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H-DEC

For want of a better name, the design name for the current little project is: H-DEC Rules!.

What is it?
Simultaneous play competitive stand-alone card game for 2-4 players (with space for a solo/co-op variant coming later). Currently slightly fantasy flavoured. In this card game in you protect your town (made up of a 3x3 grid of districts) while also attacking an opponents town....with all kinds of creatures which may or may not include Dragons!

Why Join BGDF?

I'm an aspiring game designer. I love games. I make time in my life for games. I spend time teaching games to my friends and family. All of that should pretty much explain why I joined BGDF.

But it's more than that.

As I've gotten more and more involved in designing my games I find that fewer and fewer people are interested in the actual decisions I'm making, the math behind why I do what I do or the design choices. I find having a discussion about complexity versus depth to be fascinating while my friends and family think I've gone off the deep end.

Handling writing in online versions of table games

Not too many games require that you write directly on the game components, but it's really useful when prototyping - so I'm including it in my game prototyping framework. Here's how I think it should be done (in video form, of course): http://www.globalgamespace.org/index.php/blog/writing-items-57-60/

Rulebook Blogpost: The StatCard's

Gods and Minions - StatCard Mockup

Rulebook Blogpost: StatCards

"The game uses so called StatCards as a rules- and ability reference. Every StatCard compromises all the pictured die’s characteristics and rules and is essential to gameplay. This chapter describes the different attributes found on StatCards. Note that there is no deck in Gods & Minions, so the StatCard..."

A new rulebook blogpost is online: It describes the troop StatCards used to display the various die attributes as well as their special abilities.

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Halfling Heist Sneak Preview #2 - Table Service and Font Choice.

Table Service

One of the topics myself and the inestimable Rich have been discussing lately is font choice. I thought I'd put the question out to the fine folk of BGDF, plus a few knowledgable LinkedIn groups. As it turns out, font choice is a hornet's nest that once rattled, gets even the most mild mannered game designer fired up and in the mood to draw their lines in the sands, establishing serif bulkheads on the beaches of comic typefaces, preparing for their final, gloriously italicised last stand.

Six words about innovation or plagiarism (or both) in games

Six words about innovation or plagiarism (or both) in games

According to tweetdeck, one of the trending:worldwide topics on twitter not so long ago was 6 word stories. In the past few months I've asked people to say 6 words about game design, programming, wargames, stories in games, and casual games.

This time the challenge is this: say six words about innovation or plagiarism (or both) in games.

Halfling Heist Sneak Preview #1

Sidestep

Although it may seem quiet on the Handwritten waterfront, like a quacky little duck my legs have been churning like crazy beneath the surface. Halfling Heist is being put through the playtesting wringer. It's poor mechanics have been given the thrice-over, there's balancing spreadsheets all over the place, and frankly some of the rules could be forgiven for being huddled in the corner sobbing their bleary little eyes out after the last brutal round of editing.

Not to mention, the incredible @deceptikong is back and making brand new artwork for all of the cards.

NON-TRIVIAL QUEST Invitation for Reviewers

NTQ Game Setup

NON-TRIVIAL QUEST new board game is the opposite of trivia by testing your knowledge of the important things in life that we all need to know in today's world. It makes learning fun, interesting, and educational for family, parties, and friends ages 10-110. The game was introduced in 2011 and received great reviews as seen on Amazon.com, and won the 10 best games for 2011 award by Dr. Toy.

Design proposal for virtual cards

I've added a new video demo for Global GameSpace. This time, I'm looking at cards - a simple way to build them, and how to interact with and stack them. Let me know what you think!

http://www.globalgamespace.org/index.php/blog/cards-items-27-37/

Rulebook Blogpost: Movement

Rulebook Blogpost: Movement

"The active unit may perform up to one movement action per turn, by spending one of its available actions. When moving, the whole unit must move – it is not possible to leave a die behind. The only exception are exhausted dice, which are ignored when moving..."

Another blogpost is online: Moving Dice

http://godsandminions.com/blog/gods-minions/movement

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by Dr. Radut