Showing posts with label Card game. Show all posts
Showing posts with label Card game. Show all posts

Friday, May 08, 2009

Play testing - end of the Semester

Playtest group photo

This semester in Critical Analysis of Games, we had about 12 or 13 games out of a class of 26. Some folks worked alone because of their schedules or because they were the only person interested in a topic. Here is a link to all the projects for this class: projects. You can see more pictures here on Flickr.

There were games about LOLcats, YouTube videos, space pirates, Dante's Inferno, Dr. Horrible's musical blog, greek mythology, dating in the 50s, retro space adventuring, trans-Canadian highway system, children's fairy tales, and bounty hunting. We had board games, trivia games, card games, and combinations. The play test session was hectic. We rotated games in and out as people finished a round. It would be better to let them play a round, have a few minutes to make notes, and then repeat. For that we need space and people - lots of people - since most of the games need 4 players.


 closeup of YouTube video card gameWe invited some staff and other professors to come play. They gave the students good feedback. It was a way for other people in the school to see what kinds of things students in the new game design major will do. And it's important for students to get feedback from someone other than me (or their peers). Especially if we want to think about making commercially viable games - we need to understand different markets




Having our playtest time during final exams week makes it tough to get students. Next year we're going to do the big play test the last week of classes. That will give the students more time to revise and do their write up too. This year we had candidates in doing demo classes so we were a little short of time.




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Wednesday, April 29, 2009

More thoughts on my game based on Down and Out in the Magic Kingdom

Wishes is the largest fireworks show ever pres...Image via Wikipedia

I've decided to make it more of a straight card game, no board.

There are ride/exhibit cards that tell you how much whuffie (respect) you need to update, what skills you need to have to update, and how much whuffie you get each round just for controlling it.

There are skill cards - painting, animating, robotics, etc. Some rides (E ticket rides maybe) take more than one skill to update and extra whuffie because people don't want you to mess withe classic rides. It might be interesting to let people spend whuffie to buy a specific skill.

Whuffie is in the form of chips - I'm thinking each player has a different color so you could watch your respect move from player to player. You get a stash of whuffie at the beginning of the game. You get whuffie each round for the rides you control. It costs you whuffie to rehab/update a ride. Once you update a ride it might be worth more whuffie (like putting a hotel on a property in Monopoly - still thinking about that.

When you have the whuffie and skills you can update a ride that you control. You have to update a number of rides to cause the end of the game - I'm thinking one in each land of the Magic Kingdom but that might take too long. There are 6 lands - so maybe gotta rehab rides in 4 of the 6 lands.

The winner is whoever has the most whuffie wins (assuming that the more rides you update, the more whuffie you will have).

There will be unexpected event/wild cards - sometimes you lose a turn, sometimes you get to take their whuffie or take over a wide they've put out to control
  • downloading the character's memories for safe keeping (since you can get cloned/reborn pretty easily) - lose a turn
  • get shot/killed and have to be cloned - lose a turn
  • accident on one of your rides -you have to give up a chunk of whuffie
  • your best friend starts dating your significant other - lose a turn

I'm playing with the idea of cooperation - so if 2 people had the Space Mountain card, they could share ownership of it and pool their resources to rehab it (and split the whuffie that ya get for hte rehab. Cooperation would be even cooler if players were eliminated one by one - players could cooperate to gang up on another player. Not sure of the benefit of cooperation if it's a winner take all game.

Right now I think everybody will be dealt a small number of cards to start - say 5. They will get a stash of whuffie chips. They can claim a ride by laying the card down in front of them and putting up some whuffie as collateral that they will treat the ride with respect. Each round you can rehab a ride, draw a card, play a wild card, buy a skill - do one of those things. Each round you get a new stash of whuffie. If you decide to rehab a ride you have to lay down your skills and take the right amount of whuffie out of your stash and put a marker on the map of the kingdom (hmmm - forgot to mention there's a map didn't I ? Well there's a big general map with the areas marked out like frontier land and fantasy land)

Space MountainImage by sanctumsolitude via Flickr

Lands & Rides (in order from the main gate to the left on the map except for toontown fair which isn't part of the classic Disney Magic Kingdom that I grew up with)

Main Street USA 4- railroad, horse drawn jitney, double decker bus, parade - all A tix so easy one to start with

Adventureland 4 - treehouse - B, enchanted tiki room - E, jungle cruise - B, pirates - E

Frontierland 4 - tom sawyer island, country bear jamboree - E, splash mountain, big thunder mountain

Liberty Square 3 - hall of presidents, riverboat - D, haunted mansion - E

Fantasyland 5 - it's a small world - E, peter pan's flight - C, show white's scary adventures - C, dumbo - C, carousel - A

Tomorrowland 5 - speedway, space mountain - E, wedway people mover - D, carousel of progress, astro orbiter - D

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Saturday, February 28, 2009

Building Prototypes for Analog Games

American, Chinese, and casino diceImage via Wikipedia

Boardgame News has a good post this week about bhilding prototypes of boardgames. It doesn't go into game mechanics or creating ideas. Instead it looks at the importance of having lots of bits and pieces around to work with - cards, money, markers, dice. The author talks about using existing cards (playing cards, Magic the Gathering cards) and pasting new game stuff on the card front - the cards all have uniform card backs. He keeps around old games that he doesn't want to play anymore and uses the money, cards, small wooden pieces. I guess you could even use the board - just cover it with a new graphic. He even has a home laminator.

It's a timely article because the students in my critical analysis of games class (2nd semester of the freshman year of our game design major) are finishing up creating games with the Icehouyse game system pyramids. After spring break they start work on creating a board game. This article suggests stuff I need to collect for this semester and the future. I saw tons of gorgeous paper at AC Moore. They even have die cutters with premade dies that I need to look at - we could make cool specialty/themed shapes with it.


URL: http://www.boardgamenews.com/index.php/boardgamenews/comments/dale_yu_everything_you_need_to_know_about_prototypes_but_were_afraid_to_ask/

See an earlier post about our playtesting the pyramid games. I will post about playtesting the board games at the end of the semester and have some more ideas about what we should be colecting.
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Monday, February 16, 2009

Trying to Interest People in New BoardGames

BoardGameGeekImage via Wikipedia

Just read a post on BoardGameNews from a guy who tried to get a couple of his friends to play modern board games and they refused regularly. - http://www.boardgamenews.com/index.php/boardgamenews/comments/tom_rosen_joe_and_bob/

I've noticed some of these same qualities in my college students. Specifically - they don't want to read rules to learn new games. They see games like Colossal Arena and Race for the Galaxy are too complex, have too many pieces, take too long to set up. And some of them do take a while to learn or to set up - but the games seem worth the effort with good game play and different ways to win.

Not sure what to do about it - any suggestions?

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Tuesday, January 13, 2009

I may have a game buying addiction

Iboardgameday1_pic6.jpgImage by kgregson via Flickr bought some more game for the game design program - mostly card games because they have some interesting gameplay mechanics and rules. And remember I've said you can make a game about anything - check out these topics - zombies, sushi, sammich making, bean farming, school politics, medieval politics.... And I bought most of them locally (in Binghamton) at Jupiter Games. Here's a link to their website and to a yelp page with a map. The store has game nights on Friday that would be worth going to. They regularly attract about 30 players. They have a big collection of games open to play. And people seemed open to teaching games to newbies (for folks from Intro to Games & Society - they have Race to the Galaxy and know how to play it! And like playing it!!!)

ColorettoImage from Coloretto via WikipediaHere's what I bought over break.

  • Wasabi (card game - make sushi by Joshua Cappel and Adam Gertzbein)
  • Bohnanza (card game about bean farming by Uwe Rosenberg)
  • Coloretto (card game by Michael Schacht)
  • Ticket to Ride (dice expansion)
  • Citadels (card game about medieval cities, nobles and intrigue - by Bruno Faidutti)
  • Grave Robbers from Outer Space (card game based on b-movies)
  • Lunch Money (card game - girl grade school students beat each other up for ...)
  • No Thanks (card game where you want to get the lowest number of points - by Thorsten Gimmler)
  • Zap Bam Pow (card game)
  • Road Race (dice game (we may just use the dice in other games but we'll try this one first)
  • Phase 10 (card game)
  • Frog Juice (card game about spells and concotions)
  • Slamwich (card game)
  • Monkeyes on the moon (card game, strategy about developing the monkey civilization by Jim Doherty)
  • MMMM...Brains (dice game by Reiner Knizia)
  • Pink Godzilla Dev Kit (cards
A picture of the cards in the game Phase 10.Image via Wikipedia

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Tuesday, December 16, 2008

Board/Card Games - some we got, more I want

BoardGameGeekImage via WikipediaI bought 5 new card games for the games classes - different game play mechanisms, some interesting themes, some 2 player and some 3-5 player, some by well-known designers
We got
Pink Godzilla Dev Kit
Frog Juice
Slamwich
MMM...Brains
and
Monkeys on the Moon

And after reading some game play reports from the big board game geek conference in Texas here are a few more games I want to buy. Amazon doesn't carry them and funagain games doesn't have a persistent shopping cart so I'm going to put the info here till I"m ready to buy some more games

Eselsrennen - you race donkeys
Wasabi - a tile layiing game wher eyou're trying to build sushi
Cities - a tile laying game, can be played in about 20 minutes, builds on ideas (and meeples) in Carcasonne
Coloretto (tho the new game by the same designer Boss Kito is supposedly not good at all)
Code 777 - a dice game
Gulo Gulo - a kid's game about removing eggs froma bowl
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Friday, October 24, 2008

Meeples in Motion




Meeples are the playing pieces from the Carcassone board game. They're little wooden people.

Here are some pictures from our game day - including our attempt at an arty shot of a meeple being placed on the board.

We played board games again in class today

My goal was to play games or watch videos every Friday in the Intro to Games & Society. Out of 9 weeks tho we have only managed 3 play days. We had a movie, a guest speaker, an exam review. Can't figure out where the other weeks went.

Anyway - we started our 2nd round of game play. Each group got assigned a new game to learn. Hopefully as we go thru more games groups will begin to share tips about how to play.

So far Apples to Apples seems to be the game most people know already and so have the most fun playing. Carcassone and Ticket to Ride are totally unknown but the groups pick them up pretty quickly and manage to get almost all the way thru a game the very first day. Race for the Galaxy is kicking our butts - the phases are confusing and the symbols on the cards often undecipherable.
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Friday, September 19, 2008

BoardGames in Intro to Games & Society

Close of up game board.Image via WikipediaToday we played board and card games in the Introduction to Games & Society class. I divided the students up into 10 groups of 3. Each group was assigned a game to play. We'll play each game for 2 weeks and then rotate to a new game. I gave each student a booklet with copies of the rules for 12 games. Hopefully over the semester we can get most of those 12 played by at least half the class.

The goal is to experience a lot of different game mechanics, different styles of writing rules and balancing the games. Game designers need to be mroe aware of how people learn to play how much people hate to read the rules, and how they try to compare new games with what they know already. They'll also see games from different publishers, different game creators, even different countries. We have some party games. We have some Euro games. Hopefully after they play a few games they will start to see similarities and we can discuss why the differences exist.

This is part of a bigger assignment where they have to learn games, teach them to other people and compare the games. So playing, teaching, writing, researching, and thinking.

Here's the game we played today: Carcassone, Ticket to Ride (board) Ticket to Ride (card), Amazing Space Venture, Colossal Arena, Apples to Apples, Nuclear Escalation, and Race for the Galaxy. 2 groups went together to play Apples to Apples and 2 others to play Nuclear Escalation - both of those games support larger groups. I'd seen all of these played at the Boardgame Championships in Lancaster, PA during the summer 2008, but I'm not expert at any of them.

They weren't all equally liked at least at first exposure. Race for the Galaxy is hard to get started playing. Amazing Space Venture has a lot of pieces which can be intimidating for new users.

Here are some pictures. We're all sprawled on the floor. We found tables for the 2 large groups. The noise level wasn't too bad fortunately.












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