Skip to Content
 

mongoosedog's blog

Explanation for the City builder

City builder.jpg

It is a very simple straight forward game.

There are 4 colors of cubes. They are a form of currency. They can be upgrade and traded to gain better ones that will let you acquire better people and buildings.

The top row of cards are people that you can assign jobs to. You will pay for them up front and then they are free to play from your hand. They will give you a 1 time effect but be worth VP at the end of the game.

City Building Game V1

Picture 1.jpg

I have been working on cube manipulation game. You can use different actions to to different things with and to cubes. As you acquire blueprints and then pay to build from them you are able to do more and more. You can also pay people to do things for you.

Each phase you can take 2 of the available actions. Then once you have taken them the next player does the same. This continues until each player has participated in the phases. Then a few things trigger and you repeat this 5 times.

After all is said and done you score. You get points for various things. Most points wins.

Designing an abstract game is different.

Quick prototype board

I posted last week about designing a different way than I am accustomed too. I have kept at it and I am very happy with the results. I kept having to make myself stay restricted and not just throw in stuff. With it being suck a small game with very few parts and rules, I really had to force myself to stay in that bubble.

I kept all possible theme away from this game. Even the title is just the Old Norse word for the main mechanic (HRINDA). Now I will start doing the graphic design.

It is only a board with coins. I am thinking about making it look like wood in lay in.

Testing tonight

Going to run some combat testing tonight. See how everything balances out (again). Should be fun. I am getting close to balancing everything out. With every character being different it is quite the task. Each character has specific effects on the economy, combat, movement, and troop recovery. Then balancing out how the town/castles effect the economy and combat. The the balancing of how territory control also effects troop recovery and economy. AH!

Back at it.

After a long hiatus due to the loss of the paper work that contained all my rule systems I am back. I was pretty disheartened when those papers got lost but I am over it and back to working on this game. Have some new ideas and hope to bust out a playable version soon.

Combat system almost worked out. Map almost figured out.

I have completed the testable combat system. we shall see how it works. Also I have been working on the map. Finally got all the countries in the right place and will start drawing it later. Commander cards done. Draw cards almost complete and turn cards done. Working on mini design now.

Working Title - Clans: Vikings

Hello everyone I am Stephen and I am working on a big box sorta game. As you can tell it will be about vikings. I feel we need a good complex viking game. The starting idea was take a little Rex/Dune, throw in some Risk, and a dash of Civ. Enemies, Allies, and a few tricks to help you to rule the viking lands.

I am very much in the drafting stage but it is coming along nicely. I have all the rules for the clan cards so far and am working on the mechanics for combat, as I type this. I have a couple more things to work out before my group can playtest this thing.

Syndicate content


by Dr. Radut