Happy 2020 Everyone!
Wow, two months since I've last posted. Where did the time go? I guess there hasn't been a ton of new developments, but there are a couple.
Nebula
The bulk of my time over the past couple of months has been going into my Nebula roll-and-write game. (Picture above.) While I'm not completely ready to divulge all the details of the game, know that I've been through a ton of iterations since I last posted. (Last time I was on... what... version 2? I'm working on version 10 now.)
The game has been coming along relatively well. Sure, I've had some failures; I've tried a bunch of mechanics that didn't fit well or just didn't work at all. But each time I cut something and try something new, it feels like I'm inching a bit closer to the goal. (I kind of lost that feeling with the other projects I was working on, hence why this one has captured my attention so completely.)
Without giving too much away, at least I can mention the game's (possible) theme:
- The theme of Nebula is that the players are captains of cargo ships travelling through FTL. Each ship hit an unknown space anomaly and was forcefully ejected from lightspeed, getting badly damaged in the process. The only two pieces of good news are that the ship's power reactors are intact and functioning, and the ships are stranded in the middle of a gigantic nebula, meaning there is a virtually unlimited supply of raw materials nearby to repair the ships with. The players are using their tractor beams to suck up clumps of gas and dust and using that to fabricate replacement bits to get their ships working again.
One glitch I've already hit is the name; I don't think I can keep the name Nebula because there is already a game with that name. Granted, it's over 40 years old, but I still don't see the point of tempting fate. I'm trying to decide if I should just change the name a little (call it "Nebula 13" or "Nebula 4913" or "Nebula Roll & Write" or somesuch like that) or try to come up with something completely new. All of the completely new names I've been able to think of just don't fit the feel I'm trying to go for.
Escape Winter Convention 2020
In other news, the first run of the Escape Winter Convention happened this past weekend. Great stuff! This one was created by the people that previously ran the Dice Tower Con in Orlando, so you know they know what they're doing. Unfortunately for me, I managed to get sick right before the convention started so I was kind of dragging throughout the whole con and couldn't enjoy it to its fullest, but at least I managed to get a few games in. Here's what I was able to play:
- Fleet: The Dice Game (4/5 Liked) [own]
I picked this game up 'for research purposes' as someone suggested it would be an example of well done roll and write; I should be able to take some inspiration from this game. Turns out this was pretty good advice. I think this is a solid, if complex, take on a roll and write game. The core mechanic is pretty simple; twice per turn, roll a pool of dice, and everyone drafts one. Each player gets the effect of the die they drafted, plus the one leftover die that nobody drafted. Each die effect lets you mark off boxes in a particular section of your player sheets. Each section has various bonuses that activate when enough spaces are checked off. But that simple rule doesn't say anything about the staggering array of options that you have to pick from. In fact, I'd say the game's only major weakness is that there is a huge number of strategy options and you really can't grok them all until you've played the game a couple of times. I'm glad I picked up a copy of this as I can see it will get a lot of use, both as a good short-to-medium length game and as an example design to work towards.
- Azul: Summer Pavillion (4/5 Liked)
I really liked the first Azul game. The second, not so much. I'm happy to say that I like this third one as much as the first. The tiles are diamond-shaped instead of square, and you're making starburst patterns instead of a square mosaic, but otherwise it's a very similar to the previous games with the immediate scoring for adjacency and endgame scoring for completed patterns. Placing tiles around certain board features will allow you to take more tiles from a designated bonus pool. More than just losing points for taking the first player tile and 'dropping' tiles, now you also lose extra points for all the tiles you take along with the first player tile, so if you can see yourself getting hit with that then taking it early to minimize the damage is a possible option. Finally, some tiles are wild, but the color of which tile is wild changes in a predictable pattern so you can plan ahead for what tiles you want to hang on to. Overall I think it's a solid addition to the Azul family and I'll be happy to play it again.
- Silver & Gold (4/5 Liked) [own]
Technically a roll and write game, but not really what you'd think of when mentioning the term. This is a very quick and light tetris-style game that lets you write on its cards. Each 'treasure map' card has a small grid of squares that must be marked off to complete the card and get its points. Each player has two such cards out at a time, and immediately gets a new one when one is completed. Each turn, a card with a polyomino pattern is flipped over, and players must mark off squares on their cards corresponding to the pattern, with the ability to flip and rotate the pattern. Some treasure cards have other features like X symbols (let you mark other squares for free) and coins (bonus points). Most points wins. Quick, easy to learn, and enjoyable. The gimmick of writing on the cards struck me as odd at first but quickly made sense and fit right into place. A friend gifted me her copy and I don't think I'm ever going to get rid of it. :)
- The Quacks of Quedlinburg: The Herb Witches expansion (3/5 Neutral)
So, I definitely liked the Quacks base game when I first played it. I was eager to give the new version a try; expanding the game to five players seems like a big plus to me. While that in itself was good, it seemed like the rest of this expansion fell flat for me. The expansion adds two new 'sets' of effects for the bag tokens, three one-shot 'witch' powers usable by all players, and one new type of bag token: Locoweed. Granted, I've only played the base game with the 'Set 1' effects (good for beginners, I'd think) so I'm not familiar with how the game changes with the various effect sets, but it seems like the effects in the expansion just weren't that appealing. The new token type was almost completely unused in our game. One witch power was really nice, the others mostly useless. Really the mvp of the game was the 6-power orange pumpkin tokens, which I never had the resources to buy; the player that won managed to get two of them. I might enjoy the expansion more now that I understand how some of the new effects work, but as of now the expansion is a take-it-or-leave-it proposition for me; I'll play with it if someone else has it but almost definitely won't be buying it.
Mystic Tiger Games Store Closing Soon
On a slightly sad note, I'm going to be closing my web store soon, probably within the next week or two. While I have made a few sales through my store, I'm definitely not bringing in enough revenue that way to justify keeping it open.
However, all is not lost! Besides being available at larger conventions through the Indie Game Alliance, and working with Atheris Games to make my games available at smaller conventions, my games will also be available through Cool Stuff Games! If you haven't already, pop over to their website and give them a look. Good news is that, if you've gotten a gift certificate or discount code for their site, then you can put that towards a copy of Manaforge! Oh, and if you don't mind a little bit of box smooshing, they have 'damaged' copies as well that you can get for a bit of a discount.
I'm not sure if it'll work like this, but theoretically this link should search their inventory for my games:
https://www.coolstuffinc.com/sq/?page=1&submit=search&s=bg&f%5BPublisher%5D%5B%5D=Mystic+Tiger+Games%2C+LLC
Thanks for reading everyone! Have a good 2020!
Wow, two months since I've last posted. Where did the time go? I guess there hasn't been a ton of new developments, but there are a couple.
Nebula
The bulk of my time over the past couple of months has been going into my Nebula roll-and-write game. (Picture above.) While I'm not completely ready to divulge all the details of the game, know that I've been through a ton of iterations since I last posted. (Last time I was on... what... version 2? I'm working on version 10 now.)
The game has been coming along relatively well. Sure, I've had some failures; I've tried a bunch of mechanics that didn't fit well or just didn't work at all. But each time I cut something and try something new, it feels like I'm inching a bit closer to the goal. (I kind of lost that feeling with the other projects I was working on, hence why this one has captured my attention so completely.)
Without giving too much away, at least I can mention the game's (possible) theme:
- The theme of Nebula is that the players are captains of cargo ships travelling through FTL. Each ship hit an unknown space anomaly and was forcefully ejected from lightspeed, getting badly damaged in the process. The only two pieces of good news are that the ship's power reactors are intact and functioning, and the ships are stranded in the middle of a gigantic nebula, meaning there is a virtually unlimited supply of raw materials nearby to repair the ships with. The players are using their tractor beams to suck up clumps of gas and dust and using that to fabricate replacement bits to get their ships working again.
One glitch I've already hit is the name; I don't think I can keep the name Nebula because there is already a game with that name. Granted, it's over 40 years old, but I still don't see the point of tempting fate. I'm trying to decide if I should just change the name a little (call it "Nebula 13" or "Nebula 4913" or "Nebula Roll & Write" or somesuch like that) or try to come up with something completely new. All of the completely new names I've been able to think of just don't fit the feel I'm trying to go for.
Escape Winter Convention 2020
In other news, the first run of the Escape Winter Convention happened this past weekend. Great stuff! This one was created by the people that previously ran the Dice Tower Con in Orlando, so you know they know what they're doing. Unfortunately for me, I managed to get sick right before the convention started so I was kind of dragging throughout the whole con and couldn't enjoy it to its fullest, but at least I managed to get a few games in. Here's what I was able to play:
- Fleet: The Dice Game (4/5 Liked) [own]
I picked this game up 'for research purposes' as someone suggested it would be an example of well done roll and write; I should be able to take some inspiration from this game. Turns out this was pretty good advice. I think this is a solid, if complex, take on a roll and write game. The core mechanic is pretty simple; twice per turn, roll a pool of dice, and everyone drafts one. Each player gets the effect of the die they drafted, plus the one leftover die that nobody drafted. Each die effect lets you mark off boxes in a particular section of your player sheets. Each section has various bonuses that activate when enough spaces are checked off. But that simple rule doesn't say anything about the staggering array of options that you have to pick from. In fact, I'd say the game's only major weakness is that there is a huge number of strategy options and you really can't grok them all until you've played the game a couple of times. I'm glad I picked up a copy of this as I can see it will get a lot of use, both as a good short-to-medium length game and as an example design to work towards.
- Azul: Summer Pavillion (4/5 Liked)
I really liked the first Azul game. The second, not so much. I'm happy to say that I like this third one as much as the first. The tiles are diamond-shaped instead of square, and you're making starburst patterns instead of a square mosaic, but otherwise it's a very similar to the previous games with the immediate scoring for adjacency and endgame scoring for completed patterns. Placing tiles around certain board features will allow you to take more tiles from a designated bonus pool. More than just losing points for taking the first player tile and 'dropping' tiles, now you also lose extra points for all the tiles you take along with the first player tile, so if you can see yourself getting hit with that then taking it early to minimize the damage is a possible option. Finally, some tiles are wild, but the color of which tile is wild changes in a predictable pattern so you can plan ahead for what tiles you want to hang on to. Overall I think it's a solid addition to the Azul family and I'll be happy to play it again.
- Silver & Gold (4/5 Liked) [own]
Technically a roll and write game, but not really what you'd think of when mentioning the term. This is a very quick and light tetris-style game that lets you write on its cards. Each 'treasure map' card has a small grid of squares that must be marked off to complete the card and get its points. Each player has two such cards out at a time, and immediately gets a new one when one is completed. Each turn, a card with a polyomino pattern is flipped over, and players must mark off squares on their cards corresponding to the pattern, with the ability to flip and rotate the pattern. Some treasure cards have other features like X symbols (let you mark other squares for free) and coins (bonus points). Most points wins. Quick, easy to learn, and enjoyable. The gimmick of writing on the cards struck me as odd at first but quickly made sense and fit right into place. A friend gifted me her copy and I don't think I'm ever going to get rid of it. :)
- The Quacks of Quedlinburg: The Herb Witches expansion (3/5 Neutral)
So, I definitely liked the Quacks base game when I first played it. I was eager to give the new version a try; expanding the game to five players seems like a big plus to me. While that in itself was good, it seemed like the rest of this expansion fell flat for me. The expansion adds two new 'sets' of effects for the bag tokens, three one-shot 'witch' powers usable by all players, and one new type of bag token: Locoweed. Granted, I've only played the base game with the 'Set 1' effects (good for beginners, I'd think) so I'm not familiar with how the game changes with the various effect sets, but it seems like the effects in the expansion just weren't that appealing. The new token type was almost completely unused in our game. One witch power was really nice, the others mostly useless. Really the mvp of the game was the 6-power orange pumpkin tokens, which I never had the resources to buy; the player that won managed to get two of them. I might enjoy the expansion more now that I understand how some of the new effects work, but as of now the expansion is a take-it-or-leave-it proposition for me; I'll play with it if someone else has it but almost definitely won't be buying it.
Mystic Tiger Games Store Closing Soon
On a slightly sad note, I'm going to be closing my web store soon, probably within the next week or two. While I have made a few sales through my store, I'm definitely not bringing in enough revenue that way to justify keeping it open.
However, all is not lost! Besides being available at larger conventions through the Indie Game Alliance, and working with Atheris Games to make my games available at smaller conventions, my games will also be available through Cool Stuff Games! If you haven't already, pop over to their website and give them a look. Good news is that, if you've gotten a gift certificate or discount code for their site, then you can put that towards a copy of Manaforge! Oh, and if you don't mind a little bit of box smooshing, they have 'damaged' copies as well that you can get for a bit of a discount.
I'm not sure if it'll work like this, but theoretically this link should search their inventory for my games:
https://www.coolstuffinc.com/sq/?page=1&submit=search&s=bg&f%5BPublisher%5D%5B%5D=Mystic+Tiger+Games%2C+LLC
Thanks for reading everyone! Have a good 2020!