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Combinatorics: And the "Metro-like" CCG

A very long time ago, maybe about five (5) years ago... I played a older game called "Metro" designed in 1997 (https://www.boardgamegeek.com/boardgame/559/metro). I lost the game, only because I did NOT interfere in one player's configuration... But I was already dealing with two other players and trying to foil their best intentions.

I really didn't LIKE the overall experience of the game. Because had everyone messed with everyone else's configurations, the winner would have been much harder to determine and I probably would have won... Or so I believe!

TradeWorlds: The "Beefy, Little" Box

I just received the latest prototype from Print & Play Games (An AdMagic Company) ... and the box came with a "surprise": a medium sized 8" x 8" box...

This box is slightly smaller than our product (which is 10" x 10") but never the less, once all the components and cards have been placed in the "little" box (I say little because it looks a bit "small-ish" in stature).

But don't be fooled... The box with all the content is VERY "Beefy" (I say that because the box is pretty "heavy" ... more than I expected from 520 cards and some dice + tokens).

Crystal Heroes: The latest News!

Before I go ahead and discuss what the latest news is concerning "Crystal Heroes", I just wanted to describe some of the designs constraints used in previous versions (not released) of this specific game design.

So one of the biggest constraints with the "Crystal Heroes" design was that it featured a small-ish footprint by having a "Micro" Deck. The idea was that the game would use a small deck with only a limited amount of cards and the battles would be relatively quick (maybe 30 to 60 minutes in length).

Quest Adventure Cards(tm): Suspended design

Well for those who have been following the "Second Edition" re-work of "Quest Adventure Cards(tm)", we have run into bit of a problem. Revising the finances available for more game development... and... well we are short when it comes to the "production" of this game.

As such we have decided to "suspend" the design and work on something more "short-term" to try to help with something a little bit less "ambitious"...

Quest Adventure Cards(tm): What's New!

Just for reference, Quest AC v2 has been on and off of design for the better part of six (6) years. Not that I have always been active, I've had ideas surface and did some designing only to figure out "this is NOT the game that I want to design"...

I've really struggled to design an EPIC game for Quest AC v2. I wanted the game to be "challenging" but FUN to play. I've had many ideas for systems and engines for the game.

Monster Keep: Version 10.0

Amazingly, I have made great design development with my "Monster Keep" idea and/or design. I have put together an interesting set of mechanics for the game that are inspired from the original game idea (all the way back to version 1.0).

Now we are on Version 10.0 of the game. That means that I've gone through ten (10) design cycles, trying to improve the game. I finally feel like I am "somewhere" with the design idea.

This "core" product follows the XTG3 licensing and allows for Single Pack Expansions to the "core" set of cards.

Ethereal 9: The Realm connecting the known Universe

Ethereal 9 is an Abstract Strategy game focusing on the Conquest of nine (9) Realms. As a Ruler of a Realm, your goal is to not just "Win the Battle" ... but also to "Win the War!"

Each Chapter, a "Ethereal" card is drawn to depict the connectivity of the "Ethereal Realm" to all the other nine (9) Realms. The First (1st) Phase is the "Construction" Phase where each player plays ten (10) "Realm Tiles" of their choice, one (1) per turn each, one player at a time.

Monster Keep: New Champion cards and new vision!

Monster Keep: Re-visiting an older design

Finally I can BLOG about the new developments with an older design known as "Monster Keep"!

Just for some future notes, here is a link to a "breakthrough" in the design:

http://www.bgdf.com/forum/game-creation/design-theory/functional-operati...

Crystal Heroes: Latest Prototype to be tested!

Well I took the ENTIRE day to "re-design" the *NEW* (Latest and Greatest) cards for the prototype. Now I know this game has had a bunch of versions. Some of which that never made the "prototype" phase: they went from idea straight into the trash! LOL

But more seriously, I found some good elements and pieced them all together. I hope to conduct testing "tomorrow", once I finish up cutting the next deck. Since this game is two (2) Player "Micro" Decks, I've finished up Deck #1 and have to repeat the process for Deck #2.

Could take between 1 to 2 hours to cut up the cards.

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by Dr. Radut