Posts

A new (Keyforge) Adventure

Image
I’ve got an unusual opinion regarding Keyforge , the innovative masterpiece born from Richard Garfield’s genius. I think it is one of the best solitaire games out there. I don’t think it gets nearly the attention it deserves from the solo community. And why is this? I believe because it was originally envisaged as a two player game. However, the release of Keyforge Adventures meant that anybody can use any of their decks against an automated opponent. And seeing as every single one of Keyforge’s decks is unique, this makes for almost infinite replayability. As if that’s not enough, you can play Keyforge entirely free (or at least, at your usual PNP costs), at both player counts. During lockdown Fantasy Flight Games released four free Keyforge decks , as downloadable PNP files. Both original Keyforge Adventures ( Rise of the Keyraken and Abyssal Conspiracy ) were also released as free PNP files. So, with all this said, why am I bothering to design my own Keyforge Adventure?

Flower War

Image
Part strategy, part luck, this two player dice-based area control game revolves around the practice of xochiyaoyotl, or the Flower War , used by the Aztecs from around 1450 to 1519. These were ritual battles fought between the Aztecs and their rivals, in which a small group of champions representing each side would test their mettle, hoping to force a submission from their opponents. Even if captured, defeat in this arena frequently meant death via ritual sacrifice. However, this was seen as more noble than death during a traditional battle: xochimiquiztli, meaning "flowery death, blissful death, fortunate death", was a glorious end. This game was entered into the BGG 2020 1 Card Game Print and Play Design Contest , placing 3rd in the “Best Wargame” category. The entire game fits onto a single playing card (poker sized), although it also requires 11 six-sided dice and a token of any kind. Comments blurb "I really liked a lot about this design. The mechanics are

Byzantium: My First Istanbul

This is a variant of the marvellous board game Istanbul , designed by RĂ¼diger Dorn. I originally intended this version to be played with young children: it has a simplified rule set compared to the original game, and plays more quickly. However, I have heard that some people have used it as a simplified entry into the main game itself. The aim of this variant is to recreate the feel of Istanbul, but also to be accessible by young kids. You only need the core game (no expansions), and no extra assembly or components are required. It plays in around 20 minutes or so. Here are a few comments from people on BGG who have tried out this variant. It’s always so nice to read things like this - it honestly makes it all worth it: "We enjoyed it so much, thanks a lot." "Good job in this one!" "The two of us really enjoyed it … THANK YOU for your creativity, and for so generously sharing your results!" File download: Byzantium: My First Istanbul (rules)

Designer Diary: Vigilante Posse & Arrows

I have never written one of these designer diaries for any game I have ever designed! I wondered if it might help my design process, so I'm giving it a go. There is a topic I thought worth addressing, which is how arrows are used in Vigilante Posse . They work very differently, for both criminals and vigilantes, compared to the original Bang! The Dice Game. In the original game whenever an arrow is rolled by anybody, that player's character gains an arrow. This works well in the original partly because there is more of a push-your-luck element to the game, and also because it ties in with tactics. This aspect combines well with the fact that there are hidden roles because you can disguise your intentions to some extent. Depending on who has arrows, you might push your luck if a particular player (whom you suspect to be a particular role) has a lot of arrows: you might be willing to risk yourself to eliminate the sheriff, for example. I did not feel that this mechanic worked

Bang! The Dice Game: Vigilante Posse

Image
This is a solitaire variant for Bang! The Dice Game , and it was entered into the 2020 Solomode BGG Contest . The files are available from BoardGameGeek.com . There's gonna be a shoot-out ... The aim of this variant is not to recreate the feel of playing Bang! The Dice Game , but to use the components to provide the Western theme, while making a different solitaire game entirely. I know that some people find this a little controversial; some feel that a solitaire variant of a multiplayer game should recreate, as faithfully as possible, the feeling that one gets from playing that multiplayer game. I believe that route is absolutely valid, but not a requirement. To me, when I set out to design a solitaire variant, I simply try to make the best game I can. I normally start with something along the lines of the multiplayer, but for various reasons I find that its mechanics are not necessarily optimised for solo play. For example, when I was making the Demon Daimyo variant of Ag

Age of War: Demon Daimyo

Image
You are Oda Nobunaga, the Demon Daimyo. The first Great Unifier of Japan: brutal, ruthless, and arrogant; innovative, powerful, and revered. Japan during the Sengoku period was a time of chaos, with warring daimyos vying for power. Most of these feudal lords recognised the benefits of a unified Japan, but Nobunaga was the first for whom this goal might seem attainable. This is a solo variant for the Reiner Knizia classic, Age of War . In this variant you play against an automaton which simulates multiple acts of rebellion, dissent and rival daimyos. Your aim is to unify Japan - or as much of it as possible - before the end of your era. It requires two normal six-sided dice, and about twenty tokens. Here are a few lovely comments from BGG users who tried out Demon Daimyo: "Great variant!" "Wow! This variant is great! It’s fun, challenging, and I like the mechanics." "Beginner level was easier to beat and gave me the chance to learn the way the variant

Tetroku

Image
Tetroku is a really simple (but devilishly complex) roll and write. I entered it into the 10th BGG Roll & Write Contest in 2021 . Despite having a really simple ruleset (so much so that all the rules fit onto the gamesheet), it is rich with meaningful decisions. Even though its rules are so straightforward, in many ways it is one of the games I am most proud of. It requires a single game sheet per player, and just one six-sided die for the whole group. It plays in about half an hour, regardless of the number of people playing. The game involves filling tetromino shapes into a 9x9 grid, and the scoring system was inspired by Sudoku puzzles - hence the name Tetroku. The original version I made for the BGG contest involved an end-game process designed to (a) increase player interaction, and (b) prevent some players waiting for the game to finish, after they had done so themselves. However, I have since found that some players find this end to be somewhat convoluted. Worse,