Game Idea a Day – Week 6

Much of this week I felt pretty uninspired, and most of my ideas felt bland and pretty lame while I was brainstorming. (I forced myself to push through, but that won’t stop me from being apologetic about it.) Anyway, on 2/7 I spent at least ten or twenty minutes thinking about games to enhance or encourage creativity before realizing I was basically just re-creating improv games. Talking about improv games is probably worth a whole post, and I’m sure resources exist that describe and catalog them in detail, but the ones I played — while participating in Comedy Sportz in high school — were all “designed” very specifically to teach/reward creativity. I definitely believe that creativity can be enhanced with practice, hence this project.

2/5 – At some point I bought a giant tub of 1,000 square 1mm cubes in 10 different colors. They are great for paper prototyping. I spent some time on 2/5 playing with the cubes with my 5-year old daughter (mostly counting them). After she lost interest, I sketched out a quick game where you draw a number of them from a bag and play them onto a gameboard. In retrospect, it occurs to me this idea has a lot in common with my Action Go as board game idea from 1/1 and 1/2, but without tetrominos, and adding a couple of interesting mechanics. I will have to do some thinking about these together with an eye toward possibly integrating those new mechanics with the original idea.

Screen Shot 2016-02-09 at 11.27.20 PM2/6 – I finally got my prototype of the game I started on 2/3 working. The project’s preliminary name is LineCombine. I was happy with how quickly this came together, but I’m still not as competent in Unity as I am in Xcode. You can see a screenshot of the game at this point. Anyway, as happy as I was to have it playable, I realized quickly that it was way too easy. And not really all that fun as a result. My brainstorm for the day was about ways to improve this. Now it’s the age-old question of how much more effort should I put into a prototype that is not yet(?) all that fun.

2/7 – An idea for a go variant played with only blocks of stone groups that already have two eyes.

2/8 – Card Battler game where each card is an upgradeable tank, and deploys to a battle zone each round.

Also: A musical puzzle game where each whole note is a “class” of unit, and there is some kind of paper-rock-scissors thing happening, like how water beats fire, and earth beats water, etc, only all 7 notes on a circle defeat one another, the next higher note defeating the one below it (so a C beats a B, etc.). Maybe this basically just turns into a musical identification game.

2/9 – A physical board game idea with big chunky components that need to be placed on pegs. You take turns placing pegs or game pieces. Many of the pieces need two pegs (in various different positions relative to one another), and I guess the big twist is that the board consists of a right angle, so pegs can be placed horizontally or vertically. This one will probably be hard to balance/tune without a physical prototype.

Second idea on the 9th was a platforming game where you play as the spikes. Maybe the player jumps automagically, and you have to move to catch him/it on its way down, or maybe you are a jumping spike, trying to impale moving people running out of your way.

2/10 – Spent some time thinking about a board game recommendation engine, specifically implemented in VR.

I also came up with some ideas for 3D visualizations in VR. Not really games, any of them. I’m hoping the upcoming VR revolution will include a “demoscene“. I think we saw some of that when the DK1 first came out, but I didn’t have one at that time, (yes, I’m kicking myself for not backing the kickstarter), so I was only aware of it peripherally. Once the hardware is commercially available, I’m hoping that kind of thing is available for download.

Game Idea a Day – Week 5

Hard to believe we’re already 5 weeks into the year. For ease of finding these later, I added a category called Every Day to the blog and went back and re-categorized the old posts, so you can find them all in one place.

Last weekend was the Global Game Jam, and I’m surprised I haven’t written about the experience yet, but here’s the game I made with some friends over the weekend: Life is Hard.

1/29 – two ideas:
The idea was to come up with a “pool” building game (like a “deckbuilder” or “bag builder”) where the thing you are building would not normally be possible in a physical game. (Making it a digital-only affair.) The first thing that came to mind was to have the board be the thing you are building. I imagine it where you play a gameboard (or more than one) from your “hand”, then move your pawn on them to collect resources or victory points or something. Got into a few specifics, but it’s not probably an idea ready to think about building just yet. (Incidentally, I did propose something like this to my GGJ team, and it wasn’t as popular as the minigame idea that August came up with.)

The second entry on 1/29 was while I was writing up the previous week’s entries, and specifically the entry from 1/22. I did some more thinking about the opposite of Carcassonne, and how it could work to have tiles with goals or objectives on them (maybe in player colors), and also little wooden “walls” that you then place on the tile you play.

1/30 – Didn’t spend much time on this (since I was busy jamming), but I wrote up the only real idea I’d had for the GGJ theme of “Ritual”. Basically a game about the ritual of drug use, possibly a treatise on addiction.

1/31 – A combination of match-3 and “programming game” genres. Essentially you have a grid of gems (or whatever), and “program” some movement, then choose which tiles will make that movement. The more matches (sets of 3 or more) you can make with the same program, the higher your score for those matches.

2/1 – Another day with two entries this week, but both were pretty minimal entries (and likely influenced by my playing Realm Grinder in the background while I was working). Both also ended in “etc…”.

First was A collapse! variant with idle elements. Essentially you can upgrade the grid to make it grow, upgrade the number of colors, etc..

Second was another idle game idea where you start off as a barista just selling coffee, and end up owning everything on the planet earth, launching into space, populating other planets in the solar system, fighting intergalactic space aliens, etc..

2/2 – I had the idea to make a board game played on a computer keyboard. The game I ended up flushing out a bit was an abstract strategy game.

2/3 – Sometime last week I spent about an hour playing the new iOS game Open Bar!, which I would highly recommend. This Wednesday brainstorm I was thinking about its similarities (and differences) to Strata, a game made by my friends over at Graveck.

Similarities:
– lines must take up the whole width or height of the grid
– irregular grid shapes
– puzzles must be worked out backwards
– order is important
– both games have a fabulous aesthetic on top of a very simple puzzle
Differences:
– lines are put on the grid all at once, versus one square at a time
– simplicity of strata is only one row or column
– Open Bar is more about sliding hole puzzle, and/or placing one tile at a time

Then I came up with my own game idea that uses some similar mechanics. I then spent the rest of the day (and yesterday) prototyping it. I’ll post more about it if/when it gets farther along.

2/4 – I woke up from a dream where giant dice were chasing me. It was clear they were rolling, and when they touched me, the number facing me was how much damage I was taking. First dream that I can recall where I was actually inside a video game. The aesthetic was pretty similar to the cover of the Escape board game.

Game Idea a Day – Week 4

1/22 – I tried imagining a tile-laying game that is the opposite of Carcassonne, where the tiles contain both the people and the castle parts. I decided it should have a “barrel of monkeys” theme, and the castle walls are the walls of the barrels. Nothing more than a concept so far. I do think there is potential here, but like a lot of these “just ideas” I’d need to spend some time developing before I can even know whether it’s worth pursuing.

1/23 – A board game with “startup” theme. This brainstorm started out as working on the (SIX D SIX) dice game from 1/16 & 1/17, and when I thought of the theme, it all morphed and changed. The actions are super specific to the theme now, and I’m really happy where this is going. I haven’t built a prototype yet, but I think it’s to that point. I definitely want to playtest it soon. (I also ran this by, and got some ideas from my friend Nate.)

1/24 – Very short brainstorm while thinking about games based on dramatic films. I’m sure I’m not the first to think about these, but came up with the following (academy award winning mashups): Forest Gump endless runner, Lego Birdman, Need for Speed: Ben Hur, & GTA: West Side Story.

1/25 – Spent time this day adding to the design from 1/23. Then later I was thinking about (yet another) puzzle mode for Action Go, which I decided to start prototyping. At this point, I’m tempted to turn it into a stand-alone app and push it to the top of the pile of game ideas. I am working on a prototype already.

1/26 – Did a little googling, and couldn’t find a game where you actually play as Cthulhu. I imagine this as a god game, but one where you have specific mission objectives to drive individuals mad (by sending your horrific minions after them, of course). It would be really cool to tell the history of why or how you got to planet earth, maybe as flashbacks, and really get to the motivations behind the Erdrich horror. I love imagining that you have just been in the alien equivalent of cryo sleep until the planet is “ripe enough” for consumption.

1/26 – Separate bonus journal entry about “reactive architecture” game. Specifically a VR game where you are inside some kind of living building. This may have also been influenced by my reading/consuming (in less than 24 hours!) the absolutely fantastic science fiction novel Planetfall, by Emma Newman. If you read it, you’ll know what I’m talking about.

1/27 – Random ideas related to a “modular” abstract strategy game. This is not so terribly different from an idea I’ve been throwing around for at least a couple years, related to an app that would let you play various abstract strategy games on a bunch of different board types/sizes. Only this idea was for a physical game and/or set of rules. Probably influenced by my picking up (and playing my first game of) the modular board game 504, by designer Friedemann Friese.

1/28 – Mini game design for a game called Harpie Hangover. The name came first, and says it all. You essentially play as the Harpie, flying around and buying “potions” from townspeople and other goblins and fairy folk.

Game Idea a Day, Week 3

I’ve been looking forward to writing this post all week, and even spent some of the time while I was brainstorming composing the summaries that I would include here. (None of which were written down, and all of which have completely fled my brain, so maybe when that happens in the future I’ll actually take some notes.) But I guess my point was that posting these publicly is definitely having an influence on my continuing the project. A project that has, thus far, been 100% successful! 22 days into the project, I’ve got a few more than 22 entries.

Here are this week’s summaries:

1/15 – A top-down roguelike, but crossed with the various Dig Dug inspired games where you have to dig your way through the level. With crafting. So a bit like a 2D minecraft (รก la Terraria or The Blockheads), but top-down instead of from the side. And you can dig/climb up or down at any time. (Unless, maybe, you’re being attacked.) I actually have some ideas about the theme/story for this too, inspired, mainly, by Ursula Vernon’s awesome book Digger.

1/16 – A new game for my dice-based game system SIX D SIX. This game is a two-player abstract with no luck or hidden information. You take turns adding dice to a gameboard. The dice you add must show a 1. You then also increment another die already placed. There are a couple of possible win conditions. I think it could also work with a score pad and counting points. (Will need to playtest to work out a bunch of the details.)

1/17 – Continuing some of my thoughts from the day before, I started designing two game ideas that essentially “hide” the components necessary to play SIX D SIX games (72 die, 6 of 6 different colors, and 32 black) in a euro-style big box game. The first idea involved moving die around a map, and the second (more promising) involves using the dice as sort of workers on an individual player board that represents a tech tree. You take actions with meeples, but of course all the actions are influenced by your player board. I really like this idea, and it’s been percolating.

1/18 – Idea for an unfolding game where you start out combining nuts and bolts and eventually realize you are working in a bomb/munitions factory. Inspired by the short film Uncanny Valley, which is well worth your 8 minutes. This could be combined with my idea from 1/9.

1/19 – Earlier in the week, I spent some time hanging out with Sean Berry, the creator of Algebra Touch. I showed that app to my 5 year old daughter, and my brainstorm time for the day was spent outlining modifications to that app that would alter it to be focused on basic math rather than algebra, and target a much younger audience.

1/20 – Thought about bringing some block-breaking games to VR. Three pretty good ideas here, I think. First was a collapse variant where you are trapped inside a house made of blocks, and break them (collapse style) to get out. Another idea involved a table where bricks appear, and you have to move them to a play area and match-3 with them. And finally, a crazy room full of piles of old looking junk, where there are three of a kind of every item. You can only move the top item on each pile, and once you get three of them touching, those items disappear. You are cleaning a hoarder’s house in VR, essentially.

1/21 – A board game (although I could also imagine it as an app) where you are plotting the shortest route to pick up kids via school bus. I actually think this has a lot of promise, and already did some sketching in a notebook for how the board should be laid out. Play is like Set or Ricochet Robots, where there are no turns, and every player stares at the board until they think they’ve found the best solution.

Overall, I’m pretty happy with this week’s entries. Only 1/18 felt underwhelming when I re-read it, and I think it’s the first entry to really feel a bit like a cop-out on re-reading.

Game Idea A Day – Week 2

Last week I said I wanted to spend less time on these, and I mostly achieved that goal. I think most of the entries for this week were under 15 minute affairs, and several were probably more like 5 minutes. Here are some summaries:

1/8 – Another game imagined for the LED system I’d thought a lot about on 1/4. This is a two-player abstract, inspired by speed chess.

Brief aside: At some point last week, I was with my daughter at another kid’s place, and one of the children present was playing Cow Evolution, which I had never heard of before that moment. I think maybe I’ve played games with similar mechanics, but the developer has a bunch of these games in the store, and I spent a few hours researching them this last week. It was particularly fun to compare them to one another in terms of features and presentation. (They are mechanics-wise very similar, if not identical.)

While playing (at least in part because there is not much thought necessary), I spent quite a bit of time thinking about the game design behind these “evolution” games (they are more accurately about combining things), and where they fit into the game design family tree. They are certainly related to idle games, and unfolding games of course, but it’s also interesting to compare them to Threes!, 1024, and 2048. This line of thinking clearly influenced the next couple of journal entries.

1/9 – A Threes! inspired game played on conveyor belts. (As of right now, I think this was my most promising design idea for the week, and I’d love to spend some time prototyping it.)

1/10 – An idea for a game based loosely on these evolution games, but in reverse, where you begin with a human egg and divide cells until you have an embryo, or maybe even a complete human.

1/11 – Quick plot sketch for an open-world game set in the pre-historic era where you get to ride wooly mammoths and fight aliens.

1/12 – Thought up a 52-card deck solitaire variant that is surely not original, but might be fun. I haven’t tried it out yet.

1/13 – I read through a C++ tutorial on creating a grid like the one behind geometry wars. Then came up with this idea for a game set on such a grid, where you have to deform the grid using first your fingers, then (on subsequently more difficult levels) by placing objects on the grid that influence it in various ways.

1/14 – A roguelike idea where every space in the dungeon has potential to branch out into a new level.

Anyway, there were some gems in there. (And writing this inspired a new entry for today!)

99% Invisible – podcast reaction

I only rarely listen to podcasts. But my wife is a fiend for them.

She referred me to the 189th episode of 99% invisible – The Landlord Game. Folks familiar with the history of Monopoly will know that title refers to the game as it existed before Parker Brothers got their hands on it.

Anyway, I really enjoyed the podcast (it’s short), but had one thing I really wanted to react to. In the podcast, one of my favorite game designer “personalities”, Eric Zimmerman, is quoted as saying something along the lines of “People love Monopoly even though it breaks all these game design best practices.” (Definitely paraphrased, I can’t be bothered to go back and listen for the exact quote.)

I have two reactions to this.

First, it’s really important to note (especially so for this podcast, which comes at the topic of game design from the perspective of design in general) that Game Design is an especially new discipline. There are very few people working in it, and even fewer academics studying it. So “best practices” at this point are fairly arbitrary and more hypothetical than theoretical. (This might just be my opinion, but it’s one I’d defend.)

Secondly, more to the exact point Zimmerman was making, I think most game design principals that Monopoly goes against — and here’s a couple of my favorites: 1. Roll and move feels less like playing a game and more like the game is playing you. And 2. Player elimination just leaves people not playing your game. — …are probably only principals of game design because there has been a backlash by game designers against the popularity of Monopoly. Put another way, I think a lot of game designers get their start by thinking “Wow, you know, Monopoly really sucks, but here’s how I would fix it…”

First Week of Game Idea a Day

So I joked about my New Year’s resolution being a new game idea (or entry in my game ideas journal) every day. I was, for the record, TOTALLY joking at the time. But now I’m serious. DEADLY serious.

And I’ve got an entry for the first 7 days of the year. Eight entries, actually. I’m going to try and summarize them here like someone posting their weight every morning on twitter.

1/1 – I had an idea for turning Action Go into a board game. Basically a go variant at this point. I actually wrote up some rules and stuff (even though that’s not necessarily part of my resolution).

1/2 – I expanded on the previous idea, bringing some of the mechanics out of the realm of Go, and using them in more of a euro game with resources and player boards. (Still themeless, though I have some ideas. I stopped just short of prototyping this.)

1/3 – Came up with a pen and paper game idea I’m calling Order and Chaos. I’d love to get feedback about it, (like does it even work?) so maybe I’ll write a separate blog post at some point with the full rules.

1/4 – Came up with a new idea for an LED-based gameboard and pieces. Essentially each game piece is an LED with battery, and the board tells it what color to make. I had a couple of game ideas for that set of components. I’d love to build a prototype, but pricing out the component it seemed like it was going to get too expensive.

1/5 – I spent some time thinking about logic puzzles in the vein of Nurikabe or Sudoku, and came up with one that I’ve never seen before. I’m going to do some research, and if this is original, I might actually turn it into a real project.

1/6 – Came up with a simple 2-player abstract strategy game played on a circle. (Yes, another one.) I’ll probably write this up sometime too, since the rules are complete and I playtested it by myself a few times.

1/7 – Another general game system idea (this one with some interesting hexagon components). I actually came up with a list of possible (sort of generic) objectives, but no solid game ideas.

1/7 – Later in the day I got thinking about local multiplayer games and gave some thought to a team game about hatching ostrich eggs inspired by Killer Queen.

I haven’t written anything concrete yet today, but I spent a good hour or two this morning coming up with puzzles for my idea from 1/5, and thinking about how to make it into an mobile app. I’d like to do some more brainstorming yet today, but I should also get some actual work done on one of the various games I’m ostensibly supposed to be working on.

As for the rest of the year, we’ll see how long I can keep this up. It’s starting to feel like a real project, like a game a week (which I’ve never tried) or #1GameAMonth (which I have). I’d really like these to only take me 10 or 15 minutes, and some of them did, initially, but the problem with brainstorming is that it’s sorta self perpetuating. Once you come up with a good idea, you want to iterate on it, or if you really think it’s good, you start to imagine implementation details.

Ideally, I’d like my journal entries to be short and concise, like the best from @PeterMolydeux. That’s a sub-goal, I guess. For now, I’m really happy with my ideas from this week. Hope that doesn’t sound too much like I’m tooting my own horn. You always love your last idea the best, so I guess the true test will be to see how I feel about these in a month or two.

Artistic Promiscuity

Attending a social event yesterday, on the first day of 2016, I should not have been surprised to be asked about whether I had made any new year’s resolutions. I answered that I’d come up with a board game idea that afternoon, so I could say it was to create a new game every day, and I’d have until tomorrow before I was behind schedule.

But really I hadn’t thought too much about it.

On the drive home, I kept coming back to a list of platitudes I’d read on a random Facebook (re-)post. The one that really stuck with me was as follows:

“Be artistically promiscuous.” **

I love this quote, possibly just because it likens art to sex, but also because it demands frequency! Making art is about practice, and being good at art is about doing it over and over again. So frequency is incredibly important! (Do it every day if you can!)

But promiscuity also implies different partners. Different styles of art, (painting, dance, music!) or different styles of the same art (platformers, abstract strategy, puzzles!), it probably doesn’t matter how exactly you interpret this, but variety is incredibly important to an artist, both in variety of artistic output, but also (probably more importantly) variety of input or art that you consume. Promiscuity not only implies different partners, but it could also mean you are indiscriminate about those partners. I like this too, because diversity is important, and you can’t always know what is going to be good before you consume it. Just because that movie got terrible reviews doesn’t mean it won’t resonate with you in some way or another.

If promiscuity is about sexual behavior, in this metaphor, I’ve been (so far) assuming art is the act itself, or possibly the offspring produced. But you could also imagine this quote to be about art as the sexual partner. This is great, because then you get to personify making art, and fall in love with it, or rather, best not to fall in love with it, because you are just going to be making another piece of art tomorrow!

Whether it’s making or consuming art, I want to be doing more of it in 2016, and in greater variety. I don’t know if this is even possible, but I’m sure going to try.

** I turned to google to find attribution for this quote, and as near as I can tell it originated with the complete list as I read it on Facebook, by Valerie Curtis-Newton, and was written sometime in 2015.

Deconstructing Tetris

Elements of Tetris

Tetris is so simple, you might (mistakenly) think it’s the simplest possible version of itself. (The original gameboy Tetris, not whatever feature-laden version happens to have been released this year.) It’s fairly easy to make a list of the various “elements” that go into Tetris. (I’ve always called these mechanics, although someone online recently pointed out mechanisms might be more appropriate.)

– Blocks made out of 4-squares (tetrominos)
– A column-shaped gameboard
– Gravity, the tetrominos move from the top of the screen to the bottom, where they stick in place
– Line clear when a row of blocks is completely filled
– a score counter that increments when lines are cleared

Sure, there’s probably some other stuff in there, but at a very high level, I think these are the most interesting elements. The last few months I’ve spent a lot of time playing a few different games that I think basically fall into a new “branch” of the Tetris family tree. One where the main difference is that they’ve replaced the block-falling gravity with free-form block placement. Turns out, this makes for a bunch of interesting games!

Hex FRVR

I guess I probably saw Hex FRVR first, back in October, when it hit my “Tetris” google alert, and then shortly thereafter as my Twitter feed exploded with it a bit. I think there were probably just as many people impressed that the mobile web app (the game is fully playable on its website) functioned as well as the mobile app as there were folks commenting on the game itself. Although plenty of folks did comment on how easy it was to get sucked into it. I got pretty hooked, and was still playing it in November when I went to Practice.

1010!

Over thanksgiving, only a few weeks later, my brother Dan introduced me to 1010!, which evidently he and his girlfriend have been playing for a while now. I hadn’t seen it before, but I guess that’s not terribly surprising given that about 500 games come out every day on iOS. Looks like it first came out September 2014, for iOS anyway, and it’s been successful enough that they’ve released 1010! World, which is basically the same game broken up into finite levels and put on a map like many of the big puzzle games do nowadays. (Candy Crush etc.)

1010!, played on a square grid, does that mechanic swap I mentioned, bye-bye gravity, hello touch-and-drag, but there are some other pretty major differences too.

It’s played on a ten-by-ten sized game grid, and I’m assuming that’s where the name comes from. 1010! also does away with having a single available piece, and showing you the order of the upcoming ones. Instead you have three available pieces, and see nothing further until you play the last of them. In fact, most of the strategy in the game comes from effectively using the three you are given together to clear some of the board before the next three.

Always Be Clearing

But if 1010! were just giving you tetrominos, it would probably be too easy. I’m guessing I could play indefinitely unless something more was changed, which it is. (In fact, it’s worth noting that 1010! doesn’t include the J, L, Z, or N pieces at all.)

So to balance the game toward ending, it throws in blocks of the following (important) sizes: 1×5, and 3×3. Sure, you can lose from the other block sizes if you’re not careful, but mainly, it’s going to be one of these two that you will inevitably not be able to fit onto the gameboard, thus ending the game.

I think it’s this balance (when to throw you “hard” pieces, and what percent of the time to just give you the basics) that makes both 1010! and Hex FRVR good games. They are both tuned to let you play for a bit, but then stump you not that long after. Playing for a while feels like an accomplishment, the classic “high score high”. Whether the games give you essentially random pieces, or just the illusion of random pieces, I cannot say, but just as in Tetris, you can easily talk yourself into believing the game is not random. Maybe it’s giving you this piece just when it knows it’s impossible for you to play it.

Everything is a Remix

It’s no secret that a lot of my game ideas are also inspired by Tetris.

The quote, “Good artists copy, great artists steal.” evidently goes back quite a bit further than T.S. Elliot. I very much subscribe to the thought that everything is a remix.

Right now I’m working on a port of my first game (playable on this site) to iOS. It’ll be called Action Go, and will play like the web counterpart, but look a whole lot better. The entire inspiration for that game was, “What if I removed line-clearing, and replaced it with the capture mechanism from the board game go?” I’m not planning on removing the web version, but the new one adds a lot of stuff, so I hope it’ll find a following on iOS and Apple TV when it comes out early 2016.

PS, It’s all been done

By the way, I have no idea if the Hex FRVR folks know about 1010!. But it’s a pretty fair assumption that they do. After I spent some time thinking about this, I realized I could whip out a triangle-based game with similar mechanics in very short order. A quick search later, and I’d found Tringles, which does exactly that. (Good thing I didn’t waste any time prototyping!)

It’s easy to see though, that there are nearly infinite ways you could take just a simple game and swap out one mechanic, (and adding a few more where it makes sense after that) to get a whole new game. Or hell, a whole new genre of games.

P.P.S. Crash

If anyone who works on 1010! read this, know that the app is crashing for me on my 6s+ like every 2 minutes. I don’t think it was doing this until the recent 9.2 update. Please fix it. I have an addiction to manage.

Notes from pyramid games playtesting

My good friend Nate was kind enough to playtest 3 out of four of the pyramid games I posted yesterday (we didn’t play the party game), and the results shouldn’t be terribly surprising, but they were generally disastrous. In short, none are ready for prime time. (But on the upside, none were complete throw-aways either, and all have potential!) Here are my notes:

Action / Movement Programming — This suffered from the problem where the player has the advantage, so nobody wants to make themselves the second-to-last player. This meant there was little incentive to try and make the target shape. We did play with a pretty cool variant / modification where there are 9 “goal cards” (in a 3×3 grid), and any 4 cards in that group can be the goal. The rule about “modifying” the programmed cards was very confusing to Nate, and I had to clarify / re-explain it several times. There was also confusion about being able to modify pieces on the gameboard, and I think adding an action that would allow you to modify (swap?) existing pieces would probably help. None of this fixes the disincentivization to make the goal shapes. We talked about maybe not replacing the cards. Also, I just had the idea to maybe only take one of the cards instead of all of them, so most of the shape would still be there, but it would obviously need modifying. Maybe then you also get points at the end of the game for collecting “sets” of a single color card. We also played on a very large gameboard (not quite a full chess board, but it was with the triangular chess boards that are sometimes used for looney Pyramids), and I think we could have just played on a 4×4 grid, and it would have been a tighter and better game.

Action Point Allowance System — This game suffered from the rules allowing you to totally screw yourself. If you didn’t play a combination of either 1) two 2-pip pieces or 2) a 1-pip and a 3-pip, you were giving yourself a serious disadvantage later in the game. I think the rules should just specify you can play one of those combinations. Also, the player who played first had a huge advantage, not because they played first, but because as the rules are written, they also got to play last. I think making both players play only a 2-pip on their first turn might mitigate that problem. Another issue was that we played on a 3×3 grid, but never really used more than 4 towers. Another rule change I’m considering is to make the players fill the grid first, before playing higher levels on any tower… or possibly just to play on a 2×2 grid. (Or both.)

Area Control / Area Influence — Finally, as I’d hoped, this game seemingly has a lot of potential, but we ended up not playing it while we spent like 20 minutes discussing how the captures could work. (Rules as written do not specify capture rules, and I thought I’d just make something up quick about surrounding groups, and we’d see how it plays, but turns out there are too many different possibilities!) It would take me a long while to write all the things down that we discussed, but briefly, we talked about: Switching it to allow ONLY swaps of cards with pieces on them (then you could capture from a swap or a placement). Allowing piece movement to capture, with cards containing pieces of the opposite color “frozen” in their place, essentially “locking” neutral spaces on the gameboard as kind of a suicide move. Finally, if we allow swapping cards with pieces on them (which I think is a good idea), I think maybe it should only be allowed if they have the same (or possibly only if the opponent’s card has lesser) pip counts. Maybe that parenthetical should always be true, which would mean you could only move cards that have pieces on them, since by default all the cards start empty.

I don’t know when I’m going to get around to revising the rules as written, but hopefully in the not-too-distant future!