Board game design: Three ideas inspired by heist movies

I tend to have ideas for game mechanisms most days – and of course most of them are terrible. Others hang around long enough without being dismissed for me to want to write them down, while still fewer make it from my phone’s note-taker app into my ideas document at home.

These few borderline cases kind of shared a heist theme, so I thought I’d write about them here just in case anyone else can make something useful out of them. Maybe I’ll get round to them, maybe I won’t – or maybe they’re terrible after all. They’re far from fully formed too, but maybe they’ll inspire someone.

batman jokerA co-op with evolving roles

The first idea came to me when watching the Batman movie where The Joker is getting all the people involved in the heist to kill each other off once their particular job is complete – but could equally be applied to any fast moving and dangerous situation. The game would be a co-op (although wouldn’t need to be, I guess) in which every character starts with a roll – in this example it could be the muscle, the safe cracker, explosives expert etc.

As the game goes on, players will need to decide when to change to their other roll – perhaps the getaway car driver, the van driver carrying the lot, the guy causing a road block/distraction, or tampering with traffic lights. Once you switch roll your old character is still in play, but becomes a hindrance – slowing down play and getting in the way.You’ll get a better final score if you get everyone home, but can you succeed while dragging along this dead weight…

Safe-cracker

In my mind this is a very simple mechanism requiring two players that would be used in a role-playing type scenario – say in our co-op heist game above. Both roll the same amount of dice of different colours, lets say three – red, blue and green – but one of them roles them behind a screen. The person playing the safe-cracker has to match their dice, by colour and number, to those rolled behind the screen.

The safe-cracker would’ve been able to spend skill points on raising their skill at the start of the game – with each point letting the second player give them a clue (say, ‘blue higher’). The safe-cracker can opt to change any dice as much as they likes, then asks if they have the right number for each dice. The player with the dice behind the screen will say ‘higher’, ‘lower’ or ‘cracked it’ for each dice – and then the safe-cracker goes again. Each failed attempt will use up time units.

Lie detector

This feels more like a party/werewolf-style game idea, where one (or maybe two) of the players are questioning suspects and trying to get to the truth. The potential felons all have a few parts of the story, which could potentially save their skin – but of course one of them did it (and knows it).

The questioners will have a limited time scale to grill the suspects for information, and will then have to decide who to charge – you could even have people in different rooms. The suspects can give up as much info they like, or lie as much as they like, to try and work out who did it or just frame someone at random. Maybe one of the questioners could have a preferred victim to throw to the wolves – or a prisoner could be under cover…

Happy & poor: One month into ‘game design Mondays’

Go Play Listen business card 2015I started my attempt at making a living from my hobby six weeks ago (initial aims here), so thought I should post an update on the early progress.

It’s been an odd start as there have been three Bank Holidays in the first six weeks, meaning I haven’t had full days off from my ‘real’ job. But while frustrating, I have made progress.

First up, business cards (pictured). While a little pricey these seemed like a good idea, as I’ve been asked for them quite a bit – especially at Essen – and they seemed like a strong statement of both intent and professionalism.

The website

I spent my first couple of weeks researching and then actioning my transition to my own domain for the blog, which was a lot less hassle than I’d feared. Having sourced a good amount of feedback I went with TSO Host and everything has gone well so far.

Next I signed up with the UK Gaming Media Network (linked on the right) and created a logo that fully reflected my site’s shift in emphasis to almost 100% board games. It felt important to get the ground work up and done early, and it feels like a gaming site now – but is there anything more I can/should do? Any feedback welcome.

While I’m yet to have any success with sponsorship or similar, I’ve recognised the fact that ‘income’ in terms of the site doesn’t need to be in the form of actual cash. Clutching at straws? Maybe, but I’ve already received a free game to review (and a good one) and a press pass for an event I would’ve had to pay to get into, which between them have more than covered the cost of the business cards and the hosting for the year. It’s a start!

Unfortunately several other publisher approaches have met with deaf ears, but I’ll persevere – at least one is looking hopeful if I can get my rankings up (and that’s happening). And while I haven’t yet looked into AdSense (not that I’m getting the traffic to make much money), otherwise I think I’m making good on my initial goals.

Game design

UK Games ExpoWhile I’ve made a few small inroads into two new games – one collaborative and one of my own – new design work has largely been on the back burner due to some positive feedback from a publisher on a game I was pushing last Essen.

This is potentially great news, and at worse good news – so either way it’s a positive.

It would obviously be great to get the game signed, but even if it doesn’t happen the work I’ve been doing on it over the past few weeks has really improved it. I’d be much more confident putting it in front of other publishers in future if this one doesn’t bite.

The lack of progress on other titles is frustrating, but its easy to forget just how long game design takes – and how much writing up is as much as experimenting, especially in colaboration: doing it in this kind of programmed environment really brings that home. When I was just tinkering it was something I did of an evening without a care for what was really achieved. Now I’m on the clock I’m realising just how long something like writing rules or cutting out some cards really takes!

I’ve also realised I need to get more organised: get a list of game ideas, with a sense of each one’s progression and what I feel I should be prioritising. But also a list of publisher contacts, with an eye for already starting to think about a strategy for Essen.

But before then there’s just a few weeks to go until the UK Games Expo, so I need to really prepare for that – both in getting a prototype ready in case I get in on the play-test area and seeing about starting to build a network of contacts. While it isn’t yet the kind of internationally important event it could one day be, it’s the best the UK has to offer and I’d be foolish not to see it as a big opportunity.

So all in all it feels like these are exciting times and – so far – I’m glad I took the decision to try this out. I’ll check back in at the end of the quarter.

My top 50 board and card games (2015 update)

Here we go again – nine new entries since last year’s début top 50 alongside plenty of ups and downs between top and bottom. I’ve kept the same format, except I’ve wittered on even more, so without further gibber jabber…

My Top 20 board and card games 2015 (last year’s position in brackets)

  1. Race for the Galaxy(1) Race for the Galaxy (2007) While my plays of this have dropped dramatically after I stopped attending my old regular midweek group, it still sits comfortably at the top of the tree. You may need to be tied to a chair and forced to play 10 games before you really ‘get’ it, but it is absolutely worth it.
  2. (3) Terra Mystica (2012) I have played some good medium/heavy euros over the past year, but none of them have come close to Terra Mystica. Pasted-on theme aside, this is a masterful mix of strategy and tactics that’s chock full of meaningful decisions from start to finish.
  3. (4) Ticket to Ride (2004) Thanks to its many maps adding just enough variety and rules tweaks to keep things interesting, Ticket to Ride remains my gateway game of choice. Few games can be so easily taught, then played while chatting, but still give you the feeling you’ve been doing something competitive.
  4. (2) Ra (1999) Like Race, my plays of Ra have dropped off since leaving my midweek group and, thanks to not feeling quite so satisfying in plays since, it has dropped a couple of positions. Three-player is its sweet spot for me and I just don’t enjoy it as much with four or five – which is how I’ve played most recently.
  5. (-) NEW Deus (2014) The stand-out game of 2014 for me, by miles. This is in a similar place for me as Race for the Galaxy, being tactical and card driven and playing out in under an hour and having several routes to victory. But it has a much lower barrier to entry, meaning it is easier to get to the table.
  6. (20+) Endeavor (2009) A big jump for Endeavor, which had been a little forgotten in 2013. I’ve had three hugely enjoyable games since and it is firmly back in the rotation, being enjoyed by everyone in my weekend group. It always feels too short, but that in itself adds to the excitement. And it can be really cut-throat.
  7. (6) The Downfall of Pompeii (2004) Gateway game number two – and the only thing holding it back from more plays is the fact it’s limited to four players. The switch in game style half way is genius and works brilliantly, moving from placement to mayhem and murder on one fun little step.
  8. (20+) The Castles of Burgundy (2011) Castles has risen to the position of number one Feld design on the list by dint of being one of Zoe’s favourites. It plays pretty fast for its weight, while two-player it feels very tactical as well as strategic. While a bit of a point salad, importantly it always feels like the best player on the day won.
  9. (8) Copycat (2012) While not the most popular game on this list, I enjoy the way Copycat uses mechanisms I love from other great games and really makes them compliment each other. It plays fast but also thinky, having a great mix of luck, strategy and tactics that I keep wanting to come back to.
  10. (5) Tzolk’in: The Mayan Calendar (2012) While Castles and Endeavor have jumped up the table due to working in my regular groups, Tzolk’in has fallen a little for the opposite reason: some simply find it frustrating and it can be very punishing score-wise if you play poorly. But I’m still a big fan, so it’s staying in the top 10.
  11. Deus box(9) Through the Ages (2006) While I still really enjoy my plays of Through the Ages, I find the power of military in the game a little frustrating at times – but not as much as my inability to be any good at it! Still my favourite three-plus hour game, but there is definitely room in my life now for its successor.
  12. (14) Snowdonia (2012) While a few euros tumbled a few places due to tough competition (see below), Snowdonia has held its own thanks to the variety of tracks and its simply ingenious ‘game plays you’ mechanisms. The weather constantly ruins my life, players steal MY actions and I love it every stinking time.
  13. (20) Pizza Box Football (2005) I’ve had two more plays since last year’s top 50 – one an epic, crushing defeat and the other a close defeat after an oh-so-close onside kick failure. Both games were epic in their own way and no matter how stupid this game may be, it never fails to deliver.
  14. (16) Twilight Struggle (2005) I now own my own copy of this classic, but sadly it has only been played once – must try harder. I’m hoping I’ve found a regular playing partner, but h wasn’t 100 per cent convinced after our first play. But as this is a proper cold war card play classic, I’m sure someone else will step in if need be.
  15. (-) NEW Bora Bora (2013) I skipped this on its release as it looked like a day-glo dog’s breakfast, but one play and I was hooked. The dice mechanism is worth the entrance fee alone, but the agonising decisions of which bonuses to give up on as you move forward really makes it shine.
  16. (11) Notre Dame (2007) Despite being relegated from first to third Feld, I still love me some Notre Dame. Card drafting is a mechanism I love in theory but in truth this is the only game I own that really uses it well. And it plays fast, every decision counts, and you’ve never got quite enough to do exactly what you want.
  17. (-) NEW Navegador (2010) I’m not sure quite where Navegador will end up in the long run, but right now it is my favourite Mac Gerdts game. It’s super crunchy and right now I’m enjoying that – but the jury is out on whether it will become too dry or just right. I love that rondel, but it clearly hates me!
  18. (17) Can’t Stop (1980) The 80s are still being represented in the top 20 by this evergreen push-your-luck classic. Zoe thrashed me in our last two games but I still thoroughly enjoyed myself. I’m not sure hat says more about me or the game, but either way I’m still smitten by this daft family game.
  19. (7) Concordia (2013) Gerdts’ momentary meander away from his beloved rondel is still a game I love, but it isn’t drawing me to the table quite as much as it was a year ago. I still enjoy the tricky decisions you are forced into each round, but it may be a little too dry and a little too solitary to keep a place in my top 20.
  20. (13) The Manhattan Project (2012) The great integration of theme  and the clever, edgy worker placement have kept this in the top 20 despite me only getting it to the table once since last year’s top 50. And people like it too – what have I been playing at? A game that may well bounce back up in next year’s list.

21-30 (alphabetical)

  • Archaeology The Card Game boxAcquire (1963) A steady hold for Acquire, which I still can’t believe is as old as it is and remains the granddaddy of the list. Luck, clever play and speculation all play their part in this light economic gateway game.
  • Archaeology: TCG (2007) A big two-division jump for this, which didn’t look likely a week or two ago as it hadn’t been played for ages. But a few funny, swingy games have reminded me just how good, light and fun it is.
  • Ingenious (2004) A drop from 12 for Ingenious, largely due to a lack of plays over the year. Still a favourite for sure and one that may head back up the chart if I find others who like to play more regularly.
  • Maori (2009) A one division jump for Maori, whose tile-laying charms continue to entice me despite my regular ineptitude at the game. Simple to teach, tough to master – well, it is for me anyway! The fourth and final Feld on the list.
  • Merchant of Venus (1988) A big drop from 10 for Merchant of Venus, again due to lack of plays. I love it, but not enough to set it up! I can’t help thinking a shiny new version may break that but I can’t justify pulling the trigger…
  • Port Royal (2013) A hold for Port Royal, although it is teetering on a division drop. I still enjoy it but almost feel as if I’m waiting for a slightly better push-your-luck card game to come along. Right now, Archaeology (above) has edged ahead of it.
  • Reiner Knizia’s Decathlon (2003) A small jump for this free Knizia game as I now tend to enjoy it a little more than Pickomino (below) if Zoe and me decide to go head to over the dice tower. I still mostly lose, but hey – that’s dice.
  • Rosenkönig (1997) A small drop from 15 for this fascinating two-player abstract, but nothing really to worry about. The thrill has gone a little now that I’ve finally found my own copy, but I still get a kick out of it when I get to play.
  • The Boss (2010) The Boss is hanging in there, no problem. I’ve played with several groups over recent months and everyone has been that great blend of initially baffled, then delighted, then crushed once more as they get their head around it.
  • NEW Yspahan (2006) Nine years old, outside the top 250 and I’ve never seen it on the table anywhere else – but it has captured the imagination with everyone I’ve played with so far. A very clever design and I look forward to exploring it more.

31-40 (alphabetical)

  • Alhambra 004Alhambra (2003) The expansions are definitely keeping Alhambra fresh for me, pushing it up a division by giving a new lease of life to this classic tile buying/laying game. I’m not sure the original on its own would still be in the top 50.
  • Brass (2007) A drop in division for Brass, simply due to lack of plays. My opinion of the game hasn’t changed: its one of the best heavy euro games out there. But the fact I haven’t played it for months has to say something. It may well rebound up.
  • CV (2013) This is another title that’s expansion has helped it up a division, but its charm is still very much in tact either way. The Yahtzee style dice mechanism fits the theme really well, while the cards just pile on the charm.
  • Kingdom Builder (2011) The Android app of Kingdom Builder has helped it hold its own, as I haven’t played the ‘real’ version much. I’m still terrible at this clever and quick area scoring game, but love it all the same – even without expansions.
  • Macao (2009) I think Macao has largely dropped a division under the pure weight of Felds and other good euros. My opinion of it hasn’t dropped – its more that games are just slotting in above it in the medium weight category.
  • NEW Manhattan (1994) With three games under my belt now, this is now in my ‘must buy’ category. Fast, nasty, light on rules and deeply table talk inducing, it succeeds despite looking bloody awful and having no theme. A true classic.
  • Manila (2005) Manilla holds its own thanks to no other game I’ve played so perfectly blending the betting and racing genres. Lots of luck, sure, but also lots of interesting decisions to make each round.
  • NEW Oltre Mare (2004) This turned out to be a great acquisition, taking the ideas of Bohnanza and adding more strategy, some nastiness and more real thinking to the mix. Must… stop… thinking… about upgrading my perfectly adequate copy.
  • Pickomino (2005) Another hold, this time for one of Zoe’s favourites. We don’t play as often as we used to, and the chicken gods still hate me, but you can’t beat the look on Zoe’s face as she crushes me again and again. And again.
  • Power Grid (2004) Oddly this has gone up a division despite very few plays over the last year – where Brass has fallen for the same reason. I think they’ve found their level – I was just newer to Brass this time last year and a little jaded on Power Grid.

41-50 (alphabetical)

  • Ancient Terrible ThingsNEW Ancient Terrible Things (2014) Despite being a year older I’d still reach for CV before ATT, hence its lowly position here. But I do very much enjoy it and look forward to exploring its dice-rolling Cthulhu goodness more throughout the year.
  • Basari (1998) Basari has dropped two divisions largely due to a few lack lustre games, which have seen some of my friends fail to get into it at all. I’m still keen, but everyone needs to be on board to make this negotiation card game truly shine.
  • NEW El Gaucho (2014) Six months ago this clever dice/set collection game may have made the top 20, but multiple plays have become a trickle. Played out? Maybe, but its still in the 50 because I think a break will be enough to reinvigorate it for me.
  • NEW Johari (2014) While I love Johari’s mix of gem collection, action cards and turn order manipulation others have been less enthusiastic. I would rate this game higher if I could find some enthusiasm for it in others when we play!
  • Nefertiti (2008) This unique and clever bidding game has dropped down a division purely due to a lack of really fun plays. The game isn’t at its best with two and, like Basari, I’ve struggled to get it played with the right group of people.
  • Puerto Rico (2002) The game that just beat the drop. While I still very much enjoy a play it rarely rises to the top of the pile now and sometimes plays out very poorly, even with people who enjoy the game. A classic, but for me a slowly fading one.
  • Stone Age (2008) Anther ‘I love it but others fail to share my enthusiasm’ game. I like the random element and big points of this classic worker placement game, but it either baffles or bores most of my gaming pals. A big drop from number 19.
  • Thebes (2007) Another big drop, this time from 18, but for more gamerly reasons. I still enjoy a game of Thebes, but you can’t escape the fact that despite it being thematic there is far too much randomness for it to be a ‘good’ game. But I like it…
  • Tikal (1999) A two division drop for this great area control game, largely because it feels too long – while the ‘mini’ version we tried was too short. I’ll always enjoy it in the right mood, but not often enough for it to stay in my own top 30.
  • Uruk (2008) Another falling from the top 30, Uruk will always be in my collection but is fading a little because of its lack of variety; something that will never be fixed now that the inferior reprint has come along. Still great, but now just occasionally played.

The new entries

As you can probably tell, I didn’t think too much of 2014’s new releases. There was some real nonsense (Imperial Settlers and Madame Ching in particular), a massive pile of ‘OK’ games (Mad King Ludwig, Imperial Assault, Splendor, Star Realms, Istanbul, Mangrovia etc etc), one that flattered to deceive (Dead of Winter) and some that may yet make the grade (Roll for the Galaxy in particular) – but overall, I think it was a ‘meh’ year.

There were still nine new entries into the top 50 this year – but five of them were older games. Bora Bora was 2013, so is hardly old, but the likes of Manhattan, Yspahan, Oltre Mare and Navegador continue to show me there are decades worth of gems out there still waiting to be discovered and that I should never judge an old game by its cover (or nasty pink and pale blue pieces!).

Out of the 50

  • Blueprints box contentsArkham Horror (2005) This was replaced by Dead of Winter earlier in the year – but after a few plays of that I came to the conclusion that Ameritrash games like this simply aren’t for me: too fiddly, too luck dependent, too ripe for a poor experience.
  • Blueprints (2013) A good game for sure, but it very rarely hits the table – making it hard to justify leaving in my top 50. I have no intention of getting rid of it though.
  • Bruges (2013) This burned brightly for a short time, but in the end the level of luck/frustration just outweighed the fun factor for me and it disappeared from my wishlist. I’d play it more, but don’t want to get my own copy.
  • Cards Against Humanity (2009) Another game I’m glad I own, and will play when the time is right, but that isn’t very often and in truth its just  bunch of rude words on some cards with a borrowed game mechanic. Top fun, but not top 50 material.
  • Escape From Atlantis (1986) This is another game I’ll play any time, and am happy with my £1 charity shop copy, but I need to play with some variants to really find its sweet spot. I like it, but it isn’t in the same league as Pompeii, for example.
  • Hamburgum (2007) Again, still a great game – but Navegador simply replaced it in this top 50 as the Gerdts rondel game of choice. Having more than one on the list felt like overkill, especially with Concordia on here too.
  • Le Havre (2008) I played this at the weekend, enjoyed it again, and even won – but it has fallen from my wishlist. For me the games goes just a little too long to fall in love with – the decision space gets a little too big, it becomes work, and I struggle.
  • Rialto (2013) Having had an enjoyable game of this over the weekend it almost snuck back onto the list, but like Blueprints I just find it a little hard to love. Fun on occasion, and very clever, but not quite a classic.
  • Revolution! (2009) Like Blueprints, a lack of plays has seen this fall below the 50. It’s a very silly, luck riddled game that I enjoy immensely despite its flaws but it needs three to play and just never seems to be the best choice available.

Top 50 potential

Red7Entdecker, Caverna, Age of Empires III, Africana and Lords of Vegas (both now owned), Sentinels of the Multiverse and Amun Re all impressed me after a single play.

They are all games I look forward to exploring more – hopefully sooner rather than later.

Roll for the Galaxy has been fun so far but the jury is definitely out. Maybe its too close to Race to make a big enough impression yet, but it has potential. Red7 I have enjoyed too, and own, but need to play more before deciding just how much I like it. But until next year… I’m out.

Shameless board game podcast self promotion ahoy!

me me meThis is a tad overdue, but I’ve been on a couple of podcasts over recent months that I really should’ve given a plug – so here goes.

First up was my début appearance on The Game Pit, A UK show all about board games, card games and tabletop gaming.

It’s a great podcast which I hope to be on again in the not too distant future. I was on ‘Episode 40 – Council Chamber Mega Review of 2014‘ in February with hosts Sean and Ronan, plus contributors Teri, Nathan and Paul. We all picked our board gaming highs and lows of last year and I thought it all turned out pretty well.

Also in February I was honoured to be the first ‘special guest’ on relatively new podcast The Cardboard Console. I expect the fact I met hosts Matt and Andrew at my local game group probably helped, but it doesn’t take away from the fact its a really good show.

The usual format sees them cover both computer and board/card games, as well as a section on anything from TV shows to apps to weird fighting disciplines I’ve never heard of. Episode 15 was largely about the design and publication process of Empire Engine, but I did get to witter on about Deus, Divinity: Original Sin and Person of Interest too.

Both shows are on iTunes and if you like board game podcasts you should certainly check them out; its really nice to hear a growing podcast voice from the UK. Both shows are also covered in my ‘Guide to board game podcasts‘, which covers all the best shows out there (and some crappy ones too, just for balance).

If you’ve got your own podcast I’d love the chance to spout off on it. I’ve got the interwebs, Audacity installed, a reasonable mic and an opinion on everything – you know where I am!

Reclaiming Mondays: Board game design and website targets

creativity is intelligenceI recently wrote about going to a four-day week to pursue my ambition of making money out of the things I enjoy doing creatively – or at least helping ends meet enough to get by. This becomes a reality this week: as of April 2015, this chapter begins.

In the past I’ve found listing my goals and challenges here to be a real motivator because even if no one else reads/cares about them, I know they’re here. So what better way to start the project than with some objectives and ideas?

Monetising the website

This may seem a little pie in the sky, but even if I can get a small regular income it could make a difference. And this doesn’t have to be as straightforward as cash in hand:

  • Explore possible sponsorship: As the site is now getting more than 2,000 views a month it would be great to get a relevant banner ad or two up here – maybe a store.
  • AdSense: It also seems sensible to get an unobtrusive Google ad panel on here too, as such clearly targeted traffic has to be worth something.
  • Explore my own domain name/hosting: What can I do in terms of advertising while this is still a free WordPress site? Do I need my own URL to up my game?
  • Review copies: If I can get publishers to send me games, I can review newer titles and get more views – while free games equals competition prizes, sale items etc.
  • Get more into the community: Who else is out there? What can I join, share links with, bounce ideas off? How do I extend my reach while making friends?

Game design

2015 has started slowly on the design front , but I feel I’m starting to get my mojo back. We’ve been sent the contract for game number two (hopefully a 2016 release) which I hope proves Empire Engine wasn’t a fluke, so again it’s time to kick on:

  • UK Games Expo: I need to see if there will be any opportunities to sit down with publishers, or with prototypes, at the event. May have left this too late.
  • Push War!Drobe: I put this in front of a few publishers at Essen 2014 and didn’t get a bite, but I think its good enough to make the grade so I need to go again with it.
  • Take the lead on collaborative projects: I’ve started on games with both Matthew Dunstan and David Thompson in 2014 and need to get back on track with them.
  • Empire Engine 2.0: I have an idea. I have a theme. I have enough to start fiddling with a prototype – so it’s time to get it made and to the table.
  • Football prototype: A good action-based football game is possible, I’m sure of it. It’s time to take my initial thoughts to the next level.
  • Revisit my old ideas: I’ve had ideas that have either gone into notebooks or been dropped after early failures. I know more now, so they’re worth another look.

Right – better get on with it then. As always, any and all feedback is most appreciated.