So Thrive is a game I designed during my game-idea-a-day project, way back in 2016! It’s a two-player abstract strategy game (which should surprise nobody), and the big innovation is that you augment the way the pieces move as you are playing the game. A little over a year ago it was picked up by Adam’s Apple Games, and just NOW, TODAY, it’s on Kickstarter.
This is my first ever board game getting a print run of any size. I’ve been extremely grateful to Adam for taking me along on this ride, keeping me in the loop on many of the decisions along the way, and allowing me to be such a part of this project.
Last weekend was Protospiel MN. After how much fun I had at the Madison protospiel (was it just a month ago!?!?), my expectations for this one may have got away from me. I ended up spending quite a bit of time in the last few weeks prepping new prototypes. Here’s what I brought and tested:
Adam Rehberg and I both brought copies of Thrive in various states of quality. It was interesting to compare his 3D printed pieces to my own. (We are using a new model courtesy of local artist Colin Cody-Waters, and his printer does a better job with it than mine.) At this point, we are more in marketing mode than actual play testing, but we did have some new things to playtest.
I managed to get a new “pyramid tile laying / fitting / stacking game” to the table several times. The tiles are (some of them) glued together in 1/4th overlapping shapes and patterns. (This is harder to describe than I realized.) I’ll include a photo of one of the end-game pyramids below, but you can’t really get a sense from the photo which tiles are actually glued together and which are singletons. The idea is that you use the singletons as currency to pay for the larger tiles. One of the last parts left to design was how to score the game, (though I had plenty of ideas), and I got lots of useful feedback on those ideas, as well as plenty of other helpful suggestions from my play testers. One of the games we ended up calculating scores for each player in 4 different ways. None of them fully met my criteria for how I wanted the scoring to incentivize building up rather than out, so I still have some thinking still to do on this one.
Oh Tetrominoes! – just the blocks – I made a version of this game by gluing 1-inch cubes together (pictured below). It was easy to get to the table, because it just looks and feels really nice, I think. Adam gave me some great feedback about wanting a “qwirkle moment”. And someone suggested having blocking pieces. Next time I play it I want to try where only the three polygons score, and the spaces marked X are blockers. Notably, the game board (with score track) was the first and only thing I’ve ever created in Illustrator, only about an hour of work.
Windrose – I did playtest this again at the convention. There were some new ideas thrown around. I sort of thought this was “done”, but the conversation left me bristling with ideas. I sort of feel like most of them would result in a different game entirely, but that’s not necessarily a bad thing.
I did also bring my Blinks dev kit, which was running my game Takeover. I only actually brought it out on Saturday night, after the main convention hall was closed for the evening. Immediately after we played it, we played Oh Tetrominoes!, and someone paid me the compliment (paraphrased) “You’ve shown me both the most sophisticated (technically), and least sophisticated (physical components) games that I’ve seen this weekend.”
– My standout game for the convention was a numbers-heavy (but not at all otherwise heavy) strategy game by Patrick Yang. He’s calling it Mathemagical, which is a great name, and I really liked the game.
– I got to play a tetromino stacking prototype called Lots. It was light and quite fun.
– My daughter attended with me on Sunday, and she ended up spending at least an hour (maybe two) prototyping a game in collaboration with another little girl who was there. I think they both really had fun, and there were even some neat ideas they came up with together.
This was my first time at this particular Protospiel. I do think the space was bigger than the MN one, but only by a factor of maybe 1.5x or 2x. I heard tell it was actually more space this year than previous years, but I have no idea if that was true. I also heard there was less of a publisher presence this time around. The only ones I saw, were Adam Rehberg from Adam’s Apple Games, (who I traveled over with), and the GameCrafter (if you count them as a publisher). Of course others may have been there incognito. (Or just less obviously.)
Adam (who is publishing my game Thrive) and I set up Thrive as a blind playtest on one of the back tables. This was the first time it had been shown with (some of) the new artwork, and we got a lot of praise for it. (I’ll post a photo.) I did feel bad briefly on Saturday when it was especially packed for taking up the space, but there was almost always someone playing it, and I had so much positive feedback, both about the game itself, and about doing a blind playtest at Protospiel (which several folks said they’d never seen before), that the feeling was easily allayed. We got good feedback on the rules, and added about 15-20 names/emails to our signup sheet to let folks know about the kickstarter when it happens. (Incidentally, we talked about a date for the kickstarter on the car ride home, and we are currently aiming to have it now in March.)
My personal goal was to get more games of my two current favorite designs in, and I got both on the table several times. The first, (with working title Oh Tetrominoes!), was played 3 times to completion, and only actually broke on the 4th play through. While it mostly felt like it works mechanically, I think the consensus was that it’s a bit fiddly, and not especially fun. It’s a mashup of three or four game ideas I had that all feature tetrominoes, and while they are integrated well (I got compliments on this!), they still feel weirdly disjointed, and one of them really feels like the core of the game (which I reluctantly agree with). After the last (failed) gameplay, one of the playtesters actually convinced the rest of the table (including me, but I didn’t need much convincing) to play a game of just that main core mechanic, without the other features. That went really well, and I’m definitely going to pivot the game a bit. (I mean really, I think it’s basically done, but I suppose I should playtest it a few more times to be sure. I’ll probably try and re-use the other mechanisms in a different game… someday.)
I felt like my other game, Windrose, had each playtest go better than the last. My goal for that one had been to play it with 4 players. as It had previously only been tested with two. I got in 2 more 2-player games, 3 4-player games, and one 3-player game (in that order). It really felt like it worked just fine with 3 and 4 players, although after the first 4-player game, we added a rule that changed strategies quite a bit without making the game feel all that different. I do think I prefer it with the new rule. Otherwise, the game didn’t actually need any tweaking, which feels kind of amazing to me. It’s another super simple abstract strategy game, and creating one of those that plays 4-players is really exciting to me. (Probably not something any publisher is going to be interested in, but you never know!)
Other highlights for me include:
– Playing a couple of new-to-me Adam’s Apple Games prototypes.
– A game played with “kite and dart” Penrose Tiles, which really looked cool.
– Seeing, (but sadly not actually playing) Cartographers: A Role Player Tale, which looked like a contender for my favorite take on the emerging “Flip and Fill” genre that is hot right now.
– Having dinner with Nick Bentley, who I have been acquainted with for some time, (I turned his game Catchup into an iOS app a few years ago), but until this trip might not have actually called a friend. We had such great conversations at dinner on Friday that we resolved to do it again on Saturday, and then I managed to convince him to play a couple of games late into Saturday night.
There were way more games that I was interested in trying out than I actually got to sit down and play. I did play a lot of games though, and I hope I gave some good feedback. I’d say the ratio of playing my own games to others’ was probably 40/60. All in all, definitely a great event for me. I’d recommend it, and definitely hope to do it again.
I wrote a forum post about Eigenstate over at Board Game Geek in the Abstract Strategy Game Forums. In the post I cover where I got the idea, how I made the original prototype, and a bunch about ideas that I tried to incorporate and didn’t work nearly as well as the current rules.
But the big news is that Adam from Adam’s Apple Games is planning to publish the game. This is obviously extremely exciting for me, as it’ll be my first board game to have a real box and print run.
Anyway, I’m going to reproduce the BGG post here for posterity:
New game: Eigenstate
Eigenstate is a 2-player abstract strategy game with incredibly simple rules that grows in complexity as you play.
Each turn you move a piece and then add two additional eigenstates (pegs) to your pieces giving them more possibilities for movement on future turns. Land on your opponent’s pieces to remove them from the board and when you’ve reduced them to one piece remaining, you win the game.
You can check out the rules and a 3D printer file for the pieces here: https://tinyurl.com/eigenstate (I’d really love to hear about it if you take the time to print it out!)
Design by subtraction
As you can see from the photo above, each piece has 25 holes, and all but the center space correspond to a possible move for that piece (relative to the center). Each piece only starts with a single movement peg, facing forward.
This design was a direct result of my playing a lot of The Duke and Onitama, and realizing that I wanted to make a game with similar movement mechanics. This was back in the summer of 2016, and at the time I was doing a project where I tried to come up with a new game idea every day. This game was the result of one of those ideas, and because of that project, I know the precise date I came up with the idea. (2016-03-28, and it’s outlined in vague terms in this blog post) I wrote again about the idea once I’d built the initial prototype, (and started thinking about it as a game system) about a month later, on 2016-04-25.
I’m extremely happy with the current simplicity of the game rules, but as usual, it took a lot of playtesting and experimenting to get there. After the initial idea about pieces that gain additional movement possibilities over time, I had a lot of different ideas about how the game should play. But first I had to make a prototype.
I bought some cribbage pegs online, and then spent a couple of afternoons in my friend Lloyd’s garage with his drill press. Once I had a physical prototype, I started playing versions of the game wherever I could, often with pretty wildly different sets of rules.
Ideas that were interesting, but didn’t quite work included: allowing piece rotations; action point allocation for placing pegs and moving around the board; using the checkmate mechanic from Chess; using different colored pegs for different movement mechanics; recycling (repurposing) the pegs you capture from your opponent; forcing your opponent to put pegs in their remaining pieces when you capture one (with the end-goal to make them fill up a piece); and all kinds of ideas related to scoring based on the number of pegs in your control. Some of these were more complicated than others, but all of them resulted in a far more complicated game than the game as it exists today.
Notably, in this period of floundering around, I sat down with Patrick Leder (at GlitchCon a local game development conference here in MN), and also Nick Bentley (at Gencon 2016). I don’t think either of them were all that impressed, and around that time, I basically shelved the game for about a year after that.
In the summer of 2017, I signed up for a table to show my games at the Twin Cities Maker Faire. Most of my games are for touchscreens, so faced with the prospect of a 10-foot table mostly empty but for a couple of phones and an iPad, I decided to lay out Eigenstate. This meant I had to explain it to people very quickly. Without referring to my notes, and pretty much off the cuff, I decided on the simplest possible rules I thought would produce a playable game. Essentially you only needed to remember to do two things on your turn, move a piece, and place some pegs. (I decided on two.) It was just piece elimination, the easiest possible win condition to explain. I’d playtested variations on each of these rules separately, but never in that combination, and again, always as part of a more complicated ruleset.
I was a bit surprised by how well the game played with those simple rules. The game was played a bunch of times throughout the day, with really positive reception. I think if there is any part of the design I’m still looking for specific feedback about, it’s the victory condition. Capturing your opponent’s pieces is fine, but it doesn’t feel very unique.
In quantum physics, the term eigenstate refers to the possible movement of a particle. It’s a bit more complicated than that, of course, (and honestly, I have only a slippery grasp on the concept), but once I hit upon quantum physics (and in particular using the uncertainty principal as a metaphor for movement in the game), I began hunting around for suitable quantum physics terms. I think there’s a cool extended metaphor about each of the pieces being particles in a system, and the players competing to observe their opponent’s system first. How moving your own particles (pieces) helps you observe that system is left as a thought exercise for the player.
It’s worth noting that the rules as written don’t really reflect this metaphor, and I’m not sure they will (other than some flavor text) in the final version. As with the idea itself, I know when I came up with the name, on 4/26/2016.
I am very pleased to be able to announce that Eigenstate is slated for publishing by Adam’s Apple Games. Adam has already 3d printed some additional copies of the game, and it’s being playtested internally. It will probably get a kickstarter later this year sometime.