Monday, September 8
Reavers! Incoming and Heading Straight for Us!
Until a month or so ago. As part of my goal to play all my games at least once this year, I played a game of Border Reivers against my boss at the end of one of my Games Nights. He crushed me like the proverbial grape, in part assisted by some lucky reinforcement dice rolls - which relates to one of the criticisms I had received about the game.
So that got me thinking about Border Reivers again and, now I'm not looking to self-publish and have the excellent Newcastle Playtest resource available to me, I've decided to brush BR2 off again and see if I can do anything with it. On Tuesday it was the aforementioned Newcastle Playtest so, as well as a new version of Zombology, I took Border Reivers along. There was lots of interest in playing it, but one of the changes I'm keen on is to switch it from 2-4 players to 2 player only, so Paul Scott and I had a game. We played the good old-fashioned rules, and then at the end I asked Paul for ideas on how to improve it, before a lengthy discussion about the criticisms I'd received from players/owners of the first edition.
Border Reivers is a light wargame with some civilisation aspects, set on the English-Scottish border during the late middle-ages. It was a time of continual skirmishing along with frequent livestock-rustling (or reiving as it was known). In the game, you start with a city and five armies and have to cultivate your territory, raise armies, build fortifications and settlements as well as going to war, ambushing and reiving your opponent. In the original rules there were two ways to win - either by annihilating your opponents (which only really happened in a 2-player game) or by being the first to accumulate 40 cash. Each turn you got to gamble on reinforcements, either armies or cards that gave you several interesting hidden tactics to assault your opponents. You spent an amount of cash between 0 & 9 and then rolled a D10, if your die roll was less than or equal to your spend, you got a reinforcement. Lots of people really didn't like this and, in fairness, lucky dice rolls early on could really swing the game. One of the ideas I've had is to keep this mechanism, but take away the chance of a free reinforcement and reduce the variability - i.e. roll a die with fewer sides. I'm also considering replacing the cash victory condition with a victory points one, where you get victory points for a variety of things throughout the game. I'll need to try some of these ideas out over the next few months and see which of them stick. Mal, I'm assuming you're up for a game?
Back to the title, after the crazy success of my BoardGameGeek collection Windows Phone app (now up to 9 downloads, that's got to be almost everyone who owns one, right?) I've now published my Firefly: The Game app too. This one is designed to streamline the Full Burn movement action in the Firefly board game by reducing the number of 'move a piece, draw a card' cycles you have to go through. It's called Keep Flyin' and is available in the Windows Phone Store now.
Finally, we played a couple of seven-player games of Zombology at Newcastle Playtest on Tuesday. The new version has another card type removed, more of the new style art and a few informational changes requested by testers. It went pretty well and on the train on Wednesday down to Sheffield for my quarterly MS check up I made some more cosmetic changes to the cards. This is feeling pretty finished now, so I ought to step up my efforts to contact some publishers.
Monday, April 14
Gone Cardboard
I'll keep it brief today, I've been been feeling really rough since Saturday night, wrote this in bed on Sunday afternoon and am now posting it from bed too.
Earlier this week I did finally finish off the NaGa DeMon winners' copies of Zombology which went in the post. It felt like the early days of Reiver Games again, shipping games that I'd made by hand around the world. This time they were prototypes though, but it still featured what I believe to be the first game I've sent to Africa.
As proof, I offer this photographic evidence from Frugal Dave (one of the winners) who, thanks to living in the UK, received his copy first.
With the winners' copies no longer hanging over me I was finally able to start work on the next version of Zombology incorporating feedback from the epic session at a Newcastle Playtest a couple of weeks ago.
Then I came down with something and spent an inordinate amount of time in bed over the weekend. I hope to finish off the April version shortly so I can start testing the new changes. I have high hopes for them, but they will inevitably be broken to begin with.
On an unrelated note, I've also been using my lunch breaks at work to make some more progress on my Firefly: The Board Game app. It's nearing the point where I'll submit it to the Windows Phone store where it will inevitably languish un-installed.
Monday, April 7
What a Week!
This week, I've had three nights of gaming. Three!
Newcastle Playtest
Tuesday was the latest Newcastle Playtest session. I'd missed the last one, due to my trip to Germany last month for work, so I was especially keen to make it along this time. Also, Dan the organiser couldn't make it this month, so as his understudy it was important I was there. There were going to be three of us: Alex, Paul and I. Alex wasn't due until after 7:30, but Paul was coming along early so I went over at 6:30 with Codename: Vacuum and Zombology. It turns out that Paul had a work emergency so he didn't get there until gone 7:30, so I spent the first hour on my own. It was fine though since my replacement phone - after the Great Spontaneously Combusting Nokia Lumia Event of 2014 - had just arrived so I spent the hour installing apps and setting it up just how I wanted. Once Paul and Alex arrived the three of us played five (5!) games of Zombology. I was keen to show it to them since they hadn't seen it since I made the sweeping changes, which were largely done in response to their feedback. They both enjoyed it I think, and Paul commented that it was nice to spend the evening concentrating on a single game. I've got loads more ideas now for the next version, once I've finished with the NaGa DeMon copies. As time goes on I'm finding Newcastle Playtest to be more and more useful in the development of my games.
Unfortunately, we found out after the event another designer had tried to attend. He'd hung around for an hour, but because I was sat there on my own playing with my new phone he'd not found us :-(
Games Night
Thursday was Games Night, and with enough attendees for two tables and a new phone to run my Firefly: The Board Game app, I was finally able to try it out. As with any live demo, it crashed once, but apart from that and the slightly wrong information about the number of cards in each deck, it worked.
I can't tell you how much time it saved, as we played with three instead of four, all who had played it before (unlike last time) and a different mission card. But it came in at 3 hours instead of 4 and it felt like it helped a bit.
TableTop Day
Finally, Saturday was TableTop Day, and with the father-in-law delaying his visit until next weekend, I was able to get along to Newcastle Gamers for their free all day session. I only went for a few hours in the evening after The Daughter had gone to bed, but was greeted with a cheer on arrival as I had broken the all time attendance record (I think I was the 52nd attendee that day!). I stayed for three and a bit hours, but managed to play six games including two games of AbluXXen, which was new to me. I took a bunch of games and ended up playing three of the ones I'd brought, including Sumeria, which I had a hankering for. I'd not played in ages and despite over a hundred more plays than my newbie opponents, I got my arse handed to me - the scores were 41, 33 and 21 (me).
All in all a great week's gaming, when you include the Zombology Playtest at lunch on Thursday and the game of Incan Gold after Firefly, I've played 15 games this week (and in fact in the first five days of April). That's going to help me meet my target for the year!
Monday, February 24
Playtesting Success and Mobile Development II
One of last year's most popular posts was entitled Playtesting Success and Mobile Development, which is an apt title for this week too.
I'll start with the playtesting. Last week I'd come up with a new version of Zombology on the train to Sheffield and then constructed it last weekend. Games Night was cancelled due to The Daughter being ill again (I'm thinking of suing the nursery ;-) ), but I managed to arrange a playtest session at work on Wednesday lunchtime. Six us of sat down to play Zombology and because it's very quick we played a couple of games.
I'd made a bunch of changes to Zombology to combat some of the most frequent criticisms:
- It's not very zombie
- I've no idea how many rounds are left
- The two different types of cards are confusing
The games went quite quickly and it was clear that introducing a round track and the events and upgrades had boosted the theme quite a lot (though at the detriment of the science theme, which was much less evident). There was much less confusion about the types of cards too.
As with any major change to a design it introduced a bunch of new problems which I addressed over the weekend - I've a new new version now which I'll be testing this week:
In related news, I've given up on the artist for the NaGa DeMon winners' copies of Zombology, I'm going to send the the new version as a prize instead - they all seem happy with that.
On the app development front, I've started a new app too.
Last year I got a Nokia Lumia 920 Windows Phone. As far as I can tell The Wife, Hoops and I are the world's only three Windows Phone owners. There aren't anywhere near as many apps for it as there are for iOS and Android, but I bought it because in the day job I write software in C# and XAML and I could write apps for it in C# and XAML.
My job title is technically Project Manager and Software Engineer, and since our takeover by a large American corporation last August it's been leaning more towards Project Management. Coupled with the chronic and acute sleep deprivation my programming skills are fast atrophying, so being able to do some app development in my spare time to keep my hand in has been a good thing. Last year it was an app to help set up and record games of Codename: Vacuum, this year it's an app to try to streamline games of FireFly: The Board Game.
While The Wife and The Daughter were away in January I got a chance to play Firefly: The Board Game. I then bought a copy and played it again at Games Night with my chums. I'm a huge fan of the TV series and the game is incredibly thematic, but one of the biggest criticisms I've heard of it is that it goes on too long. My two plays have been 2:20 and 4 hours, which seeing that Games Night only lasts four hours is a bit long for me really. Experienced players say they've got it down to under two hours (like it says on the box), but it'll be a struggle. especially while people are learning the game.
One of the clunkiest bits is movement. Each round you have a choice of 'moseying' one space (way too slow!) or going 'full burn' and moving up to five spaces, at a cost. The cost comes via a deck of Nav cards that tell you what happens in each space. So if you want to move five spaces you move a space, flip a card and resolve it, move a space, flip a card and resolve it, five times! Most of these cards are 'Keep Flying' which you can ignore - they have no effect. But just the act of moving then flipping slows you down.
So I've written a little app which I hope will streamline things. It shows Alliance and Border Space as two columns and you just click on the number of spaces you want to move and it will colour the spaces in between green (Keep Flying) or Red (something else). To use it, I'll have to take all of the Keep Flying cards out of the two Nav decks so you can just draw when the space goes red.
There's been some interest on Twitter about it (though not of course from Windows Phone users, I've got that market covered) and I'm hoping to try it out this week at Games Night assuming I can find some willing Browncoats...