Category Archives: The Boards

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!

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.

Monday Brews: 10-28-13

Happy Monday everyone! Well, Spiel at Essen is over and from what I’ve seen it looked pretty awesome. Some day I’ll make it over there. Some day. But since I didn’t attend I can’t provide you with an awesome recap about the convention. So it’s another typical Monday Brews article today.

However, I am adding a new section to the Monday Brews articles called The Designer’s Corner. This is a small area where I can discuss the design efforts I’ve made in the past week. Often there won’t be much in this section and I often work piecemeal on design. But it will at least give you a chance to see what I’ve been up to.

So without further adieu I present to you the Boards & Barley that I enjoyed last week…

The Barley:

Point Oktoberfest: Sadly this is likely my last Oktoberfest of the year. It’s been a good run as I had numerous varieties of Oktoberfests and even attended an Oktoberfest festival with three fellow game designers. Until next year, Oktoberfest!

Lake Louie Reserve Scotch Ale: I love Lake Louie’s Warped Speed scotch ale so I figured I’d try their reserve scotch ale that is only seasonally available. I wasn’t disappointed. This was stronger and more full of body than the Warped Speed and was highly enjoyable. Nicely done Lake Louie!

Homebrew Black Ale: I was also able to enjoy a fellow homebrewer’s Black Ale. It was delicious.

Tyranena Rocky’s Revenge: This is a bourbon barrel aged beer, but unlike last week’s episode with the Kentucky Ale, this one was actually enjoyable. The bourbon effect on this beer is pretty mild and doesn’t overwhelm the beer. The Rocky’s Revenge is a beer with a hint of bourbon, rather than the Kentucky which is more like bourbon with a hint of beer.

Newton’s Oatmeal Stout: This is my third homebrew and I was finally able to have one last night. And I was not disappointed. It had excellent character. It was mildly smooth and malty. It was not overly bitter. And coming in at 4.2% ABV I know I can enjoy a few without feeling the effects. I’m looking forward to more.

The Boards:

Settlers of Catan: I finally got to put my Catan Board to use. The verdict: it was nice. The reality: It’s not necessary. Sure, it keeps the board nicely in place. It lets you move the board if you need to. It helps prevent roads from being moved. But I wish I hadn’t spent $35 on it. Oh well. That’s partially due to the fact that I have an older version of the game and the ports in my version are still the hex tiles rather than the little chits that drop nicely into the Catan Board.

Keyflower: I was pretty excited to play Keyflower since it sounded like a game right up my alley. There is worker placement in the game, but it’s not used in the usual way. It’s more of a placement auction mechanic where players are placing workers as bids for buildings. Unfortunately we had a long gap in our play where we were having a discussion about awesome stuff. So when we got back to the game we had sort of lost track of where we were. I suppose that means I’ll just have to play it again 🙂

The Designer’s Corner:

I had a pretty good design week for two games: Quantum Orcas and Brooklyn Bridge.

QUANTUM ORCAS: On the QO front it was less about the game and more about the artwork and, potentially, how I might post it on The Game Crafter. I knew that the logo needed revising and so I sat down for a while and threw this together:

I might add a warp hole through which the orca is exiting.

I might add a warp hole through which the orca is exiting.

I’m pretty happy with that, especially compared to the previous version, which can be seen in my Twitter photo roll. The game is coming along. There just seems to be something missing. When I have the breakthrough it requires I’ll be sure to let you all know.

BROOKLYN BRIDGE: I decided to change my approach slightly, to great results. I was pondering creating a quad-fold board for the playtesting. That would have been pointless. Instead I utilized some blank jumbo cards that I got from The Game Crafter at Protospiel-Milwaukee and turned each card into one round in the game. Each card then shows all of the worker placement locations available during that round. I think this will make playtesting much more accessible and I’m excited to get it to the table. I want to add another resource to the game so that I can make some interesting interaction between the goods and then it’ll be hitting the table!

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So those are the Boards & Barley I enjoyed this past week, and the game design progress I made. What did you enjoy last week?

Brew Crafters on Kickstarter!

True Boards & Barley!

Every once in a while a really awesome game goes up on Kickstarter that I just have to talk about. This time it’s a game that aligns perfectly with what this website is all about – beer and board games!

Dice Hate Me Games is currently Kickstarting their newest game, Brew Crafters. This is a game design by Ben Rosset, whom you may know from the awesome game Mars Needs Mechanics. I had the privilege of meeting Ben at GenCon this past August and I can safely say he’s an awesome guy.

And if you are aware of previous Dice Hate Me games, then you know you can expect quality and fun in every box! (Compounded, VivaJava, etc.)

Let’s Brew some Beer!

In Brew Crafters you are a craft brewer looking to make it big. Unfortunately you’ve opened your craft brewery at the same time as the other players. You all are starting small with limited equipment. Through a worker placement mechanic you can send your workers to obtain ingredients, perform research, obtain better equipment, and do all the awesome things a brewer would do.

Over the course of the game you will be upgrading and expanding your facility. Here’s what a starting and fully upgraded facility looks like in Brew Crafters:

There is a great amount of competition in the game as brewers try to be the first to brew each different style of beer, or have the best tasting room to lure in customers, or upgrade to the finest facility.

If you like beer or board games or both, then you should consider backing Brew Crafters by Dice Hate Me Games!

My Essen Top Seven

Greetings gamers! As you are most likely aware, the world’s biggest board game festival is currently running in Essen, Germany. There are hundreds of newly released games that make their debut each year at Essen. While I have never attended Essen myself, this is the first year that I will be able to get a game directly from Essen. How? My close friend Jeremy will be attending on Saturday (and maybe Sunday). So I am going to have him pick up a game for me. The problem is I still cannot decide which game to get.

So here are my top 7 games debuting at Essen this year in no particular order:

Glass Road:

BGG Link: http://www.boardgamegeek.com/boardgame/143693/glass-road

# of Players: 1-4

Playtime: 75 minutes

Mechanics: Hand Management, Simultaneous Action Selection, Tile Placement

What looks cool: First, it’s by Uwe Rosenberg. Those games always seem good. Also, I love the look of the artwork. Finally, I think the tension of playing the same employee/worker card as someone else will make the game fun to play.

Coal Baron:

BGG Link: http://www.boardgamegeek.com/boardgame/143515/coal-baron

# of Players: 2-4

Playtime: 70 minutes

Mechanics: Action Point Allowance System, Pick-up and Deliver, Set Collection, Tile Placement, Worker Placement

What looks cool: The artwork looks amazing and I’m a sucker for good art. The other thing that gets me is the combination of mechanics. The five mechanics listed could possibly be my five favorite mechanics.

Expedition: Northwest Passage:

BGG Link: http://www.boardgamegeek.com/boardgame/71074/expedition-northwest-passage

# of Players: 2-4

Playtime: 45 minutes

Mechanics: Action Point Allowance System, Tile Placement

What looks cool: Again, the artwork is drawing me in. I think this is a very clever game design in how the isomorphism of the tiles works. Also, it seems like a nice take on the tile placement mechanic where you need to work within the land/ice system that the tile combinations present.

Nauticus:

BGG Link: http://www.boardgamegeek.com/boardgame/144415/nauticus

# of Players: 2-4

Playtime: 90 minutes

Mechanics: Not listed, but there is a rondel and ship building, which is usually enough for me (Shipyard, Navegador)

What looks cool: I think that the way ships are built and the way the rondel works seems nice and fresh. The artwork looks good. And this seems like a cool take on shipbuilding.

Russian Railroads:

BGG Link: http://www.boardgamegeek.com/boardgame/144733/russian-railroads

# of Players: 2-4

Playtime: 120 minutes

Mechanics: Worker Placement

What looks cool: A railroad game with great artwork? A railroad game with worker placement? Either of those would lure me in. Together they make this game one of my Essen Top 7. I know that another Madisonite will be having a copy of this so I may not choose this one, but it sure looks awesome!

Quantum:

BGG Link: http://www.boardgamegeek.com/boardgame/143519/quantum

# of Players: 2-4

Playtime: 30 minutes

Mechanics: Area Control / Area Influence, Dice Rolling, Grid Movement, Modular Board, Variable Player Powers

What looks cool: Everything about this looks cool. The designer diary was awesome to read. The artwork looks exceptional! I love that there are variable player powers. I love that the core of the game seems to be a simple system on which the designer added a few layers of awesomeness. And I love the idea of balance between the ship characteristics. Plus, 30 minutes is a great play time for my game group.

Madeira:

BGG Link: http://www.boardgamegeek.com/boardgame/95527/madeira

# of Players: 2-4

Playtime: 120 minutes

Mechanics: Area Movement, Dice Rolling, Worker Placement

What looks cool: As with all the other entries I love the artwork for this game. I don’t really know much about this particular game, but with that combination of mechanics I know that this game is interesting to me. The playtime is a little long, but it still looks cool.

Honorable Mention:

So this list is a little long, but there are just so many games debuting at Essen that I would love to own!

  • Cornish Smuggler – Which Jeremy pre-ordered
  • Caverna – But I don’t think I would get such a game to the table often enough.
  • Piwne Imperium – Not available for purchasing, but it looks totally awesome!
  • Canalis – A very nice looking tile placement game.
  • L’Aeropostale
  • Les Bâtisseurs – Moyen-Âge – Not available in English, but this game looks really sweet.
  • Dig Mars – I’m a big fan of Undermining and this looks similar.
  • Craftsmen
  • Francis Drake – This game is awesome. We got to demo it at GenCon and it was a ton of fun!
  • Bremerhaven
  • Lewis & Clark – I love the theme and I hope that the designers did the great journey correctly.
  • SOS Titanic – The way they sink the boat with the binder seems interesting.
  • Amerigo – Another Feld game? Of course I had to list it.
  • Canterbury – I was very close to backing this on KS, but didn’t. I wish I had!
  • New Haven – This game looks pretty good as well!

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What games are you looking forward to? Isn’t Essen Spiel awesome?!?