Showing posts with label trial. Show all posts
Showing posts with label trial. Show all posts

February 5, 2012

Poor Abby Testworth: Results of the first Test



I took the opportunity to test Poor Abby Farnsworth this past week. We didn't play a full game due to time and some issues with the game, but the test went remarkably well and I've finished implementing the changes that came about as a result of the test.

Below I'm going to detail the results of the test as well as the changes you'll see in the game. The foundation to the game didn't receive any drastic changes, though one significant support feature was removed and I tweaked an existing feature in a pretty significant fashion. However, most of the changes were polish and tuning fixes.

Here are the updated rules for Poor Abby Farnsworth. As always, your feedback is very much appreciated. I'm fairly pleased the rules are a tinge shorter now, even though the game is deeper.

November 3, 2011

The Trial Will Re-Adjourn

I'm trying to make consistent progress on Witch Trial. I've made a few decisions since my last post.

If you're just now joining us, I'm doing this for National Game Design Month. My first post (brainstorm) is here. My second post is here.

Decision the First
The game will come with a deck of ten cards called the Townspeople deck. This will be an assortment of men and women, interesting characters like the constable, the merchant, the fisherman, the baker, and more.

What will be interesting is that each one will have a certain quirk that creates a gameplay element. It'll need to be simple enough, as there will be many, but imagine something like the benefit on a card in Dominion, but you must "control" the person to use it. OR, it'll affect the cards you play.

At the start of the game, you'll randomly deal cards from the Townspeople deck to determine the jurors (currently I'm thinking there will be six jurors) and the Judge (one). The last three will comprise the witnesses, who may or may not be called to the stand to testify.

My goal is that, like Dominion, each game is different. Like Dominion, you cannot use the same strategy every time. And finally, like Dominion, you can learn new combos and experiment.

I'm worried that this will be very difficult to balance. I'm also worried that so much information will be difficult to parse for new players. But, if I follow the standards set by Dominion and Eminent Domain (not hard, right?) it can be done.

Decision the Second, Son of Decision the First
I've decided the Witch will not affect gameplay. She'll always be the same, misunderstood character. She'll be a comically tragic figure who is ultimately always innocent (weren't they all?). I don't think I can have a varying jury/judge/witnesses each game AND a different Witch. It's too much and something has to give.

So, the witch will never actually be a witch. But, if the prosecution plays their cards right, she'll sure as Salem be guilty!

The two lawyers (i.e. players) won't be unique, either. Players will essentially create characters and strategies based on their personal play style and the conditions on the board (Jury, Judge, Witnesses).

Decision the Third, estranged spouse of Decision the Second
The game will be broken into three phases: Opening Arguments, the Procession of Evidence, and Closing Arguments. I really enjoy phases for a few reasons.

Firstly, they help focus a player's decisions, while keeping a certain richness. What do you need to do in order to best maximize your efforts in the current phase AND help you win the overall game? You may have a great initial phase, but you could peter out.

Secondly, I think the broad possibilities of many deckbuilding games can be overwhelming for some. I don't mind simplifying this genre if new players try it out.

Thirdly, it gives a distinct ending to the game. This has been a sticking point for me since my very first unsuccessful game. I like it when there's a clear ending that everyone understands and can work against.

Finally, I really enjoyed the phases in 7 Wonders. I have no clue how I'm going to do it quite yet for Witch Trial but I think that it's a good element to borrow and evolve.

Decision the Fourth, this joke isn't funny
Players earn points by using their cards (i.e. legal maneuvers, evidence) to manipulate the various entities. This will also, in some cases, be how you earn cards. So, play a set of cards to manipulate the judge and acquire a powerful card from him. Use a set of cards to influence several members of the jury, then cash them in to rake in several points.

The game will be point based. Player with the most points at the end wins the case. The poor, poor witch.

Finally, there will be a card or a concept known as "Objection!" I don't know how it will work, but by god it will be in the game.

November 2, 2011

Opening Arguments: Designing the Witch Trial


I've decided to steam ahead full on my design of Witch Trial, the sudden urgency being that this is National Game Design Month and I desire so much to be cool and hip. And what better way than to design a board game in a month!

I wrote about Witch Trial previously, but to save you time here's a quick summary. Initially, I wanted to create a detective game. I love Law and Order: SVU and CSI: Miami. They are just fun. But, I didn't want to make a game based in modern times. I feel it's not exciting or different enough. I love history, so I began thinking about mystery-like novels such asUmberto Eco's The Name of the Rose. From this, a friend suggested the witch scene from Monty Python's The Holy Grail. From there, I took the concept of a witch trial, picked colonial Salem, Massachusetts as a setting, and decided the game would be about the trial itself, not the discovery or the escape, but the trial.

I have been trained at work to design very quickly due to deadlines. However, designing board games are my hobby, so I take my time. Really, I work in two phases: concept and design.

My goals for the concept phase are to pick a theme, a few core mechanics, number of players, time to play the game, and general flow and feel of the game. Basically, my concept phase is when I put a line in the sand for high level and philosophical concepts that will guide the rest of the game. This phase takes me days, weeks, sometimes months. I often do it passively, and by that I mean my best ideas come to me when I'm walking my dog and I stop to write them on my iPhone. Or when I'm in the shower. Or when I'm running. I don't set a deadline on this phase and I don't force it.