great break.

Monday, December 8

Busy, Busy

With NaGa DeMon done you'd expect things to be calming down, but not so much - this week has been one of lots of little things that needed attending to.

I've promised copies of Dragon Dance to the three most helpful TGWAG competitors, so I've started making those copies. I'd bought or scavenged the wooden pieces and dice before the start of November, but there's plenty still to do: boxes, cards and rules. On Saturday I started getting the boxes made and will finish them off tonight. The cards and rules require getting the printer down from the box room, which is a bit of a faff, so I'm put that off until all my printing is ready. So I've also done the graphic design for another version of Zombology - that's ready for printing.

I've also been working on my Martian Dice Windows Phone app which is nearing completion. I made a candidate for the final build at the beginning of the week and that's now being tested by a bunch of friends. I'm hoping that this will be my most popular app so far (I've got 50 downloads so far across all three apps put together!), so I've been putting some work into a web page for it and getting some mild publicity ready.

Once Martian Dice is out there my next focus will probably be Christmas, but then after that I've another idea for an app to work on next year (in addition to Vacuum, Zombology, Dragon Dance, Border Reivers second edition and maintaining all my existing apps!).

First up though, Dragon Dance NaGa DeMon winners' copies...

Dragon Dance Boxes

Monday, December 1

NaGa DeMon 13: Finito

Well, it's December, so NaGa DeMon is done. And what a weird one it was. For the first half of the month I was kind of stuck. My first version of Dragon Dance was far better than I was expecting, reasonably well balanced and it played more or less how I was thought it would. That's unheard of for a first prototype of mine. I was playing it loads during lunchtime at work, alternating between it and By Election - my friend Sam's NaGa DeMon game. After about fifteen plays (including some from Konrad) I finally pushed the boat out and made a second version, incorporating some of the detailed feedback from Konrad and some ideas I'd had or that had been suggested by my playtesters.

That version, while a bit more interested, sucked. It was hideously broken, so heavily weighted in favour of the dragon that there was little point in playing it. So I had an idea of how to change things to fix it up, which I wrote up ready to post once I'd tried it.

Then I got sick (after it had swept through the family) then we had some bad news that put everything else on the back burner. My parents came up a week earlier than planned to help babysit The Daughter and my spare time ended up being spent entertaining guests rather than printing, designing or playing Dragon Dance. Also, after making big promises that I would get more involved with other people's NaGa DeMon efforts (including the aforementioned Konrad, who played my NaGa DeMon game one night in preference to his own) I did nothing. About which I feel quite bad - sorry Konrad!

With little time to practice the new fixed up v2, I posted it anyway and then finally another tweak right at the end of the month. The first hardly tested by me, the other completely untested. A very disappointing end to the month.

Page views were way down on last year as a result (though still my second best month in the eight year history of Creation and Play). However, I still managed to make four different versions and played it nearly twenty times. Plus, TGWAG was another huge success with nine participants, at least two people printing it out and Konrad playing it and given some excellent feedback. Thanks everyone, I hope you enjoyed it as much as I did. The final league table is as follows:

Name PIPs PIAL Free game?
Sir Konrad/@pidaysock 33 Knight Sergeant Yes
Derek Hohls/@gamesbook 16 Squire Yes
Eblasco/@7isprime 15 Squire Yes
Roberto 8 Footman No
@MTTJ_Patrick 5 Footman No
@kimacus 4 Serf No
Mal 3 Serf No
@toddderscheid 2 Serf No
@thefrugalgamer 2 Serf No

So the free copies will be winging their way to Konrad, Enrique and Derek early in the new year. Thanks again!

Friday, November 28

NaGa DeMon 12: One Final Version

With two days left to go I've got one final version for you. I've now played the new version six times and it is I think too strongly weighted in the dragon's favour. I'd been hoping to try these new ideas before posting them (to check they weren't rubbish like an earlier version of the rules!) but I've been unable to get a game in, so these are untested - play at your own risk! This is your last chance to get some PIPs before NaGa DeMon comes to a close at the end of November.

The good news is that there's no card changes since the last version (so if you've already printed those out you're good to go). The rules are pretty similar, there's only one change (to the Discard card and die section, highlighted in blue below) which now reads:

Discard card and die
At the end of the round both players discard the card they played (face up where they are visible to both players) and any die they used with it. If there were already two cards discarded, you may now return one of these two discarded cards to your hand (not the one you just played). Discarded cards and dice are unavailable to the player and cannot be chosen during the Choose a card or Choose a die sections described above.

The Recuperate card allows you to reclaim all discarded dice and cards, returning all the discarded cards to your hand. Once you have reclaimed the dice all your dice are re-rolled.

Please give it a try and let me know what you think.