Showing posts with label actual play. Show all posts
Showing posts with label actual play. Show all posts

Wednesday, July 24, 2013

Train Town and Monsoon Market - Playtest Findings



Playtested a bit more of Train Town and Monsoon Market this week. Many thanks to folks who helped playtest! If you're in town and interested, swing by to Atomic Empire in Durham, NC most monday nights and you can see whatever weird idea I've cooked up that week.


Train Town was more of a polish to check if the condition cards made sense as written. The rules themselves and the scoring mechanics were solid.

There was some procedural clarification necessary, making sure that condition cards were used at the end of a turn, thus after the scoring phase.

Also it seemed the 2x2 formation was better as a starter board since it was easier to track the paths from point A to point B. A 3x3 formation led to bigger point swings as each player could cover exponentially more territory with one clever placement.

I may also make the endgame condition when either the condition deck or the path deck runs out. Keeping it only the path deck made the game run a bit too long for a light filler.

I've also submitted this game to a family game design contest out of Korea. That might have been premature, but the deadline was the deadline so I figured I'd take a shot at it even though the game is still in its infancy.



Monsoon Market is also feeling a bit more polished. As an experiment, I made the changes noted in my previous post and it really helped the too-balanced problem.

Where previous playtests resulted in tie, or scores within two or three points of each other, the most recent test resulted in scores of 33, 35, 40. Close enough to keep the game tight but also clearly set apart enough that we could reverse-engineer the results and see how each decision made in play resulted in those scores.

I revised the cards so that the rarest Goods, earliest Days, and most Ships aggregated into the same cards. I cut the rounds down to five trading turns instead of seven. I also simply dealt five random cards to each player's port and ship instead of letting players decide how to organize them. All these revisions led to some tense decision-making, fast trades, and begrudging sacrifices. Good stuff.

It was also interesting seeing some emergent gameplay. When players set aside cards for their ships face-down, it was a little hard making sure they were not mixed up with discards. We settled on putting ship cards underneath our port card. Yay! Now the port card does something besides just identify each player.

Now that the basic core gameplay seems pretty solid, I'm eager to polish this up for another round of public prototyping.

Monday, May 27, 2013

Collect the tiny pandas! [Do: Pilgrims of the Flying Temple | Play Report]

Amy Houser - Tiny Panda
(Art by Amy Houser from Do: The Book of Letters)

Yesterday I ran a very fun session of Do: Pilgrims of the Flying Temple for a group of five players! Together, they answered a letter from a third-grade class asking for help with a big problem. Actually, lots of small problems. Small, adorable panda problems.

Dear Pilgrims,

My name is Sam. I am in third grade, and our class is having a lot of trouble with our classroom pet. Our teacher, Miss Hollsworth, asked us what kind of pet we would like this year, and we decided that we would like to take care of a panda bear. It took some time to find one, but this morning we came to school, and there he was! We decided to name him Xing-Xing, and everybody gave him lots of hugs.

When Miss Hollsworth left to get our morning snacks, we were playing with Xing-Xing and climbing on him, and someone accidentally knocked him over. We were very surprised when he broke into ten thousand little pieces when he hit the ground! It’s okay, though, he wasn’t really hurt — but now there are ten thousand teeny tiny pandas crawling all over the school, and we need to find them all and figure out how to put them all back together into one big panda before our teacher comes back and figures out what happened. We don’t want her to think that we are careless with animals!

We have been trying very hard to collect up all the teeny tiny pandas, but it’s a lot of work! We have some of them in a shoebox in the classroom, but there are still so many more to catch! I know that a bunch of them must have gotten outside, and we’re not really allowed to go out there in the schoolyard and into the park without a teacher with us, but we thought that it would be okay if there were some Pilgrims with us! There are lots of places for a panda that’s the size of your thumb to hide out there - in the statue garden, on the rocks in the fish pond, underneath the jungle gym, up in the bamboo grove, out by the bicycle racks, up on the roof, so many places!

There’s no way we can do this by ourselves, and even if we did get every single little panda back in the classroom, we have no idea how we’d put Xing-Xing back together into one big huggable panda again! Please help us, Pilgrims! We don’t want Miss Hollsworth to think that we can’t be trusted with a nice pet!

Many thanks to Marc Majcher for authoring that letter! You can find it in Do: The Book of Letters. These are the goal words that the players will try to use in the story before time runs out.

Panda
Panda
Panda
Xing-Xing
Xing-Xing
Miss Hollsworth
Miss Hollsworth
Sam
classroom
shoebox
window
bamboo
pond
fish
statue
garden
playground
roof
park
pocket

These are the pilgrims of our story:

Pilgrim Flighty Ukulele (played by Jamie Sue)
Gets into trouble by being too distracted
Helps people through music

Pilgrim Stumbling Beaver (played by Seth Harris)
Gets into trouble through his natural clumsiness
Helps people through his hard working nature, also has buck teeth

Pilgrim Silly String (played by Kate Niman)
Gets into trouble by causing hijinks, nothing too serious
Helps people with ropes and knots and lassos and stuff

Pilgrim Bright Flower (played by Ariana Ramos)
Gets into trouble by being too loud and brash.
Helps people by brightening people’s lives.

Pilgrim Spinning Candle (played by Shoe Skogen)
Gets into trouble by getting hyper and zoomin’ about.
Helps people with her inner fire: her passion and warmth.

And this is the story of how the Pilgrims helped... kinda.

Pilgrim Bright Flower grabs an armful of pandas at first sight. PANDA!!!

Pilgrim Flighty Ukulele lures the pandas with her ukelele into her pocket. The pandas swarm into her Ukelele!

Pilgrim Silly String knocks over the shoebox of pandas! She re-strings the ukelele and captures all the pandas still in there!

Pilgrim Stumbling Beaver searches Miss Holsworth’s desk for the panda invoice, finds the Curio Shop, knocks on the door. He finds a sign at the window saying the store is closed, disappointing the children who feel abandoned.

Pilgrim Spinning Candle zooms about, gathering bamboo. She builds builds a cage for the pandas in Spinning Ukelele’s..ukulele. Only...she was moving too fast to notice that some of the bamboo belonged to playground equipment! 

Pilgrim Bright Flower has scared the pandas into the neighboring park. She grabs the shoebox and collect all the pandas.

Pilgrim Flighty Ukelele gets distracted by a shiny goldfish in the pond.

Pilgrim Silly String flies to the roof and finds the frightened owner who is scared of all the pandas. She talked him down from the roof but couldn't resist a prank, and dumped a bucket of water on his head. PIIILGRRRRIIIMS!!

Pilgrim Stumbling Beaver calms down the furious owner, getting him to explain that Xing-Xing can be repaired at high velocities. The owner is calling Miss Holsworth to tell her everything about breaking the panda!

Pilgrim Spinning Candle asks the magic fish to bring all the pandas into one location, thereby also distracting Pilgrim Flighty Ukelele with her clever plan – and it happens!

Pilgrim Bright Flower sneaks into the classroom, drops off the shoebox, pretends to be the teacher while she picks up the call, gets the information. Sam sees her throwing pandas at each other! OH no!

Pilgrim Flighty Ukelele softly sings “Pandas love to be smashed together!” to calm down Sam. She abandoned her duties though, and the pandas are swarming on the statue of the school founder, which is now buckling and teetering under all the weight.

Pilgrim Silly String plays with a crystal bowl in the curio shop’s garden, causing the pandas to scream – this does not look good to the children. Pilgrim Silly String makes cute little boats out of string to calm down the pandas and get them into one place.

Pilgrim Stumbling Beaver flies to the teetering statue to hold it up as a bridge to the roof, which is just high enough to be dropped at great speed! The pandas merge together suddenly and crush Stumbling Beaver beneath Xing-Xing’s great weight!

And at this point the goal words were all used! Hooray! A Parades ending! Here's how it all got resolved in the end.

Pilgrim Spinning Candle bakes a cake to thank the fish for gathering the pandas and provides counseling to the children.

Pilgrim Bright Flower helps fix the statue and Stumbling Beaver’s injuries.

Pilgrim Flighty Ukelele plays a song, and calls upon the magic cake-sated fish to fix all her wrongs: He arises from the pond, brings the playground to life and heals all injuries.

Pilgrim Silly String disassembles the bamboo cage and makes an even more dope panda accessible playground.

Pilgrim Stumbling Beaver assists the owner in fixing up his shop to save the Pilgrims’ reputation. 

 Many thanks to Ariana, Jamie, Kate, Seth and Shoe for playing yesterday!

Wednesday, January 30, 2013

Belle of the Ball Playtest Feedback from UnPub3!

Courtesy of Dice Hate Me

Yay! I just got the feedback form results from the Belle of the Ball playtests at UnPub3. The data below is split between quantitative responses about the game's length, ease of learning, and so on. The qualitative responses get a sense of context for the player's preferences in gaming and what they liked about this game in particular. At the end are some findings and possible courses of action I could take in response to this data.

Many thanks to Car Trunk Entertainment for scanning 35 handwritten feedback forms from the show!

QUANTITATIVE DATA
Overall the data was positive. Most said the game was easy or very easy to learn, which for some was possibly a negative aspect. Also many found the game length to be appropriate, though several comments in the qualitative section wished it was a little longer in a four-player game. A surprisingly small minority didn't care for the theme. I say "surprising" because I expected a core gamer audience to be a little put off by the frou-frou premise. Perhaps my presence at the table made players feel more generous? I've already talked about the effect of designer presence can have at a playtest.
Learning the game was
Very Easy   ***************
Easy        ***************
Appropriate ******


Length was
Short       ****
Appropriate ********************************


Luck was
A lot       ***
Appropriate ************************
a little    *********


Interactivity was
Complete    **
Frequent    *********
Consistent  **************
Occasional  ***********


Game was
Hilarious   ****
Humorous    ***********
Fun         ***************************
("Whimsical")
OK/Boring   **

Was the game predictable?
Yes         ***
Maybe       *****
No          *****************************


Was the game balanced?
Don't know  ****
Maybe       *
Yes         ********************************
("Yes, very")

Did you enjoy the theme?
Maybe       *
No          ****
Yes         *******************************
("Hell yes!")

Would you play again?
No          *
Maybe       **
Yes         *******************************
("Absolutely!")

Did the game feel original?
Yes         ******************************
Maybe       ********


Would you buy this game?
Yes         ********************* ("Def!")
Maybe       *******
Don't know  *
No          ******



QUALITATIVE DATA

Ah! Now this is the good stuff. I've compiled all the responses into a single dataset, so you're going to see a mix of negative and positive responses all mixed up together. Most of the positive responses liked how easy the game was to learn and the short play time (usually hovering around 20 minutes for 4-players). The hardest responses to pin down were the favorite and least favorite types of games. I expected players who liked Belle to prefer set collection games with light themes and easy gameplay, but there was a really wide variance in these two responses.

Did you like this game? Why/Why Not?
  • Easy to learn, quick game
  • Fun, moves quickly
  • Great theme. Light and quick.
  • I enjoyed this game. I always am up for some quick moving, lighter games to play between my deeper game experiences.
  • I felt like it was alright. I didn't feel like there were enough strategic decisions. Also, I'm not sure of the balance of Belle cards.
  • I liked it. Simple and strategic with a lot of choices. It's also very short.
  • I liked the fast pace. I think once I got more practice, you could have a lot of fun with character names.
  • I really liked the theme as well as grouping for the scoring component.
  • It was okay.
  • It would appeal to people who like lighter, more random games.
  • Proper luck/skill balance for length of game with not-so-serious theme
  • Sure maybe still good with more than four players?
  • The presentation (cards) were great, the mechanics are few and it is well-paced.
  • The theming and art are consistent and add to the enjoyment of the game. Cards are fun to read. Game has a good mix of luck and strategy.
  • Very easy to understand and play.
  • Yes, creative, easy to play, appeals to a wide amount of people
  • Yes, easy, fun and casual
  • Yes, interesting mechanics
  • Yes, it felt unique even though it used familiar mechanics
  • Yes, it made you think, but not to the point that it was tedious.
  • Yes, it was fun and kind of like a puzzle, and personally I like puzzle games
  • Yes, it was quick enough to keep interest and always kept you guessing.
  • Yes, it was something that made me think
  • Yes, moved quickly, good theme
  • Yes, quick and easy to learn.
  • Yes, silly names, fast-paced.
  • Yes, there is good interplay and chances to interact with others
  • Yes, to a degree. Set collection is my least favorite type of game, but I enjoyed it.
  • Yes. Easy rules. Interesting concept. Fun theme. Short duration.
  • Yes. Original theme. Fun play.
  • Yes. Should announce the guest as they arrive.
  • Yes. Simple mechanic plus creative flavor (names and art) is a very fun combination.
  • Yes/No. Loss of bribes sets game into crash course. Need mechanism to pull bribes.
  • Yes, theme fit the game well, solid art, balanced play

Favorite part?
  • Interesting Belle cards
  • Theme
  • Scoring/theme
  • Belle cards.
  • The cards, both appearance and their mechanics are fun. Some of the card actions were brilliant!
  • Drafting.
  • Light. Good player interaction.
  • Matching interests
  • The Belle powers were very well thought out and varied
  • Names and symbols
  • Makes you think with an element of luck
  • Being able to affect other player's scores
  • Light amount of strategy required
  • Card based, so no board or crazy setups
  • Interaction with other players
  • The theme drew me in but the gameplay is solid and highly repayable. I enjoyed trying to find a good winning strategy when I played a second time.
  • The theme
  • The bribe and belle cards.
  • Collection line of the cards in the middle
  • It played quickly and was easy to learn.
  • The ease of gameplay. The ability to see it and pick up and go.
  • Design and creative cards
  • Winning!
  • Every part was fun
  • The ability to score fast.
  • Matching cards
  • The Belle cards are fun to play with
  • Cards were elegantly designed. Play was easy. Great for kids.
  • It moves quickly. Decisions are meaningful, but not complex enough to bog down.
  • It was all good, really.
  • Winning, silliness
  • Speed

Least favorite part?
  • If you ran out of bribes, your choices were limited.
  • Could over analyze, but we played quickly.
  • Having to slide the row of available cards after each draw.
  • Bribes/Not enough defense cards
  • Sometimes choices felt pretty automatic.
  • I felt like the decision of what to select was a bit proscribed.
  • Theme. It's fine, but it doesn't seem organic.
  • Really need to learn the Belle ability to master
  • Not much interactivity, but we had a very bad shuffle. Five out of the last six cards were Belles
  • Cards with words (Belles)
  • Would have liked the guest deck to be bigger
  • Wish it was longer
  • Needs a better way to keep track of score.
  • Potential for conflicts with Belle cards (could be fixed with a first or last played Belle card rule)
  • Some wording tweaks need to be made to clarify how the Belle cards are used.
  • I had no least favorite part.
  • Bribes
  • Set collection
  • N/A, I very much enjoyed the whole game.
  • Losing…
  • Nothing, I liked it.
  • I felt bad for the other guy
  • The end-scoring system requires strategy to change when within a certain number of turns from the end. This is something the newbie must realize or be at a disadvantage.
  • Can't think of anything. My main suggestion would be to have the game last 10minutes longer. Perhaps have a specific quantity of cards per people playing. This might have had enough cards for 2 players.
  • Can't think of anything, but placing line of cards on a spinner so they face players may be handy.

Favorite type of game?
  • Worker placement
  • Tichu, card games.
  • Euro
  • Fun ones (not particular)
  • TTRPG
  • Aw man, I don't know.
  • Family
  • Medium weight euros
  • Adventurous endeavors
  • Strategy
  • Party games
  • Casual strategy / Resource mgmt
  • Abstract strategy
  • Abstract
  • Thematic games
  • Video games
  • All
  • Board games/puzzle games
  • Cards, visual perception games.
  • Co-op
  • Strategy
  • Board games
  • Games that involve trading/auctioning
  • Games that have a lot of social interaction, humor.
  • Word, card, strategy
  • RPG-themed
  • Strategy, RPG

Least favorite type of game?
  • Fluxx
  • Agricola
  • CCG
  • Politics
  • MMORPG
  • Bluffing, diplomacy
  • RPG
  • Auction
  • Abstract war games like chess. Games that overstay their welcome.
  • Chance games
  • Crazy strategy where your brain hurts!
  • CCG
  • PVP
  • Set collection
  • Puzzles
  • Video games
  • Boring games
  • War, strategy, make-believe components (power, magic, etc)
  • Luck fests
  • MMO
  • Games where enemies are auto controlled
  • Word games
  • Worker placement
  • Fluffy, non-strategic party games
  • War

Additional notes:
  • Let me know when it comes out!
  • Please email me when I can buy this!

FINDINGS
You know I'm excited about those last two notes! But still, there are some good actionable data to take into consideration from the negative responses. Here are a few takeaways:
  • A more convenient way of moving the line. One suggestion from the show was to deal six cards in a line, then six more parallel to that. Only one line is "active" at a time. When the active line runs out, the neighboring line becomes active and you deal six more cards to replace the former active line. In this manner, you're not moving cards down every turn, but it may get confusing which line is active at any particular turn. Maybe a "front door" card to indicate this?
  • Players hoarding bribes can really flatten everyone's choices. There ought to be some risk to hoarding bribes, like Belle cards that explicitly target the player with the most bribes. Belle cards in particular seem to be a popular element, but they do take a little bit of learning to understand how they can be used to their fullest effect. This may be something I include in the rulebook under a "tips" section.
  • Some outside feedback has said the game is too simple, but dang near all the positive responses have shown that this simplicity a good thing. If I add any more elements to the game, I'm going to keep them through a few channels: New Belle cards, maybe some unique Guest cards, but that's it for now. Adding "event cards" whose effects are immediate and continuous as long as they are in the line could also easily be added, but it creates just one extra level of complexity that I hesitate to add to a light filler game. This is where expansions would probably be best.
Once again, many thanks to Car Trunk Entertainment for hosting the UnPub program and doing us game designers such an excellent service. 

    Thursday, September 27, 2012

    Belle of the Ball at the UnPub Protozone and plans for Prototype M

    belle
    Image from dicehateme.com

    John Moller just posted his thoughts from UnPub protozone at the Escapist Expo, including his playtest of Belle of the Ball at the Escapist Expo. He had this to say:

    "I finally had a chance to sit down with Daniel and play Belle of the Ball. It was a good experience. I really like the interactivity of the game. You get to take actions based on the actions that other player’s choose. There’s a lot of strategy to that, and I didn’t plum the depths of it as much as I could have. The theme is original and really fit what was going on within the mechanics of the game, which is always a plus. It’s a game about mingling at a  Victorian party. Your cards are guests and you’re building sets by grouping and grouping. Belle of the Ball is a little more complex than I first gave it credit for being, and definitely a game to note and watch for."

    The UnPub event was a very productive experience. I actually think it was in John's game that the term "caller" naturally emerged in reference to the active player calling for everyone's actions.

    One of the things I'm also learning is to keep my prototypes in a closed beta for a little while longer before releasing them for public view. There were some really nice changes to the game based on UnPub feedback, but unfortunately I had already ordered printed cards from an earlier prototype a few weeks prior. D'oh!

    Well anyhoo, Prototype M is gradually trickling out to a select group of volunteer playtesters. It's not released to the public yet. There are some significant updates so far.

    • The game supports up to 6 players.
    • Every player begins with a set starting party of four guests. Each guest has one basic charm, so everyone has the same basic options in the beginning of the game.
    • The basic charms call for simultaneous action, a la San Juan. The revised basic charms are
      • Invite: The active player draws a card, then each other players may do the same.
      • Announce: The active player brings a guest into play, then the other players may do the same.
      • Group: The active player may group two guests (or add a guest to an existing group), then the other players may do the same.
      • Excuse: The active player may move a guest out of a group, then the other players may do the same.
    • Three bonus charms (Extra Invite, Extra Announce, Extra Group) allow you to do the noted action an extra time. Those charms are passive. As long as they're somewhere in your party, they are in effect, even when you're not the caller.
    • The other red-bordered charms allow more mid-game scoring for the active player, like Delight (score 1 point per group in play) and Mimic (score any group in play as if it were yours). Other red-bordered charms are more offensive, like Steal (take a single guest from an opponent's party) and Lure (take a group from an opponent's party.)
    • Group scoring is much simpler. All you have to do is match suits within the group. Each matching common suit is worth 1 point. Each matching uncommon suit is worth 2 points. Each matching rare suit is worth 3 points.
    • Removing the "special guest" Belle bonus. It's too random and often doesn't actually decide a victory.
    • Basic Belle bonus is revised so that you're trying to collect a third of the guests with a particular suit. So, 8 of a common suit, 6 of an uncommon suit, and 4 of a rare suit. I removed the Belle seeking 8 "Chat" guests, since they're all assigned to be a player's starting party. That leaves a total of 12 basic Belles, one focused on each suit.
    • Endgame is triggered by the deck running out.
    • Redesigned cards so groups can be arranged vertically, for more efficient use of table space.

    But I'm going to wait for further playtesting and we'll see how long these changes last. For what it's worth, the game feels about 90% baked. It's been a long year of development, but I think what will emerge is a nice, elegant game.

    Wednesday, September 5, 2012

    What's scarier, pilgrims or monsters? [Actual Play of Do: Pilgrims of the Flying Temple]



    Long-time pilgrim Sophie Lagacé shared this lovely play report from last weekend, plus some follow-up comments on this thread. Below is the actual play report in Sophie's words:

    At Pacificon this weekend, +Edmund Metheny ran +Daniel Solis' Do: Pilgrims of the Flying Temple for the Young Players' room.  I played with the kids and served as scribe.  Here is the letter (contributed by +Ariele Agostini for Do: The Book of Letters)  we answered and the story that ensued:

    "Hello!

    I am writing to you because I'm stuck on my bed.

    I just dreamed that the Evil clan of Tvel.. Twl.. 12 Bed Mosters declared war against me, and I just woke up.

    I know I should not be afraid, so I sent two of my teddy bears to take a look, but they haven't come back.  Then I sent all the others but none came back.  Now here on the bed I'm left with only Poldo and Capt. FluffyEar but the monsters are pulling my blanket and I can hear them laugh and chuckle and snicker and say they want to roast me and eat me and I DON'T WANT TO BE ROASTED!

    So please come help me, because I don't want to be roasted and prettyprettyplease don't make too much noise or my sister will mock me until Christmas because I'm afraid of mostners!  Stupid she is, she hasn't to be afraid, the mosnters don't go after her, do they?

    Listen, here while I was writing they have eaten half of my blanket so now I fold my letter and make a paper plane but hurry.

    Thank You,

    Agatha"

    We had three Pilgrims:
    Chatterbox Advisor, who gets in trouble by talking too much, and helps people by giving wise advice;
    Forgetful Finder, who gets in trouble by being absent-minded and helps people by finding things; and
    Tiny Mouse, who gets in trouble by being too small and helps people by being able to get in places where no one else can.

    As soon as the Pilgrims arrive, Tiny Mouse says: "Don't worry, Agatha, we're here to help!" and dives under the bed to take a peek at the monsters.  The monsters catch her, tie her up and throw her in the closet.

    Pilgrim Chatterbox Advisor tells Agatha to stay with her teddy bears.  But she also starts talking so much that Agatha falls asleep and over the edge of the bed!

    Pilgrim Forgetful Finder looks over the side, spots the toy grabber that the monsters have been using to reach up, snatches it and pulls Agatha back on the bed with it.  But he forgets to dodge the monsters so they tangle him with the blanket and pull him down to eat him!

    Tiny Mouse, all trussed up, crawls like a caterpillar through a hole in the closet wall into the next room.  Agatha's sister thinks this is a big caterpillar, screams and throws Tiny Mouse through the window into the grass.

    Pilgrim Chatterbox Advisor tells Captain FluffyEar to throw pillows at the monsters.

    Pilgrim Forgetful Finder finds an old feather in his pocket and uses it to tickle the monster from the inside and make it sneeze him out so far he bounces into the corridor.  Forgetful Finder runs back in the room -- but gets it wrong and scares the sister in her room so she hits him with a pillow!

    Pilgrim Tiny Mouse, flying crookedly, manages to get in through the window cracked open and Poldo unties her.

    We get a parade ending!

    Tiny Mouse goes back under the bed with Poldo and Captain FluffyEar.  Forgetful Finder finds the missing teddy bears, so Chatterbox Advisor organizes them as an army against the monsters to throw them out.  Then Chatterbox Advisor puts Agatha and her sister back to sleep by talking to them for a long time, so they'll think it was all a bad dream, but the teddy bears give the pilgrims a parade!


    The kids had a great time and were really insistent that we should play another game, but we had to run for our next scheduled event. I spoke to one of the Do players and her father today; they liked the game so much that they went to the dealers' room and bought the book after yesterday's game!

    Thursday, July 12, 2012

    Operation BSU plays Happy Birthday, Robot! via Google+ Hangouts

    You remember the last time Operation BSU played Happy Birthday, Robot! right? Oh boy. Thankfully, they acknowledge that they're gleefully corrupting what is meant to be a kid and family game. And boy, are they gleeful about it. When your first line opens with eating babies, that's how you know this will be an odd session.

    Set the table, tuck in your bib, and read the complete story here.

    Tune in to Operation BSU on Saturday nights, 10pm EDT. http://operationbsu.org and their Google Plus page. "Like a morning show, except better. And at night."

    Tuesday, June 12, 2012

    Clark Valentine and Kids play Do: Pilgrims of the Flying Temple

    Clark Valentine kindly shared his family's play session when they played Do: Pilgrims of the Flying Temple. Check it out below!


    PILGRIMS

    Pilgrim Loud Frog, played by T. (age 9) . Pilgrim Loud Frog gets into trouble by waking people - or things - up. He helps people by jumping high.

    Pilgrim Tall Thinker, played by C. (age 39). Pilgrim Tall Thinker gets into trouble by bumping his head into things. He helps people by giving wise advice.

    Pilgrim Creative Dancer, played by M.R. (age 11). Pilgrim Creative Dancer gets into trouble by thinking too far outside the box. She helps people by being clever, flexible, and athletic.

    The Pilgrims received a letter from a young girl named Agatha, who had a monster under her bed and a sister sleeping in the next room; the letter can be found on Page 9 of The Book Of Letters. Here is the story they all wrote together.


    THE STORY


    Pilgrim Loud Frog jumps into the rafters above Agatha with Pilgrim Creative Dancer, and ties ropes around Pilgrim Creative Dancer's ankles. Pilgrim Creative Dancer lowers herself to try to free Agatha from the monsters.

    Unfortunately, Pilgrim Tall Thinker bumps his head on the rafter, falling under the bed with the monsters, and also knocking Pilgrim Loud Frog off the rafter. Pilgrim Loud Frog hits the floor so loudly that Agatha's sister wakes up!

    Pilgrim Creative Dancer lowers herself even more so she can stick her tongue out at the monsters, grossing them out so they let go of Pilgrim Tall Thinker. Instead, the monsters pull the blanket from the bed and tangle up Pilgrim Creative Dancer!

    Pilgrim Tall Thinker, now free of the monsters, tells Agatha's sister an old, sleepy story, and she falls back asleep. But the sleepy story also makes Pilgrim Tall Thinker fall asleep.

    Pilgrim Loud Frog leaps back into the rafters and unties the ropes holding Pilgrim Creative Dancer. He shouts "You're free!" which attracts the monsters' attention. Pilgrim Creative Dancer tries to distract the monster using Poldo, Agatha's stuffed bear. This makes Agatha angry. Pilgrim Creative Dancer says sorry and does flips to distract the monster instead.

    Pilgrim Tall Thinker wakes up, and remembers old lore that the monsters can be bound to leave by Agatha fearlessly ordering them to. In his haste to tell everyone, he bumps his head on Pilgrim Creative Dancer, and falls on Capt. Fluffy Ear, Agatha's other stuffed bear.

    Pilgrim Loud Frog jumps back to the rafters, and recruits birds to help chase away the monsters. But he speaks so loudly that he frightened the birds, who start pecking at him! Meanwhile, Pilgrim Creative Dancer tells Agatha to order the monsters away, and she does.

    When the monsters are gone, everyone was happy and they had a great feast. THE END.

    Wednesday, June 6, 2012

    Belle of the Ball on The Dice Section Podcast [Interview]


    Listen to this episode of The Dice Section as we discuss Do: Pilgrims of the Flying Temple's latest award, examine the state of crowdfunding and play the latest version of Belle of the Ball. I am so pleased with how this session turned out. Here are key highlights so far.
    • There are several paths to victory, some of them convergent with each other, some of them divergent from each other.
    • The first time you play, you're constantly just on the edge of fluency. There are one too many gears turning for you to keep track of in the first session, but that is fun for many people.
    • Thought you don't achieve fluency in the first game, you get so close and the game is short enough that it calls for one more play.
    • The theme really fits the mechanics well. So much so that it even got past Micheal's skeptical first impressions.

    But let's hear the guys speak for themselves!

    » The Dice Section: Episode 6 - Belle of the Ball

    Monday, April 2, 2012

    Lyndsay Peters teaches Do: Pilgrims of the Flying Temple


    Lyndsay Peters keeps sharing the love for Do: Pilgrims of the Flying Temple with new players. This time, she teaches her friends Randall and Anna. Here is their story. They were playing the 10,000 pandas letter from Do: The Book of Letters.


    THE PILGRIMS
    Randall - Pilgrim Drunk Bottler
    In trouble: is probably spilling something unfortunate on someone
    Helps people: by showing everyone the perfect liquid refreshment

    Anna - Pilgrim Shiny Felter
    In trouble: is easily distracted by shiny things
    Helps People: by connecting them with their true feelings

    Brian - Pilgrim Clumsy Dancer
    In trouble: Knocks things and himself over... constantly
    Helps People: by showing people that all of the worlds problems can be solved with one thing: DANCE

    Lyndsay - Pilgrim Wiggly Feelers
    In trouble: very ticklish and prone to tickling people
    Helps People: Has a great sense of smell and can tell when people are sad


    THE STORY
    Pilgrim Clumsy Dancer’ macarena flips over the shoebox with the pandas the children had collected.

    Reacting quickly, Pilgrim Clumsy Dancer begins to do the chicken dance luring the fleeing pandas into a ridiculous dance number.

    Pilgrim Wiggly Feelers finds some of the humbuggin-ass pandas who don’t want to do the chicken dance and gets them involved in a rousing game of tic tac toe.

    As few of the pandas break away from the chicken dance and jump into the pocket of Pilgrim Wiggly Feelers and begin tickling her madly.

    Pilgrim Drunk Bottler begins feeding each of the little pandas in the classroom, a little teaspoon of water from the fish tank so they’ll learn to swim.

    Pilgrim Drunk Bottler is walking back from the fishtank with his small 5ml dish when he spills some fishtank water on Sam and three of his friends, who then demand he takes them swimming.

    Pilgrim Shiny Felter gathers Sam and the other children who want to go swimming and helps them to see that the reason they want to go swimming is because the task of catching the 10,000 pandas seems too hard for third graders.     

    Grabbing a nearby piece of bamboo, Pilgrim Clumsy Dancer starts an impromptu limbo contest, dragging Pilgrim Wiggly Feeler over first to shake the pandas from her pockets.

    Pilgrim Clumsy Dancer trips over the end of the limbo pole, accidentally hurtling the bamboo out into the playground.

    Pilgrim Wiggly Feelers smells Ms. Hollsworth coming down the hallway and runs out to distract her by showing her the latest issue of F-stop magazine, which just arrived in the inter-school mailing system.

    “Who are you and WHAT are you doing in my classroom?” demands Ms. Hollsworth as Pilgrim Wiggly Feelers offers the magazine and begins to wiggle unexpectedly as she realizes one lone panda remains in her pocket, and tickles her.

    Pilgrim Drunk Bottler holds up a glass full of aquarium water and shouts, “Xing-Xing, ASSEMBLE!”, causing the little pandas to begin to assemble together.

    Pilgrim Shiny Felter is distracted by the broken glass Window on the classroom floor, and  she starts sweeping it up to use in a mosaic later, a project she is now completely engrossed in.

    As she sweeps up the shiny glass, the shards make a sound like Xing-Xing, and Pilgrim Shiny Felter remembers the reason she is in the classroom and puts the glass pieces away for later.

    Pilgrim Clumsy Dancer climbs through the open window and begins to maracarena  towards the park in an attempt to lure the missing pandas out of hiding.

    Pilgrim Wiggly Feelers attunes her panda senses to the roof of the elementary school, where her feelers smell some pandas and she flies up to the roof!

    Pilgrim Drunk Bottler carries the “growing” panda arm outdoors and shouts, “free milk to all the little pandas that join this arm!”

    Pilgrim Shiny Felter flies out the window and joins Pilgrim Drunk Bottler in shouting to the pandas by crying, “Xing-Xing, ASSEMBLE NOW!”

    Just as Ms. Hollsworth reaches the room, Pilgrim Shiny Felter and Pilgrim Drunk Bottler fly back into the classroom with the recently re-assembled Xing-Xing, and Piilgrim Clumsy Dancer and Pilgrim Wiggly Feelers get the children involved in the Happy Dance of Victory!

    Wednesday, March 28, 2012

    Minoqaur - Java app download by Ernest Pazera


    Ernest Pazera just made this great little Java implementation of Minoqaur. You can see an example of it up at the top of this post and download it from his blog here.

    Here is how to run a .jar file on most OSes. Are you on a mac? You can run .jar files with the Jar Launcher under /System/Library/CoreServices and select it as the default app for .jar files. Ernest also shared two interesting findings:

    "The sword is so immensely powerful that not picking a nearby starting point seems foolish."

    The sword is very powerful, but also farthest from the treasure. It takes twice as many steps to get to the treasure from the sword's entry than from the cloak's or key's entries.

    "I learned looking into QR codes, not all QR codes have the "treasure chamber" until they are a minimum size. Additionally, larger QR codes exist with multiple such chambers."

    Now that is surprising! If a QR code does not have a treasure chamber, then place it as far in the far right corner as possible. If it has many, place it far from the sword as possible.

    Have fun playing and hacking the app!

    Tuesday, February 14, 2012

    A Taste of Storytelling at Labyrinth Games & Puzzles in Washington DC


    Labyrinth Games & Puzzles in Washington D.C. just hosted a big event called a Taste of Storytelling, featuring Happy Birthday, Robot! and Do: Pilgrims of the Flying Temple. The store owner was very kind to host my wife and I over the weekend and give us a tour of the city. We saw lots of cool schtuff and there was way more to see than we could fit in one Saturday. We'll return soon!

    But the main event was on Sunday and it was awesome. About thirty attendees played six different sessions of either Do or HBR. It was my first time actually being in the room while others taught and ran my games, which was a surreal and exciting experience. Probably my favorite moment was when everyone fell quiet at the same time, long enough to overhear me ask "So... what could possibly go wrong with using a sword as a baseball bat?"

    During short one-shot games like these, I've been trying to relax the writing requirements of Do. Upside: It speeds up play quite a bit when people can just say what their pilgrim is doing. The downside is that you really need an outside facilitator (a GM, basically) just to keep track of everyone's current trouble-state. I'll adapt what I've learned from to my newer storytelling games.

    Oh! And Megan was kind enough to be the typist during our HBR sessions. The best part of that? She could have her laptop read aloud the story after the game was complete. That drew big laughs from the group. Here's a sample of some of the stories from the event, first from Do.

    THE PILGRIMS

    -Pilgrim Sublime Elephant gets in trouble by being slow to action and helps by having a great memory.

    -Pilgrim Exuberant Mountain gets in trouble by helping and helps by being patient.

    -Pilgrim Anxious Fountain gets in trouble by being nervous and helps by being very giving.

    -Pilgrim Insolent Monkey gets in trouble by mouthing off and helps by climbing things.

    THE STORY

    ••Pilgrim Sublime Elephant remembers this was not the first time Melanie has written to the Temple and begins a thorough search through the vast archives. After hours of searching, Sublime Elephant finds the letter...just as a cat nabs it from his hands and runs away.

    Exuberant Mountain chases the cat straight into the whale's mouth.

    °°Pilgrim Anxious Fountain brings a tasty treat for the whale to eat in order to get access to the swallowed cat. The cat then leaps out of the whale and is chases Anxious Fountain.

    •Pilgrim Insolent Monkey loudly demands the whale release the planet and is promptly swallowed in the process. Insolent Monkey then quickly climbs up and out the whale's blow hole.

    °°Pilgrim Sublime Elephant realizes he didn't need the original letter because read it previously and states, “I know why that planet was so delicious!” Sublime Elephant, however, did not know he looked up the WRONG Melanie and sets off for a different world.

    ••Pilgrim Exuberant Mountain finds the planet inside the whale and begins dragging it toward the blow hole. Dragging the planet thereby destroys the roof of the house in the process.

    °Pilgrim Anxious Fountain realizes she needs to help her friends, confronts her feline fears, and heads back toward the whale.

    ••Pilgrim Insolent Monkey sees Sublime Elephant lumbering in the wrong direction and re-directs him toward the whale. Sublime Elephant resolves to shove one of the trees into the blow hole and is subsequently sneezed into the sky (a literal snot rocket, one might say...).

    Sublime Elephant manages to yell, “Burn the cookies!” while flying past the other Pilgrims.

    Exuberant Mountain makes a quick decision to set the roof, still in his hands, alight to burn the cookies as directed. The whale then sneezes hard enough to expel the planet!

    DESTINY

    -Pilgrim Sublime Elephant: ••°°• The lessons learned here in sky whale congestion will serve me well in teaching other pilgrims back at the Temple. He'll soon becomes a library hermit in the temple.

    -Pilgrim Exuberant Mountain: •• Fire + Whale = Whale Bacon. I'll create the universe's largest BBQ shack.

    -Pilgrim Anxious Fountain: °°° I learned so much during this adventure. I'll return to the temple to create a training program and share what I learned.

    -Pilgrim Insolent Monkey: ••• I am the Whale Whisperer! And also a traveling outcast...

    And here's a story from Happy Birthday, Robot!

    Happy Birthday Robot!
    Robot ate cake and called his friends, but his friends couldn't come.
    Robot was sad that his friends missed his party, so he decided to cry.
    However, Robot's friend Matt was able to come later and they had fun, but Matt lost his present.
    Robot had extra presents to give Matt and they both had a lot of fun, but something bad happened.
    Robot saw it started to rain...with lightning! But, the sun was out.
    A beautiful rainbow showed Robot where a present was hidden, but someone else was there.
    Amazingly, it was his other friends who were coming to visit.
    And when he saw friends he was totally amazed!
    Robot really wanted the present (it was a water slide). And it was ginormous!
    So, they played.
    After they went on the water slide, they dried themselves off.
    Matt found his present and oiled Robot.
    They went home to eat more cake.
    Robot said, “this was the best birthday ever!”

    Check out the pics above a fine city and an even finer game shop. Many thanks again to Labyrinth Game Shop. DC gamers, you're super lucky.

    Wednesday, December 28, 2011

    Reddit asks: "Anyone played Do: Pilgrims of the Flying Temple?"


    Yesterday, a Redditor asked "Has anyone played Do: Pilgrims of the Flying Temple? Is it any good?" And boy, did we get some nice responses!

    rkalajian "The game, along with the physical book itself, are amazing. The mechanics are simple enough to get up and running quickly, and help spur creativity with your stories."

    e4mafia "I have played Do with my daughters, ages 8 and 6. They both love it and so do I. Its a great, fun way to spend time together, telling a fun, irreverent story. Its also a great chance to encourage them to write."

    stupidgremlin "This is easily one of my top-ten favorite games, and number-one favorite for sharing with people new to gaming, and especially children. I have, since its release, purchased about 12 copies of the physical book and given them away to friends and family as gifts, and they have been well-received."

    ios329 "It's amazing. It's a great family game, it's a great non-family game, it's just a great game."

    Keep it up, folks! Share your play experience on Reddit.

    Tuesday, December 20, 2011

    Even More Pitch Tag with Fred and Daniel


    This is the third installment of the ongoing Pitch Tag game between Fred and me. Fred inadvertently takes me way out of my comfort zone, into the world of improv rap battles. It is a scary place. I kinda felt like I was phoning in for a while there. Thankfully I recovered with Two Fast, which eventually became Bombs, Away! There is also some strong potential in Scooter Rebooter and What's Your Excuse?! I'd also love to test out Monkey Gonna Getcha!


    Fred:
    Spice Trade
    Euro boardgame with a Ticket to Ride/Puerto Rico hybrid feel. You're building up a successful mercantile business back at your home country, while building routes around the world for your ships to ply their trade. Occasional misfortune can befall you -- ships lost at sea, cargo that rots in transit, etc. Much of the "resource management" aspect of the game comes from using your limited number of actions each turn to split your attention between developing your business at home and keeping your routes and ships healthy abroad. (I feel like that was a bit of a boring answer, but that sort of game felt like the strongly correct fit for the title!)

    Your next challenge:
    Nomnomnominee


    Daniel:
    Nomnomnominee
    Who will be the next President of the United States? A wide array of hopeful candidates make for a challenging field, but only one will win. Candidate Ham Sandwich? Candidate Bean Burrito? Candidate Quinoa Salad? Candidate Meatball? Pairs of players work as a team to push their candidate to the top of the straw polls, coach them for televised debates, and keep them fresh during the long campaign season. Play honorably to win the loyalty of your constituents or create a scandal for a rival candidate. The race is on! (Oh man, I love the absurdity of chaotic electoral campaign all swarming around inanimate dishes of food. Ha!)

    Your next challenge:
    Expedition: Mariana


    Fred:
    Expedition: Mariana
    A near future sci fi larp scenario oriented on creating submarine drama in the deepest reaches of the sea. Intended to be played in the hallway of a convention center: long and narrow. You divide it off into sections with masking tape, each representing a room on the submersible vehicle being lowered into the Mariana Trench. A saboteur is on board, and at various points during the scenario, a section of the sub will collapse/flood/whatever, turning it into a deadly hazard zone for those inside, potentially separating allies from each other, or trapping you in the same room with the saboteur. (Plus... what's that sound coming from outside the hull?) Over time, the space gets more and more claustrophobic, as survivors crowd into the few remaining spaces: they're fixed dimensions, and at some point there's only going to be one room left.

    Your next challenge:
    My I


    Daniel:
    My I
    The game that puts you in the thick of the illicit identity theft trade. You and the other hackers go on phishing expeditions, trying to score new personal data to trade in the black market. The data has a short life expectancy and quickly loses its value. Will you use the ID to score quick cash for yourself or risk putting it out on the open market? In the former, you risk tipping off the cops but at least you can get better gear for future phishing. In the latter, you lose time and money, but make yourself known to high-level crime syndicates, who offer some protection from authorities.

    [Honestly, I wouldn't play this game. The theme makes me feel squicky, but that's just where the title took me.]

    Your next challenge:
    Beholder Bowler


    Fred:
    Beholder Bowler
    A game played with your spare D&D minis. Take a bunch of Beholder miniatures and get rolling! (You can substitute other irregular spheres if you don't have the Beholder minis handy -- the lumpier, the better.) Lay out a battle mat on the floor, and place up to 40 different miniatures at various locations on the map (each player places one mini, round robin style, until they're all placed). At the beginning of your turn, select one monster on the board and move it according to that monster's D&D movement rules. Then step back to an agreed upon launch distance, and roll your Beholder, scoring points for any miniature you knock prone with your throw. You score one point for a human or smaller sized target; two points for a Large; three for a Huge; and so on. Special bonus points exist for particularly difficult to capsize miniatures (rat swarms, etc) if you should happen to pull it off. (Fictional history factoid: Originally a game played by the folks at the WotC office after hours, became an actual published game when it caught on throughout the company.)

    Your next challenge:
    Scooter Rebooter


    Daniel:
    Scooter Rebooter
    A fast-moving racing card game for up to 5 players, set in a race between automated scooters. The game begins with scooter tokens lined up in a row at the starting line of the game board. Players each have a small handful of cards: Left, Right, Up, Down, and Reboot, with some customized powers on the cards for each player's unique scooter. These cards also have numbers on the corner.

    The goal of the game is not just to win the race, but to score victory points in unique ways like "Collide with a scooter: 1VP." "Spend a whole turn in the lead." "Spend a whole turn trailing behind." Etc.

    Players each take their turn simultaneously. On your turn, play one card from your hand. Cards are resolved according to their number, lowest to highest. UP: Move your scooter one length forward. LEFT: Move your scooter one width to the left. RIGHT: Move your scooter one width to the right. DOWN: Move your scooter one length backward. REBOOT: Remove all damage tokens. Special powers on cards include dealing damage like "LEFT: Spikes: On a collision, the target scooter moves DOWN." or "RIGHT: Shield: Ignore collisions from this side." or "DOWN: Lasers: All scooters ahead of you move LEFT or RIGHT, if there is an open space."

    The game ends when the lead scooter gets three lengths ahead of the pack or when the trailing scooter gets three lengths behind the pack. The scooter with the most victory points wins!

    Also, random events occur if three players play the same card. I think. Okay, time to move on.

    Your next challenge:
    Rainbow Princess Power


    Fred:
    Rainbow Princess Power
    A LARP scenario with some "magical girl" anime flair. Queen Spectra must marry off her seven daughters if she's to retain her magic for the next thousand years. But her daughters have other ideas. You play the Queen, one of the princesses (Rouge, Bergamot, Goldie, Emerald, Azure, Indigeaux, Violet), or one of the suitors. But whose side are you on? Will you work to ensure all the marriages take place, or will you disrupt at least one of them in the hopes of claiming the Queen's power for your own? And what happens if nobody gets married?

    Your next challenge:
    Textually Transmitted Disease


    Daniel:
    Textually Transmitted Disease
    A mashup of tag, pyramid schemes and Hit a Dude. To begin, text one or more contacts the following message:

    TAG! You're it. Step 1: Forward this text. Step 2: In one hour, tell me how many people followed these instructions.

    Add up all the numbers you get in the next hour. That is your score. Share it with the world and compete on a global leaderboard for the high score.

    Your next challenge:
    Library of Clouds


    Fred:
    Library of Clouds
    Everyone plays zephyr librarians working at the Library of Clouds. A variety of patrons, ranging from storm gods to wind spirits to weather scientists, come through the door (are drawn from a deck) looking for a particular kind of cloud or combination of clouds. Each round the librarians attempt to address one or more patron inquiries, round robin, with clouds (cards) they have in their section (hand) of the library. Satisfied patrons go into each player's score deck as appropriate, and are scored somewhat Alhambra style, according to their type and number in each player's score pile (runs, 3-of-a-kind, etc), whenever a "time to score!" card is drawn from the deck of inquiries. (Kind of derivative; this game needs something that takes advantage of the cloud notion beyond simple color. I'm grappling with the notion of cloud cards having a kind of "freshness" to them, with them dissipating -- or turning into different clouds -- the longer they sit around unused.)

    Your next challenge:
    Food Court Reporter


    Daniel:
    Food Court Reporter
    A casual game for snarky players in a mall food court. The players quietly observe their surroundings and pitch Onion-style headlines like "Local Man Surprised by Velocity of Ketchup Dispenser" or "Clerk Just Wants You to Pick Something Dammit." The other players then identify the subject of the headline. No points are scored and there are no winners, this is simply a fun activity to pass the time.

    Your next challenge:
    Rainy Day Robots


    Fred:
    Rainy Day Robots
    A game played at home with the kids when the planned outdoors activity can't happen. Explore the recycling bin (wash those cans and cups), and construct "robots" out of the pieces-parts found there. Lightweight miniatures battles rules are used to govern the last-robot-standing brawl that happens after robots are constructed; household furniture is the terrain. As pieces get blasted off of opponents, the attacker must collect them into his/her own recycling receptacle. Winner determined, if necessary, both by who's left standing at the end and how full your bin is. Once the rain's over, take the recycling out to the curb.

    Your next challenge:
    Time-Traveler Radio


    Daniel:
    Time Traveler Radio
    A weirdo nomic game about warnings from the future transmitted between two or more friends. Each day, a player sends a message to the other players from 24 hours in the future. He warns the others not to do something or else it will lead to utmost DOOM! When the other players survive the day, the next player sends a new warning, from the new divergent timeline where following the last warning led to utmost DOOM! She warns the other players not to do something else. The game continues for a full round. If all the players survive, they win!

    Your next challenge:
    Piso Mojado


    Fred:
    Piso Mojado
    Spanish for "wet floor". This is basically Robo Rally with a twist. Instead of Robots, you have goofy people who don't read wet floor signs. You don't program them as you do in RR; you program their environment, which interacts with the goofs as they walk through the area on a predetermined course (Goofikins walks from west to east, and tries to line up with door 2 on the east wall). Each player has an alternative destination they're trying to guide the goofs to through a series of floor hazards and obstacles. If you get a goof to your destination, you score their points. If the goof gets to its destination, it leaves the board and nobody scores.

    Your next challenge:
    Two Fast


    Daniel:
    Two Fast
    There is a bomb with a lit fuse between all the players. On your turn, pass or roll a d6. If you roll, score the result as points. On every player's turn, record each die result. The game ends when all players pass or if the bomb goes off. The bomb goes off if any player rolls 2nd 6, 3rd 5, 4th 3, 5th 2, or 6th 1. If the bomb goes off, the game ends and both players lose. If the game ends without the bomb going off, the player with most points wins.

    Your next challenge:
    Big Street Draw


    Fred:
    Big Street Draw
    A game of city planning played with ordinary playing cards. Players take turn drawing cards from the deck, then using those cards to build a street map on the table in front of them (each person gets a map). Players start with empty hands, and can't draw if their hand contains five cards. Players may lay down any number of cards from their hand on each turn as they care to, so long as the placements are legal. The first card played is the player's starting intersection. You can branch off of each edge of an intersection -- cards always in the same orientation, so you have a clean grid -- by matching the intersection's suit or its value. (So if I had the Ace of Hearts as my intersection, I could branch off with hearts or aces.) Your streets can build out the same way, continuing in a straight line, connecting by suit or value. (So maybe I branch from my Ace of Hearts with a Nine of Hearts, followed by a Nine of Clubs.) After a street is two cards long past the intersection, the next card (third past the intersection or more) can be treated as a new intersection, with branches going off from there. If you end up with a full hand (five cards) and can't place any of those cards, your map is done, and you can't draw any further. Otherwise, the game ends when the last card is drawn from the deck and everyone has placed what they can from their hands. You get 3 points for each intersection, and one point for each road segment that isn't an intersection, plus an extra point for any connection made by value instead of suit (since there's only 4 of each value in a deck). You can use a double deck for larger player counts (in which case you get a 2 point bonus instead of one point if you connect an identical card in sequence).

    Your next challenge:
    The Big Scram


    Daniel:
    The Big Scram
    A game to play with magnets of various strengths. Each player has three magnets. The game is played on a small circular mat with five concentric rings and small key nodes scattered around. The game is played in several rounds, with each player getting a chance to take the first turn.

    On your turn, place a magnet on a ring. That completes your turn. Each turn will cause magnets to scatter and move around the board in barely predictable ways. Continue taking turns until no player has magnets left to place. That completes the round, now you all score points based on the location of each of your magnets.

    The center circle is worth five points. Each subsequent concentric ring is worth one point less. If your magnet is off the board, that is also worth five points. If your magnet is on a large node, you score double that ring's normal value. If your magnet is on a small node, you score double that ring's normal value.

    At the end of the round, all players pick up their magnets and start with a clean board. At the end of the game, the player with the most points wins.

    Your next challenge:
    The Wellfield Experiment


    Daniel:
    The Wellfield Experiment
    A competitive version of minesweeper. The board is a map of the "Wellfield", a vast area that hides abundant desired liquid resources -- reservoirs of water and oil mainly, though some other rarer things might be found here too. Some of the reservoirs, though, contain eldritch horrors from beyond the scope of history. Seemingly identical to oil at first when inert, once they "wake up" they can start wreaking havoc. Players take turns exploring the board, sinking their wells in various locations, trying to suss out the reservoirs below. Sometimes they'll dud out, hitting only rock -- no points. Other times they'll find a reservoir, and score points based on the type of liquid found and the size of the reservoir (which gets revealed after the tap is made). Oil scores particularly well, but comes with the risk of slumbering horror -- a random chance that any currently tapped oil reservoir will turn out to be the flesh of an ancient horror, causing it to invert its point value and corrupt (halve) the value of any adjacent reservoirs. Game ends when the board is fully explored or when three horrors have awakened, whichever comes first.

    Your next challenge:
    What's Your Excuse?!


    Daniel:
    What's Your Excuse?!
    It's the reverse of the drinking game "I never..." Each player draws a card with a statement written out like this: "I never 1) sky-dived 2) from a zeppelin 3) with a rabid wolverine." or "I never 1) drove 2) a monster truck 3) in the circus."

    The youngest player takes the first turn and states an excuse for why they never did the thing that's on their card without actually stating what's on the card. Towards this end, the excuse always begins with the word "Because..." and can only describe one excuse. For example, "Because I'm afraid of heights." or "Because I never got my driver's license." But a excuses like "Because I'm afraid of heights and blimps and rabies." or "Because I never got my driver's license and I'm afraid of clowns." would be illegal because they list more than one excuse.

    The other players each guess what the "I never..." statement is. The more elements they guess correctly, the more points that you both get, as noted on the card. So if they guess "You never sky-dived from a zeppelin with a mad dog." then you'd both get three points. One point for sky-diving, two points for the detail about the zepellin. They got the last detail incorrect, so you don't get those points.

    When every player has had a turn, the game is over and the player with the most points wins.

    Your next challenge:
    Bookmarks


    Fred:
    Bookmarks
    So, your team has, like, 10 minutes between meetings and there's nothing really productive that's going to happen in that timeframe. So you play Bookmarks. One guy is the caller, and he determines the topic. Everyone else scrambles through their bookmarks only (including stuff like delicious and other bookmarking services if that's their preference) to find a relevant bookmark that matches the topic. No search engines allowed -- this is a test of your personal preparedness with your own collection of bookmarks. Person who produces a judged-as-relevant bookmark first is the next caller. Keep score if you like, but not strictly necessary!

    Your next challenge:
    Amazing Grease


    Daniel:
    Amazing Grease
    Oink! A game about corralling greased pigs into their pen, for 2-4 players. The game board is an 8x8 grid depicting a muddy pit and one pen at each corner for each player. Each player has three six-sided dice. The game also comes with about twenty little plastic pigs in three colors. To set up the game, drop the pigs onto the board from about two feet. If any pigs fall off the board, put them back onto the board along the edge as close to their original location as possible.

    On your turn, you can roll one die and place it on any square of the board. If any pigs are on that square, they move away from your die in a straight orthogonal line as many spaces as your die result. If a running pig hits the edge of the board, they change direction and continue moving in an orthogonal line. If a pig hits one of your dice that's already on the board, that pig sticks to your die. Place that pig on your die.

    Thereafter, on your turn, you can either roll a new die and place it on the board, re-roll an existing die that is already on the board, or move a die with a pig on it. A die with a pig on it can only move one space at a time in any direction. When that die reaches a pen, you can drop the pig and count it as one of your own.

    The goal is to get as many pigs as you can into your pen. You get one point per pig and +3 points for each set of three different colors of pig. The game is over when there is only one pig left on the board.

    Your next challenge:
    The Summit


    Fred:
    The Summit
    Short and sweet on this one: The Summit is a Fiasco playset. It's backstabbing corporate politics meets the deadly climb up K2. Ostensibly a team-building exercise. A summit at the summit! But not everyone on this mandatory climb is a dedicated climber (and the self-professed dedicated climbers have a few screws loose). Then there's the bitterness and rivalry over how the Stevens deal went down last month...

    Your next challenge:
    Monkey Gonna Getcha!


    Daniel:
    Monkey Gonna Getcha!
    A playground game for two teams and an unlimited number of players. One team are the monkeys, the other team are bananamongers. The field has two endzones, like a football field. Monkeys should have a backpack or satchel. You also need lots of bananas, but nerfballs or other random items are fine, too. The bananamongers want to deliver their bananas from one endzone to the other. The only thing in their way is all the monkeys.

    When the game begins, bananamongers may start at either endzone and the monkeys start in a group at the center of the field.

    At the whistle, bananamongers may move around the field freely, under the following restrictions: Bananamongers may carry as many bananas as they can. Once both feet are outside the endzone, bananamongers may not walk, run or jump while carrying bananas. Bananamongers may throw their bananas at fellow bananamongers, though. Thus, bananamongers can form special formations or relay lines to deliver their bananas across the field.

    Meanwhile, the monkeys will try steal and intercept the bananas. Monkeys may run around freely, as long as they keep their arms raised above their shoulders at all times, like a crazy monkey. Monkeys can only lower their arms if they stand still. Monkeys can intercept bananas mid-air or gather them from the ground. Monkeys keep their bananas in their satchels and cannot give them to any other monkeys.

    At the final whistle, the bananamongers score one point for every banana they delivered. The monkeys only score points from the individual monkey who gathered the most bananas; one point per banana.

    Your next challenge:
    Crash the Kobayashi


    Fred:
    Crash the Kobayashi
    An anime-inflected, maybe jeepform game, where the players are part of an elite suicide squad that has infiltrated the enemy's starship (the Kobayashi) and are doing the only thing possible to destroy it: crash it, destroying the ship and everyone on board. As game play progresses, each character experiences at least one flashback that delves into their reasons for accepting the mission. Flashbacks are punctuated by "real time" present-moment scenes where the characters die, share a moment of gallows humor, try to save the life of someone other than themselves, plot a course that avoids endangering major population centers, etc. The scenario ends right at the moment of the crash.

    Your next challenge:
    Dance Commander VS Lyrical Gangster


    Daniel:
    Dance Commander VS Lyrical Gangster
    A deeply embarrassing and awkward game for anyone but the most extroverted player. Okay, here we go. It's basically your classic improv game for two performers. The audience tosses out a handful of subjects. The Lyrical Gangster raps about each subject as best they can. The Dance Commander interprets the rap into modern dance. At the sound of the buzzer, the players switch roles. Continue until the players die of embarrassment. (Can you tell I find improv a little painful to watch?)

    Your next challenge:
    All the Tea in China


    Fred:
    All the Tea in China
    Abstract-ish board game. Players take on the roles of great dragons, each associated with a particular type of tea (White, Green, Black to start; may also include Oolong), in distantly historical times before the introduction of tea. Ostensibly the board is a map of China, and the dragons are teaching the people of the benefits of tea. This won't always teach the people in each region to go for *their* color of tea (which scores most points), but it's a benefit to get them making any color of tea a part of their life (scores fewer points). Territories can contain more than one color, but only gain one color per turn. Places where your color has taken hold provide you a bonus to your efforts for spreading into neighboring territory. A final scoring bonus is tallied when all the territories on the map have at least one color of tea in them (signifying endgame), based on a color count (which does go only to the player with that colored dragon).

    Your next challenge:
    New Sex


    Daniel:
    New Sex
    A wordplay game to idly pass the time. Each player takes turns creating a euphemistic phrase for a sexual maneuver, each one more absurd than the last. Common themes include "reverse," "French," "cowboy," and "swirl." Bonus points if you can explain the etymology or technicalities of the maneuver.

    Your next challenge:
    Crime Brûlée

    Fred:
    Crime Brûlée
    Master Chefs... Master Villains! Crime Brûlée is the card game of gourmet misdeeds. Players are master chefs (TV stars, big names in restaurants, etc) who know the only way to get ahead is to crush the competition through illicit misdeeds. Drawing from the recipe deck, they get a card that gives a recipe for an outlandish, food-related criminal caper, which they can pull off only if they have the right cards in their hands. Once any of the players completes five recipes, the game ends, and everyone is scored for the recipes they completed (and docked for the ones they didn't).

    Your next challenge:
    What Are You, Some Kind Of Wizard?


    Daniel:
    What Are You, Some Kind Of Wizard?
    A fantasy variant of Werewolf/Mafia/Resistance for 5-10 players. The play is basically like standard Resistance (short-form, non-elimination Mafia). Students of magic compete against each other in various school events, but some students are secretly agents of evil magic. At the beginning of the game, the players get a unique pair of voting cards with "spell" effects. When you vote, the spell effect is also triggered, usually revealing some small amount of information about player roles or advancing a particular victory condition. After each round, the unique cards are replaced with standard voting cards, then the voting cards are returned to each player. This means players can only use a spell once, but won't necessarily risk revealing their role.

    Your next challenge:
    Tick-Tock


    Fred:
    Tick Tock
    Competitive hide-and-go-seek, like Marco Polo only where everyone's hiding AND seeking. Each side is divided into Tickers and Tockers. The tockers run somewhere and hide, as do the tickers, then everyone closes their eyes. The tickers shout "tick" and, after a moment, the tockers shout "tock". Then play begins. The tickers open their eyes and take five quick steps (about a second). Then they shout "tick" and close their eyes. When they do this, the tockers can try to make a grab, eyes still shut, to see if they can nab a ticker. If they do, the ticker is 'out'. Then the tockers take their turn, following the same procedure, shouting "tock", with the tickers making a grab. Play ends when all the tickers or tockers are 'out'.

    Your next challenge:
    Cat Skills


    Daniel:
    Cat Skills
    You've heard the expression "herding cats." Well, those cat-herders were the real deal in the old west. In this game, you play the tough hombres on horseback wrangling herds of tabbies, gingers, and calicos across the great plains to the Catskill Mountains. It'll take seven weeks to reach your destination. You and the other players will co-operate to keep the herd focused and moving. Offer treats, dangle toys and pick up any strays on your way to the mountains. Loose ideas for mechanics: Roll a bunch of dice on a table, each die represents one cat. Group the dice into sets of matching results. The highest set makes the most progress, the lower sets move at a slower pace. The trick is getting the whole herd to stay relatively intact, slowing down the fast cats and speeding up the slow cats. If any dice fall off the table, those are strays. You can bring them back into the herd, but you'll lose time doing so. If you don't bring them back on the same turn they strayed, they're lost from the herd.

    Your next challenge:
    Tuki... Taku... Tay!

    Sunday, December 18, 2011

    "Achooooo!" Actual Play of Do: Pilgrims of the Flying Temple


    It's the holiday season, a time when families get together around the hearth to feast, laugh, and save the world from giant whales. Yup, it's time for another batch of actual play of Do: Pilgrims of the Flying Temple.

    The first AP report comes from new blogger Lizz Schulz at Dice & Daydreams: Ramblings of a Girl Gamer. She's one of the few I've heard of who played A Matter of Roses, so I was very curious to see how it turned out. Well, it did not turn out well for the Queen's eyeballs, that's for sure.

    Here's more AP from Harlequin at the Story-Games forum. He also took the liberty of writing up the story in a more narrative format, though all the puking and ear canal travel remains intact. Pardon me while I get some antacid.

    Another story comes from Shane Mclean and is all formatted into a fancy PDF! Alas, this poor whale doesn't get such a dignified treatment. After all, when Pilgrims Vibrant Hound, Frank Weasel, and Hairy Bubble come to your rescue, it's fair to expect some allergic reaction.

    And finally, a few tweets from @strasa with pictures of his setup and the resulting story. He even wrote his own unique letter just for the occasion!

    Want to join in on the mayhem? Do: Pilgrims of the Flying Temple is 10% off for a limited time. I want to hear more about your actual play! Write it up and I'll round up your report on the blog in a future post.

    Previously:
    » "Yeah, that happened."
    » Do: Pilgrims of the Flying Temple at Gamekastle.
    » New reviews and actual play for Do: Pilgrims of the Flying Temple

    Thursday, December 1, 2011

    Return of Fred and Daniel's Pitch Tag


    This latest installment of the ongoing Pitch Tag game between Fred Hicks and myself. This time we get psychic spies, sexy male models, ecologically concerned cherubs and a peek inside the thrilling world of competitive canning. As you read through this lengthy list, is there a concept here or in the previous installment that you'd actually want to play?

    Fred:
    In Her Majesty's Psychic Service
    A tight, focused-scenario, plays in a couple hours story-game a la Fiasco. Her Majesty has only one psychic spy in her service. Triple Naught. It's 000's job to ferret out the thought crime, the conspiratorial intent, the absence of respect, and exert a modicum of corrective pressure to the situation. But to do this, 000 has to get close to the problem. Go deep. Go dark. Triple Naught is so secret, even 000 doesn't know who he -- or she -- is. And there we have our scenario: a conspiracy, infiltrated by 000. And our question: who's the crown's inside man? It won't come out until the endgame, when every thought is compromised, when the knives are out...

    Your next challenge:
    Good Gravy

    Daniel:
    Good Gravy
    The tiny Good Gravy diner is in trouble. If the wait staff, bussers, dishwashers and cooks coordinate to bang out each order in a timely manner, they can earn enough money to keep the diner afloat another day. Earn enough within seven days and they can save the diner!

    Your next challenge:
    Warriors, Roll Out!

    Fred:
    Warriors, Roll Out!
    Card game. In the dark post-apocalyptic future, the ones who rule the road, rule everything! But getting your warriors out on the asphalt ain't so easy when resources are scarce. Each round, you'll work to build up your base, gather resources, and "launch" warriors once you meet their fuel, food, and gear requirements. Each time a warrior launches, a game effect occurs, some of which might damage the other guy's base. First player to launch X warriors becomes the Road Boss and wins the game! (Other victory conditions might exist as well.)

    Your next challenge:
    That Ain't So Bad

    Daniel:
    That Ain't So Bad
    A trick-taking game card game with a dungeon theme and mechanics similar to Reiner Knizia's Too Many Cooks. Players are intrepid adventurers competing with each other to see who is the toughest. The cards have numbers and elemental symbols on the back. On the front, details of how much damage is done, who takes the damage, the kind of damage, and any treasure dropped. Each turn, take a card from your hand and drop it facedown into a pile in the center of the table. This growing pile represents a horde of monsters quickly approaching. When the piled cards' numbers total 10 or more, the next player must take the pile. Then the pile is revealed and "combat" begins. Depending on your character class, you earn VP from certain elemental types of damage, and lose VP for others. Some monsters do damage to your neighboring players, too. If the monster drops treasure, you can keep it and earn extra VP or sell it for gold to buy armor. Armor increases the amount of VP you earn from different types of damage, but you only have a few armor slots available. There are also VP bonuses for collecting special sets of treasure, for fighting the most monsters, etc. When the draw deck is empty, the game is over. The player with the most VP wins.

    Your next challenge:
    Cardiothon

    Fred:
    Cardiothon
    The Marathon Running Game. There's a board representing the course, one square per unit of distance (maybe 42, going with km as the measure, but maybe finer grained) with the players starting at the start line, and a track representing heart rate, with the players starting in the middle. The trick with this game is not necessarily to be the fastest, but to maintain the best pace and heart rate. Each turn players draw two cards. Some of the cards are special events: refreshment stop, second wind, that sort of thing -- stuff designed to do radical things (numerically speaking) to your heart rate in trade for less distance, or vice versa, or let you play two cards, whatever. Most have two numbers on them: heart rate adjustment, and distance. You can get some good short burst sprints, boosting your distance, but they tend to bump your heart rate up considerably. Other cards only adjust heart rate slightly up or down. Slow-pace cards don't add much distance, but can reduce your heart rate considerably. If your heart rate exceeds the ideal upper bound, you get "Winded" and can only play cards that reduce your heart rate until you get back in the ideal zone. If your heart rate drops below the ideal lower bound, you get "Sluggish" and can only draw one card each turn until your heart rate is back in the ideal zone. (One or both of these states might also compel you to discard all your cards, I'm not sure.) You must discard down to your max hand size at the end of your turn. First one to cross the finish line gets the trophy, but everyone who makes it to the finish line is a winner. (You might be limited to a fixed number of Winded events, three strikes and you're out; or you might have a limited number of turns to cure being Winded before you have to drop out of the race.)

    Your next challenge:
    Holy Smokes

    Daniel:
    Holy Smokes
    A kind of tower defense board game. The board depicts a hilltop in preindustrial London and the big sky overhead. Players control cherubs flying back and forth along the upper edge of the board. The cherubs are trying to clean up the sky of smoke puffs floating up from the chimneys. Each turn, a random chimney releases a random number of puffs. Players use cards to create updrafts, downdrafts, and lateral winds to direct the puffs toward their cherubs. Over time, London industrializes and gains factories that emit even more smoke, as do the moving vehicles.

    Your next challenge:
    Best in Show

    Fred:
    Best In Show
    The Galactic Overlords have visited your home planet. Congratulations! You've been selected to compete in the annual Induction Trials. First prize is your homeworld gets membership as one of the Galactic Overlords. Second prize is you're conquered. Third prize on down involves disintegration. Two ways to go with this concept: One, everyone plays one of the nonhomogenous governments of a single planet (a la Earth), who must collaborate together despite years of history putting them at odds in order to put their "best foot forward" and win the contest as a unified planet. All of which gets complicated by the alien infiltrators from the other competitors. That might be some kind of an RPG take on things. Two would be the more boardgamey one: everyone plays a home planet, jockeying for ways to best "groom" their planet for acceptance while throwing turbulence at the competitors.

    Your next challenge:
    Hump Day

    Daniel:
    Hump Day
    A verbal scavenger hunt for two or more workmates on a Wednesday. No one besides the players must know there is an ongoing game, so players should coordinate with each other outside the workplace or via secure communication. To prepare, each player gets their own random list of ten secret words on Wednesday morning. Throughout the day, players engage non-player targets in casual conversation, trying to get the target to say one or more secret words.

    A target saying one word is worth 1 point. Getting a target to say two words is worth 2 points, three words is 4 points, four words is eight points, and so on, doubling each time that target says another secret word. Any points scored from a secret word are tripled again if the target shouts the word as loud as possible. If the target grows suspicious or discovers the game is afoot, any players who earned points from that target will lose those points.

    The player with the most points at the end of the day wins. Recording an ongoing game is mostly a matter of honesty among friends, but there are some measures players can take to stay on the up-and-up. Players may engage the same target at the same time, though that might tip off the target. Players can also keep a shared log of their successful targets, then follow up on that list once the game is complete.

    Your next challenge:
    Shingled Out

    Fred:
    Shingled Out
    This might work best as a video game, but works as a board game too. Playing board is a roof, with colored shingles placed on it. Each player has one or more colors that they score for. The goal is to score 3-5(?) shingles in a row (or a column, though that's trickier to pull off and thus is worth more points). Shingles always get inserted into the middle positions of a roof, which causes the shingles to the left (or the right, depending on location chosen) in that row to be pushed over. The shingles that go off the edges of the row are "shingled out", i.e., they fall off the roof and go back to the bottom of the "deck". Combos that get matched are cleared from the board, causing the tiles on the row(s) to slide back inwards.

    Your next challenge:
    Sexy Time

    Daniel:
    Sexy Time
    The Zoolander party game. A charades-like hack of Dixit. Grab a bunch of index cards and write funny names for model runway walks. "El Tigre." "Blue Steel." "Cold Coffee." And so on. Players take turns being the model. The other players each hand a card to the model. The model shuffles those cards and then lays them out so all players can see them. The model then walks from one end of the room and back, performing one of those walks. The other players must guess which walk the model was trying to perform. If you guess correctly, you earn one point for every player who guessed correctly. So, if you're the only right guesser, you only get one point. If you're one of three who guess correctly, you get three points. Meanwhile, the model earns a point for every correct guess as long as at least one player guessed incorrectly. If all players guess correctly, the model does not earn points this turn.

    Your next challenge:
    Jam Master

    Fred:
    Jam Master
    Enter (honestly, rather sedate) world of competitive canning! Test your skills at making preserves, pickles, jellies, and jams. The bold ones catch the judges' eyes, but run the greatest risk. Check your seals, sterilize your equipment, and avoid spoilage. The game involves cobbling together increasingly ludicrous canned goods ("canned whupass!") with increasing levels of difficulty. It's a bit like zombie dice or blackjack; you can keep pushing it, dancing as close as you can to spoilage without spoiling the whole batch, to get that one, competition-worthy jar of truly transcendent jam. He who emerges with the most impressive canned jam is indeed hailed as the Jam Master!

    Your next challenge:
    Dirty Hippy Game

    Daniel:
    Dirty Hippy Game
    At the Burnaroo Music Festival, its hard to come by a good shower. As a matter of fact, there is only one still working! Form a queue of hippies ranging from your basic concert attendee to performance artists to headline acts. All dirty. All hippies. This is basically a reskin of Guillotine. Replace the French nobles with dirty hippies. Replace the stand-up Guillotine with a standup portable shower.

    Your next challenge:
    Dinositter

    Fred:
    Dinositter
    Sort of a multiplayer defensive card game (could be done as a web game too). Each player has a specific Dinositter (dinosaur babysitter) with specific abilities and disadvantages (T Rex can eat troublesome children easily, but has very tiny hands and is too big to fit into small spaces). They must work together to deal with a steady influx of babysitting challenges (kids, shenanigans, scheduling difficulties), but each has a limited number of "spaces" around them they can allocate to queue incoming issues. Dinositters must work through their queue fast enough, using card draws and special abilities, so that no child gets left behind. Once the Dinositter crew lets a certain number of problems go unaddressed, the game ends, and the crew gets rated on their performance.

    Your next challenge:
    Ghoulash

    Daniel:
    Ghoulash
    It's a monster mash! All the neighborhood monsters are coming to your party, but how long will they stay? Invite ghoulish guests like vampires, zombies, ghosts, mutants and mummies. Each guest has their own preferences and will change the party in different ways, like making the music louder, eating more snacks, and making guests dance. Keep the guests you invited happy. If the party turns away from an existing guests' taste, they'll leave the party early. Your goal is to keep the party as lively (or deadly) as your guests prefer while making the other players' guests uncomfortable. The party ends at sunrise!

    Your next challenge:
    Diamond in the Rough

    Fred:
    Diamond in the Rough
    Trick-taking card game. Remove all diamonds from the deck except for the Ace of Diamonds (so, a 40 card deck). Cards on all tricks are played face down; play passes to the left rather than to the winner of a trick. Tricks aren't picked up until a "take!" round is called. A "take" round must be called at the beginning of the turn before anyone has played their card. On a "take" round, cards are played face up, with the winner (who must follow suit on the lead) taking all of the face-down tricks. At the end of the hand, you score one point for each trick you took; double your score for the hand if one of those tricks contains the Ace of Diamonds. The last card played in a hand is always played in a "take" round, but otherwise you can't call a "take" round unless there's already at least one face-down trick on the table.

    Your next challenge:
    Juicy Jalopies

    Daniel:
    Juicy Jalopies
    A push-your-luck dice and meeple-placement game. Players position their juice trucks at key points around a city, picking up foot traffic and business each day. Players spend cash on rent for premium spots, expanding the menu, buying new trucks, and importing exotic fruits. The public is fickle and their herd-like movement can change from day-to-day. Build your juice truck empire, get well-reviewed, and your business might even get featured on a reality show!

    Your next challenge:
    Apollo Loco

    Fred:
    Apollo Loco
    Resource management card game. It's the craziest moon-shot ever! In the near future, the total collapse of NASA, plus open-source garbage-powered rocketry, leads to a space race like no other following the detection of rich deposits of unobtainium on the moon. Gold rush fever meets zany antics as players try to cobble their moonshot mission out of common junkyard and household items. Naturally most rockets explode after you launch 'em, so there's no guarantee your first rocket will make it to the moon. Will you launch a risky rocket on the chance it'll help you claim a piece of lunar real estate as your claim? Or will you go slow and steady and build a more reliable spaceship? There are only so many moon-plots available, and it's first (crash)land, first served!

    Your next challenge:
    Super-Cali-Fragi-Fishstick

    Daniel:
    Super-Cali-Fragi-Fishstick
    A board game depicting a harbor with concentric arcs radiating outward to the deep ocean. Game pieces are little boat pawns. Players launch boats to capture lots of fresh fish to bring back to harbor. The farther out you go, the more fish you catch, but you also run the risk of getting swept away by bad weather or rogue waves. Close to harbor, you have to obey fishing regulations, but at least it's safe. So, yeah, you can venture to the deep ocean, but hope you don't run into the perfect storm!

    Your next challenge:
    The Great Fire

    Fred:
    The Great Fire
    A board game/RPG hybrid written by Daniel Solis and Jason Morningstar (make it happen), set during the events of the great Chicago fire. On the board game level, there are firefighting crews, exhausted from fighting another fire the day before, trying and (mostly) failing to stop the spread of the fire across the Chicago map. On the RPG level, we explore the stories of the families and firemen caught in its devastation. Who will survive? Will the firefighters be able to save your family? Or will they join the hundreds dead that day?

    Your next challenge:
    Googly Moogly

    Daniel:
    Googly Moogly
    A test of your Search-Fu! A scavenger hunt challenge using a search engine. The game master creates a set of 100px square thumbnails of screenshots, images or words. The thumbnails can be extreme close-ups, but they should still leave enough information for the Hunters. It's up to the hunters to figure out the search terms that lead to those images. The hunters report back to the game master with a URL. If the URL is correct, the game master unlocks one clue to another thumbnail, of the hunter's choosing. Beware, that clue is revealed to all hunters at the same time, so a hunter must choose wisely. The first to find all the URLs wins!

    Your next challenge:
    Betiquette

    Fred:
    Betiquette
    A trivia party game. Explore the most obscure corners of etiquette and protocol. (You never knew how inappropriate you've been behaving!) Each round, the players take turns reading aloud from a list of strange but theoretically correct behaviors one must observe. Either one of those is correct behavior and all the rest are made up, or one is made up and the rest are correct. (Which kind of list it is is identified on the card.) Players place bets using their paper money on which behavior is the odd one out. Game ends when everyone but one has lost all their dough, or when the bank runs dry. She with the most cash wins Betiquette!

    Your next challenge:
    IndigNation: Umbrage Edition

    Daniel:
    IndigNation: Umbrage Edition
    The latest edition of the classic semi-cooperative game of revolution and protest. In the classic game, players represent various factions within a larger revolutionary movement. Factions must negotiate, compromise and and protest as a unit in order to achieve common goals and their own constituents' demands. As the movement grows – from a small protest, to a media event, to a full-blown revolution, and possibly a civil war – the stakes rise sharply with real lives on the line. Some factions want to see that escalation happen quickly while more peaceful factions want take a more moderate stance. The Umbrage edition introduces new agent provocateurs, media tactics, police and military challenges, and whole new factions.

    Your next challenge:
    Spice Trade