Skip to Content
 

mistre's blog

Against the Legends: the latest

After a long lay off (9 months), I started back up with development of this game about 3 months ago and it has undergone some dramatic changes. A bunch more playtests, mostly 2-p, and a 4-p playtest at the SUP Guild at Learn 2 Play.

Here is a link to the latest rule set:
https://www.dropbox.com/s/c5pap3g95t39kcj/Against%20the%20Legends%20V2.5...

I also have a Facebook page where I will post updates and playtest results. https://www.facebook.com/againstthelegends

Against the Legends Rules (updated to V2.0.5)

Attached is the link to check out my current ruleset. Please provide any feedback that you have whether or not it is ways to improve the rules or comments on the gameplay. The Sabotage tokens are a new addition to add more interaction and have not been playtested yet.

https://www.dropbox.com/s/wrddyvz08fombpd/Against%20the%20Legends%20V2.0...

Thanks,
Mark

Against the Legends

It's been two months since my last post and since then I have tallied 4 more multi-player playtests and another 3 solo playtests. It was tested at Dice Tower Con twice (where it's new name was suggested - which I really like), and most recently last night.

Development is coming along very very nicely. 4p game last night was enjoyed by all and took 1 1/2 hours which is right where I want it for a 4p game.

1st multi-player playtest!

4-p game of prototype at local gaming group

Since my last post until now, I have gotten in about 3 more solo playtests and made numerous small tweaks here and there.

So, this past Thursday I finally decided to bring it to my local game group for a test run. We started a 4p game and got through about 2/3 of the game. Being the first multiplayer playtest, I was able to get a better idea for balancing and timing issues that I just couldn't see by playing solo.

4th solo playtest

After a rather large overhaul since the last solo playtest (both rules and components), I finally got the game to the point of solo testing it again last night. The really good thing about this game is it is fully playable solo so I can tweak and fix a lot of stuff before ever revealing anything to a game group.

Legendaria update

Haven't posted in a while. Doesn't mean I haven't been working on it. I had a 3rd solo playtest a while back and since then have been working on the rules. Things appear to be coming along nicely and getting streamlined in the process.

Version 1.3 of rules are complete. I aim to get one more solo playtest before unleashing the rules and attempting to get my game group to play it. Have some work to do on updating the cards first.

For now - here is the back story that I wrote for the game:

2nd solo playtest

Tonight I attempted to test my new deck builder with my 6yr old son, but he had a bad attitude and I had to abort the attempt. Instead, I waited for him to go to bed and tested it solo again.

I noticed some minor tweaks needed to be made, some things needed to be further clarified in the rules, and some costs needed to be adjusted. Overall, the game really works which is amazing after only 2 playtests! I am really excited to try this with actual players. I am most interested to see what kinds of interaction the game has (as there is definitely some built in) that I can't test solo.

Progress on deck-building game

I have spent a tremendous amount of time in the last month working on this game and I already have a working prototype and a solo playtest in the bag. From the solo playtest, I have a good idea of what I want to change/improve for the first 2p test.

Working name "Legendaria"

Deck-building for the younger set

I have been away from game design for over 3 years now, but something has finally drawn me back into it. And that something is my son who turned 6 this year and is started to get interested in "Daddy's games" and not kiddie board games. He is still a bit young to play most games on his own, but he is getting there. Forbidden Island in particular has been a big hit. Recently, he has really taken a liking to Dominion because of all of the different cards.

CR Deep-sixed

Game Design has been non-existent in my life for the past 5 months as I have been dealing with a personal crisis and my mind just hasn't been in it at all. I am finally posting again as I appear to be coming out of it. Coming from a new perspective, I realize it is time to put the idea of Castle Raiders to rest and move on. Over a 3 year period I probably changed the mechanics in the game at least 30 times, always dramatic changes too which never gave the game any type of focus. It never really wore the theme well (as Zman pointed out) no matter how much I tried to make it fit.

Syndicate content


by Dr. Radut