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Begin at the Begining

Well here I am... It was suggested that I started using this site whilst over on BGG. i have two games that i suppose you could say I was currently still developing... number one is Foul Treachery at St Gertrude's which I call "an almost co-operative card game" in which the players of the game try to rout out the disloyal staff and pupils in the naughtiest school in England.
It began life when I was playing a lot of Werewolf with a theatre roup I ran and I wanted to try and reproduce the feelings of paranoia and second guessing that is inherant in that type of game... the themeing went through a few variants untill I settled on this one which I like because it is the only one that I could think of that does not require you to kill characters in order to find out thiere loyalty, but still have a whiff of the organised crime about it.
At the moment I'm still ironing out some of the creases prior to the play testing phase. I'm also waiting on a friend who is producing some illustrations for the prototype, whilst this is not essential to the prototype game I'm hoping that it will help with the style/feel/and enjoyment of the game.
I think that that enjoyment of the game will be within the reading of other players and the trading one person off against the other in order to further your own goals. It is an almost co-operative card game in that on the face of it all of the players are heading for the same aim, to save the school, but some (if not all) will be attempting to compleate a secondary agenda and some may be working to subvert the victory all together.
I'm more than halfway through the creation of the rules now (I've stopped just before the difficult final phase) but will gird my loins and get a move on again soon.
Foul Treachery with its searle-like theme ofnaughty schoolgirls and treacherous teachers is the game of mine that i can most see in the market place.

My second game is called Marooned, and is and almost abstract game of moving blocks and meeple like counters trying to get from one side of the board to the other... I created this a looooong time ago (Whilst still at collage) over ten years ago, when I didn't know even the first thing about how to go about getting a game on its feet... the problem with the game at this point is that because it uses lots of large cubes it is a little intensive to create many playtest copys and self publishing may be cost prohibative. I'm including it in my profile because... well you never know... when I've posted a little more about them then someone might have a bright idea as to how I can get this little bugger out there!

Thats more than enough for a first blog... more later.

Comments

if the second game is mostly abstract,

would it be possible to replace the large cubes with a cheaper component, for example cardboard counters?

Cubes

No unfortunately it is essential that the cubes remain as cubes for it to be the same game, the orientation of these cubes, what is on each face and what will happen if you let them roll onto another face is in fact the major (if not only) game mechanic in Marooned. They also have to be sturdy so that (and the fact that they are pretty fiddly to do in thier own right) counts out cardboard templayes folded into cubes.

I need to look in to what the cost would be to buy in wooden cubes that I could just sticker. I did this with some childrens abc cubes from a loacl cheap shop but as they had the letters and numbers printed out on them then I had to use filler to get a flush surface, then underpaint Sticker and varnish... the result looked good but the process was long.

I looked into getting custom dice made for the task but again cost became prohibative.

What's good is that I'm once again thinking about this game and how to get it to peoples tables and that it seems that resorces are that much better now that I might be able to do it.

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blog | by Dr. Radut