Skip to Content
 

Back to Basics

A Murder of Crows
An area control game, played with cards, with black birds as the central theme. Art on this project has been done. Just need to finalize the concept and print the cards for playtesting.

A Diamond in the Reef
A GDS entry from last year. Simple worker placement, area control with an underwater theme. (Ship)Wreck Ashore! Kind of a albatross for me. I've been working on this game idea for about 3-4 years. Social goods distribution, euro movement mechanics and a solid bidding based marketplace mechanic. I am having trouble integrating the three core mechanics into a working game. Spielunker Another albatross. This game was originally a community collaborative effort from BGDF 1.0. Basically it became clear that too many people working on a project with differing ideas made for a dead project. I decided to keep toying with the idea because I loved the idea/theme so much. It was an exploration game that had everything, tile laying, action points, inventory management, set collection, racing, etc. Versus: The Dungeon I've been toying with this idea for a good number of years as well. Basically it is a 2 player game where both players take on the role of wizards. One day they meet at a bar, and start bragging about how impenetrable their own personal dungeon is. Well, due to drinking and bragging, one things leads to another and eventually a wager is made. Whichever player can gather a group of adventurers and loot the most stuff from the other's dungeon, wins the bet. This game is very impractical to develop due to some of the mechanics I'm thinking about. It may be better to attempt it later when I have more completed designs under my belt. Note: The upcoming game Tomb has a very similar theme, but from what I've seen there is no need to abandon my idea because of it. Their implementation doesn't seem to be to my liking (I.E. too complex and too much like a CCG). Foolhardy (or the puny name Fool Hearty) Very similar to Versus, but on a simpler scale (card driven). Players draft adventurers with varying abilities from the inn to go on quests. The quests revolve around a central task (defeating a monster usually), but each quest requires a certain amount of trials to be overcome before the main quest can be attempted. The trials are a sequential line of face down cards built by the players. The trick is the first person to complete the trials/quest gets the reward. Also, if your character dies, you have to start the quest over with a new character. Cards can be played to help you with the quest, but you only have a limited amount, After each trial, you have the option to keep going or to stop. If you keep going, you have to flip over the next trial and attempt to conquer it. If you fail, you die and are forced to start over with another character. In that sense, there is a racing/push your luck feel to the game. Do you press on and hope to beat someone else to the quest or do you rest and restock your card supply? The Fool's Errand I want to do a pick up and deliver quest game for my kids. Something very light but also with a good theme that they could get into. Basically the King of the land decides he has too many jesters. In order to narrow his court down to one, he creates a number of errands the players need to complete. Whomever gets the most points (harder errands are worth more) wins and gets to keep their job. =)

Syndicate content


blog | by Dr. Radut