August 3, 2011

A Dangerous Obsession with Castles, which are in Danger

I bought the oddly named Castle Danger from designer Matt Worden last week. I fell in love with the game when I saw its simple appearance and elegant pieces. It reminded me of Stratego or a classic version of Risk. I loved the aesthetic.


Now that I've had a chance to read the rules and play the game a few times, I also love the game. I'm not going to blather on, as I feel it's a disservice to the elegance of the design. I shall be brief.

The goal of the game is to shoot the other player's King with a cannon. There are a few game pieces that help you accomplish this goal:
  • Wizard gives you 3 more moves each turn
  • Builder can build or remove protective walls
  • Cannons can shoot other pieces and walls
  • King should just not get shot
  • Walls can protect your pieces (and King!) from cannons
Each turn you get 3 moves, plus 3 more for each Wizard you have. 1 Move is used to take any action. So, 1 move to move your builder, 1 move to build a wall, 1 move to fire a cannon, etc. The final major mechanic is that each turn you may add 1 Wizard or 1 Builder or 1 Cannon. Choose, but choose wisely!

The game has a chess-like feel, without the overwhelming learning curve of chess. I've always loved the idea of chess, but have never been able to grasp the basic strategy. Castle Danger scratches that itch. It's so easy to learn, but has so many strategies to try. The first game I was clearly outplayed and lost. On the second game, I had the better strategy but made one fatal error and my opponent capitalized on the mistake and won.


Both games took right at about 20 minutes, which was perfect. I should add that reading and understanding the rules took all of 5 minutes. 

I am already hungry to play more. I want to find the right strategy and win. Should I start with wizards? Do I turtle up with builders? How annoying would it be if I got out a cannon on turn 1? There is a lot of depth, but not too much, which makes the game so easy to recommend. 


Check out Matt's website here. I also recommend checking out Jump Gate, which one GAMES Magazine's 2011 Traditional Game of the Year. You can also see Castle Danger on Board Game Geek.

Fun Fact: The name Castle Danger comes from a town by the same name in Minnesota. Don't believe me?

August 2, 2011

New Arrivals from The Game Crafter

I just received an order I've been very excited about for a week or so. I ordered three new games, all of which I have high expectations for.

Castle Danger looks spectacular and is designed by Matt Worden, who's other title Jumpgate earned GAMES Magazine's 2011 Traditional Game of the Year Award. Here's an image of me unboxing it! Castle Danger is a two player game with a Stratego like board. Each player is trying to destroy the other player's castle. The game has a chess-like feel to it, according to the designer.


I also bought a game called The Golems of Ymhet. The game is designed by Tim Mierzejewski, who has been published before by a traditional publisher with his game Malta!


The Golems of Ymhet is a 2-3 player strategy game where the players are trying to defend Ymhet with powerful golems. Unfortunately, one of the player's is a traitor. Such a great premise.

Finally, I ordered a copy of Farmageddon for myself. As I noted in a previous blog, I wanted to make a few final tweaks to Farmageddon to improve the game experience to the quality I desired. I also wanted to improve the rules per feedback I'd received to reduce confusion.


The new game looks fantastic. The cards are pixel perfect, the art looks better than ever, and the game now comes in a really slick box. I'm really proud that I'm able to keep the price at $13.99 as well.

Check it out!

All in all this board game thing has been pretty sweet and good to me so far. Farmageddon has been sitting in the "Best-Selling" section on The Game Crafter for a few weeks now. Feels good.

Can't wait to try Castle Danger and Golems of Ymhet. I have high expectations!

July 30, 2011

More Nazi Lies: Incursion Board Game Review

I was really excited to finally play Incursion, an independently developed and published board game I bought months ago. The game is developed by Grindhouse Games, founded by two brothers from Texas. I actually found out about the game by reading a Houston Chronicle newspaper clipping my aunt sent me.

The game is set in 1949. World War II still rages and the Nazis have captured British held Gibraltar and turned it into a secret weapons research lab. Basically, the Nazis are straight out of Wolfenstein (zombies, man-wolves, chicks with guns) and the Americans use mechs.

I picked up the $50 game (plus S&H) for a few reasons: The setting looked cool, I love miniatures, they boasted of simple and accessible gameplay, and I wanted to support some indie Texans.

Let's start with the bad!

July 23, 2011

Learning the Hard Way and the Second Edition

For almost 6 years now I've made games for my employers. This is totally righteous and I am thankful every day I get to do this  instead of selling paper for a living. That being said, the process of designing and building my own game has been one of the coolest things ever.

But, if you take on all the risk, and if you're the only one doing things, you have no safety net. All my mistakes, and boy it seems I've made some, are on me. I've pulled Farmageddon from the online store where I sell it for the time being to improve the rules from a polish/elegance standpoint, as well as from a balance/design standpoint. The good news is, the cards and art won't need to change.

I tested Farmageddon quite a bit even before I decided to hire an artist. But, you can never test enough! Now that the game has sold a few copies I've gotten a bit more feedback and learned even more about how people play my game, how they interpret my rules, and what they deem fair, fun, or interesting. At some point you have to put your foot down and say NO MORE. This is the game! You cannot please everyone all the time. But, when you hear some consistent feedback, it's prudent in my opinion to address it.

All my self-loathing aside, almost everyone who bought the game in its current state has enjoyed it. I didn't create Daikatana. But, I didn't create Catan, either.

Updates

  • The rules have received a scrub to fix some typos. I think these are utterly embarrassing! 
    • I wrote "red Crop Cards and green Farmer Cards." Too bad the Crop Cards are green and the Farmer Cards are red.
    • I explained what every individual Farmer Card did...except the Bumper Crop. Good thing the explanation on the card is sufficient!
  • The rules have received a scrub for clarity and elegance. 
    • I moved the "How to Win" section to the top. I don't know why I didn't do this. Players should see this first as everything else ultimately feeds into it.
    • I've worked really hard to better explain the Crop to Compost conversion.
    • I expanded the Common Questions (i.e. FAQ) section.
    • Overall, it's now better written. You can edit 2 pages 20 times and you'll always find something new to tweak.
  • The game now has customized rules for 2 Players. The game has always worked for 2 players, but it was meant for 3 or 4 players. Unfortunately, I didn't do my due diligence testing or designing for 2 players. Interestingly enough, almost all of my early customers have played the game with 2 players. I guess I assumed that most people would play the game at their once a month casual board game meet up. But, it turns out that the type of people willing to take a risk on a card game are also the type of people that play them all the time with their wives, boyfriends, or roommates. I should have considered that.
    • Players draw more Crop Cards.
    • Players must use more Compost.
    • Players can use more Farmer Cards.
    • Crop Rotation has a special 2 Player rule.
  • Farmer Cards needed to be balanced. Random and chaotic is fun, but I intended the game to have a (admittedly light) layer of strategy. If you're playing a four player game and all four players can play infinite Farmer Cards, well, chaos will occur. This is fun for the winner, not fun for everyone else. Now, Farmer Cards can only be used sparingly. This adds choice (which is what makes games great), it adds limits (which makes games fair), but with four players it will still allow for some chaos (which is something I personally love in a game). 
  • Thresher Farmer Card needed to be re-designed. This is a card that made sense when I explained it. It mostly made sense when folks read it. But, it was also prone to misinterpretation. As it turned out, the misinterpretation was far cleaner and accomplished what I wanted. I've simplified this card.
  • Tokens have been added to indicate ownership. I used pennies and whatnot during the prototype so players knew which cards were theirs. Due to oversight and sloppiness, I forgot to include these (though I corrected it a week ago) for the published version. Now, the game comes with 3 colored tokens for each player to use. 
I'm a little embarrassed that a few folks paid $15 for what now looks like a beta test. If this were software I could issue a patch. But, it's not and that's very serious. Luckily, most of my customers are personal friends or family members. I can mail them the updated rules. Those that aren't are mostly folks who frequent the site where I publish the game. I can get them the updated rules as well. 

For my next game, I'm going to personally test the hell out of the game and balance it, like I did with Farmageddon. Then, I'm going to stomach the cost and mail a handful of friends and enthusiasts a copy and say "go!" 

I'm going to test my new rules. If all pans out, I'll upload the new rules, update Farmageddon to second edition, and give it the shot it deserved the first time around.

July 14, 2011

The Chronicles of Rodiek

My younger brother, Dylan, is a football coach/teacher in Texas. He works really hard and has made a name for himself and is doing quite well. Last year, he was working the sidelines at a high school football game when the player (and its players) came crashing into where Dylan was standing. Dylan acted quickly and bolted out of the way before fully-padded youth crashed into him.

A fellow coach caught the entire thing on camera. Dylan's intense look and hardcore action pose was funny enough by itself, but in true meme fashion, the coaches kept using the photo again and again. Dylan sent me the photos last night and I'm posting them here. I realize I'm biased, but I think they are utterly hilarious.

Dylan at the running of the bulls
Dylan and Forrest, Forrest Gump
Dylan entering the brawl at Fenway Park
Dylan shoots for the gap!
Dylan in the New York City marathon
Dylan in Iraq
Dylan at Tiananmen Square