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Aquilius's blog

Playtest lessons learnt

first-prototype.jpg

This past week saw 2 tests of my game idea. The first was my regular Thursday games night where we tried the battle mechanic and some of the unit rules as a variant for Risk. The second was on Saturday, the full game with the new board.

City conquest

City-generated.png

The basic game rules design is ready. And I am slowly learning how to use gimp to create a city map for the game. One thing I'm not too happy with in this game's design as it stands is the inclusion of cards that the players use for deployment. But at least the cards work directly with the board so as to avoid the typical mistake made by many board game designers at present: creating a card game disguised as a board game.

3 Player game that I designed in 2008.

Dune-test.JPG

On the last day of 2011 I had hoped to get a couple of people around the table for some long winded epic board gaming. Things had begun to look promising with 6 people sitting around the table by 6h, playing Blokus. But by 8h some of them felt the urge to go to the pub for some pool, leaving me and 2 girls to try and continue the marathon board gaming session. Luckily I remembered this prototype game I still had laying close to the bottom of the games box, and the girls proved perfectly willing to try it even though it is a wargame.

The GIMP exercises

Hex map

I created this standard hex wargame type map to get a feel for the capabitilies of Gimp. The game for which this map was designed is terrain use oriented. There are 3 types of terrain: defensible, obstructive and mobility modifying. The game was designed to have a very light learning curve and the focus is on action and taking risks. The most important risk lies with deciding on the type of reinforcement units you want to try and get onto the map in your turn. The fastest and highest ranged units are the most difficult to get into play.

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by Dr. Radut