Author Archives: edpmarriott

Designer Doldrums – And how to get out!

What do you do when the wind stops blowing?

It’s usually this time of the year that I don’t put much effort into game design. Between Halloween, Thanksgiving, and Christmas each about a month apart there’s always something to be looking forward to during these months. And that also typically means I travel more than normal to make sure I visit family.

So I find myself in the designer doldrums. A place no designer wants to be, yet I’m guessing we all find our way here at one point or another. My visit to the doldrums is aided by the upcoming Kickstarter campaign for Scoville. There’s been a lot going on behind the scenes and it has captured my attention like going on a first date. Never-the-less, I am adrift in the game design ocean and the wind has stopped blowing.

Today’s self-help article is all about how to get inspired and out of the doldrums. I am presenting 5 ways to get back in the game. So when you find yourself without inspiration or desire to design, try out these five things:

Play New Games

This one is a fairly obvious option. By playing games that are new to you you can get inside the mind of other designers. New games often have new quirks to mechanics that you may not have seen before. Those quirks might inspire you to try out a new mechanic of your own.

Read a Book

Often when you enter into someone’s creative world you can pick up little things that might inspire you. By reading a book you may find that you love the story and could be inspired to design a game that fits the theme. The other benefit of reading a book is that you get whisked away from everything else on your mind. You can get lost in the world inside the story. It’s often these moments of escape where you brain gets inspired!

Watch a Documentary

For inspiration I prefer documentaries over normal movies. Documentaries often share the nitty gritty of some topic that you otherwise might not find interesting. And often it is the nitty gritty that can give you inspiration. My first hand example is with my design for Brooklyn Bridge. I was watching a BBC documentary about it and the whole idea of sending workers into a caisson while risking caisson’s disease was really inspiring. It seemed to be something that could be a fun game mechanic. So find an interesting documentary and see if it reveals any interesting game mechanics!

Visit a National Park

One of my favorite ways to get inspired is to simply get outdoors. Despite the cold weather moving in, if you can get to a park and let your mind relax and forget about all the other stuff that makes your life busy, then you might be able to get inspired. While nature itself isn’t necessarily the thing that I look to for game mechanics, it is the place I can go to do some clear thinking about game mechanics. Plus, who doesn’t like to smell the fresh air and get away from things for a while?

Clean Your Workspace

This last one isn’t nearly as fun as the first four, but I find it can be just as inspiring. My workbench and design area often fills up with clutter, game components, tools, and more. The result is that it becomes a non-useable space. The clutter ends up hindering my design abilities. So every once in a while I like to spend an afternoon and completely overhaul the space and get it cleaned up. Once that workspace is pristine I find that I can sit there and really think about game design. If your workspace is cluttered, then perhaps your brain is cluttered too. Clean up your desk and your mind will be able to work better.

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Those are some of the ways that I like to break out of the designer doldrums. Where do you turn for inspiration and ambition?

Monday Brews: 11-11-13

Happy Monday everyone! It’s supposed to be snowing here today. The Green Bay Packers lost yesterday. And I lost my voice over the weekend. So it’s not really a happy Monday. That’s why I bring you the Monday Brews each week here on Boards & Barley. I’m going to skip the Designer’s Corner section of the article today since I did no design work whatsoever last week, what with the Scoville campaign on Kickstarter launching soon.

Never-the-less, here are the Boards and Barley that I enjoyed last week:

The Barley:

Capital Supper Club: I enjoyed this while bowling. It’s a “not bad” beer from a local brewery that is easy to drink and is quite enjoyable.

Spaten Optimator: I also enjoyed this one while bowling. It was on tap but it sort of tasted like it made a stinky and long trip overseas from Germany. I’ve definitely had better Optimator.

Bell’s Two Hearted: This beer, also enjoyed during bowling, is about where I draw my hop line. I am not a fan of overly hoppy beer, but this Pale Ale toes that line nicely.

Bell’s Double Cream Stout: When they say “Double Cream” they mean it! This is a smooth and creamy concoction of deliciousness that was worth purchasing. Very enjoyable.

Tyranena The Devil Made Me Do It: This is a special beer from their Brewers Gone Wild series. It is an imperial Coffee Porter and it is awesome. Though it is an imperial, it doesn’t pack the alcohol punch that many imperials possess. The best part is the smooth coffee nature of the beer. It was an all around enjoyable brew.

Newton’s Oatmeal Stout: I enjoyed another of my own homebrew. Thankfully it doesn’t suck.

Lost Coast Eight Ball Oatmeal Stout: Here’s another oatmeal stout that I enjoyed. I had it back to back with my homebrew and was pleased that they both tasted pretty similar. The Lost Coast had a better finish and felt more refined, though. Pretty good brew.

The Boards:

Click to embiggen for space battle awesomeness!

Click to embiggen for space battle awesomeness!

Star Wars X-Wing: I continued my streak of winning while playing a 125 point battle that included the Slave I and the Millenium Falcon.  I was part of the Imperial Force and was in control of a Tie Bomber and a Tie Fighter. My team mate was in control of the Tie Interceptor, a Tie Fighter, and the Slave I. Overall we had a really great space battle that took a while to play. But in the end my team was victorious and I am not 4-0 while playing X-Wing. It’s a super awesome game!

Settlers of Catan: I had the privilege of not only teaching the game to a new player, but I also had the privilege of playing the game with three women. That’s not a very common occurrence, unfortunately. Two of them love Catan and were very competitive, which might have helped the new player. The new player ended up winning as she was able to steal the longest road at the end for victory.

At least it looks pretty awesome!

At least it looks pretty awesome!

Quantum: My level 1 friend, Jeremy, had the privilege of making his first ever appearance at the Spieltage at Essen. Quantum is one of the games he picked up and we were able to play it on Saturday with our friend Ben. WHile I’d like to say it was utterly and completely awesome, I can’t. Jeremy beat us in about 14 minutes. “Beat” is actually a pretty weak way to say it. He completed crushed us. He was able to get all four of his quantum cubes out there before Ben or I got our second cube out. It was pretty embarrassing, really.

It's all about the elements!

It’s all about the elements!

Compounded: After the pummeling in Quantum we decided to play Compounded. I really enjoy this game. It is such an elegant design and is so much fun to play. I love the theme and how well everything is integrated together. Darrell Louder (designer) and Dice Hate Me Games (Publisher) really have a great game and great production here. I just wish it came in a bigger box, because the amount of game in the design is definitely worthy of a big box.

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So those are the Boards and Barley that I enjoyed last week. What did you enjoy?

Scoville Coming Soon!

ScovilleKSHi Everyone! I’ve been having a bit of writer’s block lately and I finally realized why. It’s because with the Scoville Kickstarter launching soon my brain has been floating in hyperspace. I completely missed October. And I don’t think there’s been a night so far in November where I haven’t dreamed about the game of the Kickstarter or the artwork. I might be losing my mind.

Today is a Friday which would normally be a Review day or a Design Me day. But I’d rather write about Scoville and give you an update.

Art by Joshua Cappel

I couldn’t be more excited with the artwork choice by Tasty Minstrel. If you’ve read my board game reviews then you know I commonly list artwork as either a positive or negative for games. That’s because artwork is a big deal for me.

So when Tasty Minstrel told me that Joshua was on board I was elated. I love his style and the flavor that he adds to the game. Here are a couple of samples of his artwork. These are not images from Scoville. The first is from Garden Dice and the second is the board for Belfort:

That’s some awesome stuff. If you haven’t played Belfort you should really go check it out. And make sure you look for all the cool easter eggs on the main board!

While the prototype is basic and I have not added much artwork to it, I have had a vision for the artwork basically from the start. And if the funding hits a certain level then that vision will turn into reality! I’m so excited to see what Joshua does with the game!

Campaign Teasers

Well, unfortunately I can’t really say very much. But I’ve seen the KS preview and I can tell you things are moving along nicely! We’ve got a great lineup of stretch goals. I’m probably not supposed to say this and I might get in trouble for it, but Pepper Farming Meeples may or may not be one of the stretch goals. *wink wink*

I’m also probably not supposed to share this potential stretch goal (peppers instead of cubes). So don’t tell anyone! (or tell the world – this awesomeness should be shared!). Here is a quickly done example of what the peppers could look like. The colors aren’t perfect and I believe the platinum pepper may have a nice shiny coat, but don’t hold me to that!

Wouldn't you rather be planting these instead of cubes?

Wouldn’t you rather be planting these instead of cubes?

BGG.con

So that’s all I can share today. I’m hoping to be able to tease you with some artwork next week, but let’s not count on that. But for those of you who are attending the Board Game Geek Convention from the 20th to the 24th I will be there demoing the game basically all day and all night. If there are other games you are interested in checking out, then let me refer you to this geeklist:

Games to Demo at BGG.con

So if you want a demo I’ll probably be running them every hour on the hour. But if you miss the top of the hour, don’t let that stop you from checking it out! It’s gonna be an awesome time!

Monday Brews: 11-4-13

Well, Halloween is over and it’s now November. The leaves are just about all off the trees in my neighborhood. With the time change it’s dark when I get home from work. So you know what that means? It means that we might as well settle inside and play more board games! (and maybe enjoy some nice cold-weather brews!)

So here are the Boards and Barley that I enjoyed in the past week…

The Barley:

A new brewery in my hood!

A new brewery in my hood!

Belhaven Scottish Ale: A delicious, smooth, enjoyable ale. If you’ve never had one, try it this week!

Tyranena Painted Ladies: At game night I grabbed one of these since the pumpkin ale season is ending and I figured I better enjoy one while I could. It’s nice that it’s not overly pumpkin flavored.

Newton’s Oatmeal Stout: I enjoyed more of my own homebrew. I think it’s pretty good. While it won’t win any awards, it’s definitely an enjoyable brew.

Wisconsin Brewing Amber Ale: I visited this brand new brewery on their Opening Day last Friday. This is a new brewery pretty close to where I live and my visit last Friday will certainly not be my last to the brewery. It’s not every day that a new craft brewery opens so close. I enjoyed the Amber Ale, but they also offered an American IPA, a Session IPA, and a Brown Porter.

Sierra Nevada Narwhal Imperial Stout: Potent. But not more potent than a typical Imperial beer. This was pretty good, but I’m glad I only had half a bottle.

Tyranena Sheep Shagger Scotch Ale: On Saturday I participated in a beer run at a brewery. I ran the 1/6th Barrel distance (4.37 miles) with a bunch of my friends. This is a fantastic event that sells out every year. With the entry you also get a great meal of lasagna, salad, and breadsticks. And you also get two beer tickets. I chose the Sheep Shagger because I love scotch ales and I can’t find this one in stores.

Tyranena Three Blondes Honey Ale: For my second beer ticket I chose the Three Blondes since I needed something lighter. However, I wish I had chosen the Imperial Coffee Porter since it was delicious (I got a sample).

Overall it was a pretty good beer week!

The Boards:

To Bunsen Burn or not to Bunsen Burn... that is the question.

To Bunsen Burn or not to Bunsen Burn… that is the question.

Compounded (x2): This recent Kickstarter arrival is a fantastic game. I have played it twice (once 4p, once 2p). The game itself is a compound composed of elements of science, fun, and awesomeness!

Star Wars X-Wing Miniatures: I got to play X-Wing for the third time. The third time went about the same as the first two. In each of those I had incredible dice results. In this case I finished off the game by rolling 6 hits from my last 7 dice. Beware if we ever match up on the X-Wing field!

Carcassonne: While I was at the Tyranena Beer Run waiting for the race to begin we got a 6p game of Carcassonne on the table. I must have been distracted because I played a pretty terrible game. I tied for 4th place, but only three points ahead of last.

Dungeon Roll: I played a couple games of Dungeon Roll with my kids this weekend. They are 4yo and 2yo. They absolutely love rolling the dice and grabbing the treasure tokens. My son chooses the treasures based on the color, which normally means he grabs blue ones. It’s a fun game and a great way to get my kids interested in gaming! Side note: Tasty Minstrel just launched a 14-day Kickstarter campaign for a Holiday promo pack for the game. You can check it out here: Dungeon Roll Winter Promo Pack.

Designer’s Corner: (Scoville Update)

Coming (very) soon to Kickstarter!

Coming (very) soon to Kickstarter!

I did not do any game design this week. I’ve simply been getting more and more excited about the Scoville Kickstarter project coming up in the next few weeks. While I don’t have a solid date for the KS campaign it is sounding like it will be up during BGG.con.

Speaking of BGG.con, I will be there demoing Scoville. If you haven’t played it, Tweet at me and stop by for a demo. I’m super excited to introduce it to more people. I’m also super excited that artwork is being done in advance of the KS campaign. In case you don’t subscribe to Tasty Minstrel‘s newsletter (you should!) then you probably missed the announcement that Joshua Cappel is on board to do the artwork. If you are not familiar with his artwork, take a look at Belfort since it is simply amazing!

As more information about Scoville becomes available I will keep you posted.

Design Me: Action Point Allowance

It’s been a couple of weeks off on Friday’s for me, meaning I haven’t posted a review or Design Me article since life gets in the way sometimes. But I’m back! And today we’ve got an interesting Design Me Challenge. Here’s the result that I liked best from Boardgamizer:

Action Point Allowance to crusade the moon and beat a bad guy! I can do this!

Action Point Allowance to crusade the moon and beat a bad guy! I can do this!

Moon Rattler

In the game Moon Rattler you are in command of one of several military space fleets sent from Earth to destroy the moon. Little did we humans know that the moon is actually a giant rattlesnake. It has laid some eggs and it’s getting really feisty. We humans need to prevent those babies from hatching. It’s time to save the world!

Moon Rattler is an action point allowance game where players are moving around a rondel throughout the game trying to defeat the moon rattler. The player who accumulates the most points during the game will be the winner. Points are obtained by contributing to the destruction of the moon rattler, which can be accomplished in several ways, shown here:

Moon Rattler WeaponsBut these weapons cannot be used freely. Each player will have to charge their weapons or obtain bombs using their action points. Let’s dig in a little deeper.

Components

  • Main board
  • 6 Space ship meeples
  • 6 player mats
  • Numerous cubes in each player’s color
  • Point tokens
  • 18 Wooden egg tokens (3 per player per game)
  • Health cubes

How To Play

Players will be flying their ship around the circle in clockwise fashion. At each location they will have 4 action points to use. In any turn the player may save two of their unused points for a later turn of their choosing. So on any given turn a player will have 4-6 action points available.

At each location the player may charge or obtain the item listed. This means that if they spend action points, then they would place a cube onto their player mat in the appropriate location. Charging their weapons or clock or obtaining a bomb require different amounts of action points. Here’s a tentative list:

  • CHARGE LASER: 1 AP = 1 cube
  • CHARGE CANNON: 2 AP = 1 cube
  • CHARGE BOMB: 3 AP = 1 cube
  • CHARGE CLOAK = 2 AP = 1 cube

Here is a look at the player mats, showing the maximum goods a ship can possess:

Moon Rattler player mat for orange player

Moon Rattler player mat for orange player

Therefore a ship can hold 2 bombs, a charge of 3 for their cannon, a charge of 3 for their cloak, and a charge of 4 for their lasers.

Here’s the catch: Players have to balance obtaining/charging weapons with moving and actually using those weapons. Let’s take a look at the board so you have an idea of what’s going on here:

Moon Rattler Rondel Board

Moon Rattler Rondel Board

Let’s pretend we are the orange player. First of all, we are in a red region. The three red regions near the Moon Rattler’s head are the regions where the rattler can strike you. In the dark red regions you lose 1 AP if you are not cloaked. In the bright red region you lose 2 AP if you are not cloaked. Using the cloaking device does not cost AP, but the cubes must be discarded from your player mat.

So the orange player is in a region with CHARGE LASERS. The region also shows that only lasers can be used to attack in that region. So the orange player is basically deciding if the want to charge or attack with their lasers.

The green player is in the same situation in the image above with the exception that they are either charging their cannon or using their cannon to attack the eggs. They are also in a red region, so hopefully they had a cloaking cube to discard.

Here’s the other thing. Players may stay in a region as long as they like. Their ships will fly only when they use AP to move around the rondel. A player may use any number of AP to move 1 spot per AP around the rondel.

On a turn a player will use AP in any order. So let’s imagine we are the orange player again. We might have a bomb on board. So we could spend 1 AP to move into the bright red region at the head. Then we could use 1 AP to drop a bomb (and earn 5 points), then we could spend 2 AP to move off the head and onto the CHARGE CANNON region. That would be a great turn if we did not have any more cloaking cubes.

At the start of the game, an appropriate number of health cubes should be placed on the octants of the board. For example, the head region should begin with 3. Each time these regions are attacked, the attacking player will remove one of the cubes per attack. These regions can still be attacked but are only worth 1 point each. The game will end when all cubes have been removed.

My Thoughts: I think this could be an interesting concept. I like the balance of using AP to charge versus to attack. With the rondel in the game it makes it important where you are located. I think I may mock this one up and give it a try.

Your Designer Perspective:

What do you think about the design for Moon Rattler? What would you have come up with for the design based on the Boardgamizer criteria? Any thoughts about my design?

Thanks for reading! And don’t forget to exercise your brain by doing design exercises like this! Have a great weekend.