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Castle Raiders Update

I received my game back recently from my playtesters in Orlando. Turns out they only playtested it once, but I got some good feedback. Their biggest concern was wanting to have a community action deck instead of individual action decks. Not wanting to lose the individuality of the different characters - I came up with an alternative plan that will also help to increase the interactivity of the game and give players more choices - the "follow" card. Basically a player can play a "follow" card once per 3 raids and gets to take an action of another action played.

Mechanic of the Day, 10.01.08 Spacial Relations

Lets get this underway with Spacial Relations.

No, not friendship in space. I mean utilizing space on the board and sides of pieces in novel ways. When used properly, a mechanic that might otherwise be fiddly actually has a good tactile feel and creates an emotional connection to the action. Which is what we want, right?

Clipart

If you are in need of clipart for your board game projects, then you might want to consider the Armorial Gold heraldry clipart collection(s). The website can be found at:

http://www.heraldryclipart.com/

Mechanic of the Day, 9.30.08 Upkeep

Oio. Today we shall focus on the 'Upkeep' phase of a game and how to keep it interesting instead of tedeous. Upkeep is typically the payment of resources to maintain army forces, buildings, etc in empire
building games. Not paying upkeep when required usually involves something being discarded.

Assemble! Part 3: The Ticking Clock

I wanted to make a cooperative game and I wanted it to feel like you were trying to foil some sinister plot by some comic book villain. I was stumped for a while then I played Zombie In My Pocket. Problem solved.

Basically each game the players will choose a master plan, this defines various parameters of the games, but what we're focusing on right now is the game length. Typically 4-5 (game time) hours. Each round of turns takes 15 minutes giving you four turns every hour. You have to accomplish whatever goal(s) are set out on the master plan before the clock runs out. Simple enough.

new version of Noblemen

I have been working on Noblemen pretty seriously for weeks now. Months. I have gottne lots of help from lots of sources some of which lurk here on BGDF.

Here are the current rules that I am pretty happy with:
http://www.bgdf.com/sites/default/files/Noblemen%20v0.8.4.1.pdf

Mechanic of the Day, 9.29.08 Negotiation

Oio, peoples. Negotiation is the name of the game today. This can be another mechanic that is difficult to utilize, as it does require players to reach an agreement in order for the game to continue. However, with proper safeguards to ensure eventual agreement, it can create a rewarding, if tense, play experience. I'll address both possible ways to use negotiation and possible safeguards to assurenegotiation.

Possible Uses

Mechanic of the Day, 9.26.08 End Game Triggers

Today's mechanic is another that is oft overlooked: end game triggers. They can be straightforward (Candyland), or allow random game length (Palazzo). Lets has a look...

-First to victory. In a game where is victory is a pre-set thing, such crossing the finish line in a race game, the game can end when one player wins. It is straightforward and can cause much jostling in close games. It can also be utilized as 'first to X points'. When one player starts getting close to winning, there will usually
be a desperate grab for points in an attempt to outdo the leader. Good stuff.

Mechanic of the Day, 9.25.08 Auction Pt. 1

Lets has a looks at some auction mechanics for this one, ya?

-High Bid. Most straightforward auction mechanic. Players bid higher and higher until no one is willing to pass the previous bid. The winning player then either pays the bank or the auctioning player.

Mechanic of the Day, 9.24.08 End Game Scoring

Hey-o! Stop! Mechanic time! This time: end game scoring.

End game scoring is a good way to add an element of uncertainty to a game that might otherwise have it clear-cut who is winning (or is going to win). It provides a sub-strategy for players to get those last points to squeak out a win that is talked about for weeks afterword.

-Set collection. One way is set collection. In a game of archeology, for example, you may get points for finding that ancient crown; but you get additional bonus points at the end of the game for getting the scepter and ring that go with it.

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by Dr. Radut