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Tha card game "Deadline"

Hi all.
New info about the game. Her are two cards. One Action card named "Taxi" and one Info card named "False info".

Action Cards:
Upper left: Price for the card (Taxi cost 1)
Upper middle: Card name
Upper right: Type of Action card (There is 3 types of Action Cards. 1: A - Action 2: I - Instance 3: T -Table
Lower left: Game pack version logo
Lower middle: Action text
Lower right: Played with nr of players

Info Cards:
Upper middle: Card name
Lower left: Game pack version logo
Lower middle: Action text
Lower right: Played with nr of players

Barnyard Brawl: Opening thoughts, mechanics, and naming the other game.

This will be the working title for the OTHER skirmish game I'm working on. It will have a lot more units in it, but they will all be solo models. No units. I really think this is the major idea that separates skirmish from wargame. With THIS project, I'm working backwards from my original skirmish game. You know, it REALLY needs a name right now. I can't keep calling it "my first skirmish game". It sounds like a kit for 12 year olds to make their own.

Gearbox...
Blood & Cog....
Arcana Victoriana.......

Mixing the abstract with the real: what can we learn from the rock-paper-scissors.

A designer's insight into the side-effects of mixing the abstract elements with the real elements of the game. Why is a game like rock-paper-scissors abstract and still sometimes fun to play?

Read the full article.

Kaisean Insight

This book will cover my ideas about board game design.

Here is the table of contents (which will be updated as more text will be added):

Prototype Character Stat Chart

I'm going to attempt to make a stat chart for a character for my unnamed game.

Eugene Doubefistington
Even as a grown man, Eugene was still being pushed around and shook down. He had finally had enough of it. Eager to rid himself of these daily brigands, he commissioned a pair of gauntlets. His new "Fisticuffs" would prove more than a match for the ill-willed ruffians that plagued him. Haste comes at a price; He hardly knows how to use them nor has the dexterity to maintain balance. As long as he's safe, he believes, is all that matters.

Steam-powered "Fisticuffs"
Strength.... 2

Continuing with Charging, "Defensive Fire" and probability with the dice system.

Charging
-------------
I have to add charging or assault. It's in every war and skirmish game. Everyone wants to run at everyone else and get fat damage and attacks on them. I have decided that charging will grant you extra inches of movement buy will not allow any extra PROBABILITY of damage. There will DEFINITELY be more damage. How does this equate to game terms? Total up the sums of each player's dice roll. The player with the lowest total subtracts from the higher player's total. That player's model receives damage equal to the difference +5. I didn't want to just give +5, but anything else is more complicated.

Activation Points

I don't mean Activation Points as in "locations you activate".
I mean "Points you spend to Activate". Read on.......

BoardGameInfo.com soft open

We'll since the word got out already and we can use the help cleaning up the data... I'd like to welcome you BGDF users to our newest site: http://www.BoardGameInfo.com

We are still seeking staff and new content if you're interested let us know!

James

Ranged 3-stats. Gonna need help on this one.

I'm on break at work. I thought I'd make this quick and clean.

3 stats, right. Same as everything.

Power - of weapon
Lethality - of ammunition
Skill - of using weapon

My argument is for Lethality. Is there anything else I could put that generalizes an aspect of ranged combat? I think not. Lethality is the brother of Strength for melee combat (in my system). As an example a pistol can use regular bullets and hollow tip. Shotguns can use buckshot, pellet, or even beanbags. The grain amount used in the casing also differs.

Accuracy (Edited)
1: Pistols
2: Rifles

Pure Combat = Oxymoron

First and foremost let’s get back into heroic action and methods of resolving it. Now, while I do have some level of appreciation for the hit-miss,” you go” then “I go” systems, I didn’t feel they were appropriate to my own design. If I wanted to emulate the actions of heroic Individuals then I had to accept that lumping all of these heroes together in bulk actions is not only unrealistic, but it destroys the illusion. Above all else I wanted players to stay immersed in combat, every moment of every round fully engrossing. This is hardly possible in a classic “turn” based approach.

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by Dr. Radut