Showing posts with label board game design. Show all posts
Showing posts with label board game design. Show all posts

Tuesday, July 14, 2015

A dragon's tale (part I)


Simurgh was the first game ever picked up by NSKN Games after a pitch, and it is the first ever project in which we had to work with a designer who was not part of NSKN Games.

It all started at the Nurnberg Toy Fair back in 2013. It was our first appearance at a large fair besides Spiel and it was as surprising as our first presence is Essen. A lot of famous designers come to Nurnberg to present their new ideas because unlike Essen which offers some incredibly busy four days, Nurnberg it 6 days long and quite relaxed, with fewer visitors and time to catch a breath.

That's where we met Pierluca Zizzi, a charming Italian game designer who pitched a "board building game with some awesome worker placement mechanisms and...dinosaurs", and we were intrigued. The game was sharing some game design principles with one of Pierluca's other designs, so we had to wait for another 5 months to actually play the game.

Our first game of Simurgh (back then Mu) took place in GobCob later that year. We said yes to the game the very same day and we brought along the prototype for further testing, but we already knew known that we had found a gem.

You need to know a few things about the earliest prototype we've seen. It did not feature dragons, but dinosaurs. Everyone, including the designer, knew that dinosaurs are not there to stay, nevertheless we had lots of fun imagining dragon... pardon me... dinosaur raiders foraging through some ancient forest. Dinos are not a bad thing - take a look at Evolution or Dominant Species - they were just totally out of place, not fitting at all with the game mechanics. But the game itself was so good that we decided on the spot to publish it after we found the perfect theme.

It wasn't long until Simurgh found its name and theme. It took some 12-hour car ride, a ridiculous amount of emails (if you have not tried brain storming by email, do not miss this unique opportunity... just kidding) and a few months later we were ready to dress the game into some beautiful artwork and present it in Essen. That was still back in 2013.


Dragon sketch by Enggar Adirasa

A legitimate question at this point is "Why dragons?" and what does the name of the game mean. We must admit that we were somehow conditioned by the original dinosaur theme and we were not able to shift our thinking into a completely different plane, so we gravitated around "stuff which can fly, stuff which can be ridden" and "a mythical universe", "of man and... (add word here)". Add to this mix another key ingredient - we like dragons  -  and we had the cocktail ready for a dragon themed game. The truth is that all the game mechanisms fit perfectly with the theme we chose and we were very happy to see the metamorphosis of Mu into Simurgh.

Our dragons were never meant to be evil. Scary - yes, by all means, but never evil. The legends of many peoples are filled with dragons, from Asia to South America and from Europe to Africa. We search the mythology for a perfect match and the Persian Simurgh came as the obvious choice.

Stay tuned for the second part of the story, coming up in a few weeks.


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Thursday, July 9, 2015

Roll them Bones

Designing a dice game is incredibly easy, so easy in fact, that I’ll do it here, now, in the blog post header. Ready? Roll off 57 times between any number of players, each of them rolling the same die (six sided would be the best and easiest to obtain). Roll off on each draw. The player with the highest number of wins is the winner of the game. Roll off in case of tie. Done.

Image Source: BGG
Yes, I can already image your smirk as you’re smiling at my silly little game, and I know what you are thinking. But, honestly, I am too young to have had seen the prototype of Talisman over thirty years ago, and too smart to actually push for publishing a game which is won by the person able to roll the highest number of sixes. There are simply too many such games on the market already. 

Here’s the downside of working for a company that publishes board games: you can’t always write about stuff that frustrates you in gaming, simply because you’d have to point fingers at products made by your competitors. And that would make you look like a jerk. So, I decided that – if I am to proceed – I will use a very limited number of negative examples, and I will use only games I really enjoy, so that at least those who know anything about my gaming habits know that there is no ill will or bad blood here. 

Now, the essential problem of a not-so-good dice game (or of a game that relies heavily on dice), is the correlation between winning and rolling high (or, to put it in a more universal term, rolling within a specific range the game mechanisms tend to favour). If rolling a six always gives you more power, more resources, more options of using such a die, then it means that the game has a potential of being driven by luck more than by player actions. 

Image Source: BoardGameGeek
Let me use an example of a game I love – and a game that for the most part does dice very well. In Alien Frontiers it mostly does not matter whether you roll high or low, because almost any set of dice can be used productively on your turn. However, if you never roll high, you’ll probably never use the action that allows you to place a colony for the price of permanently removing one of your dice (one that came up with a six), and might have a big problem getting any Alien Tech cards (and without them your ability to manipulate scores is virtually nonexistent). 

Apart from the above example, Alien Frontiers is a splendid game, definitely one that’s been in my all time top ten since the first time I played it. It’s a game that will allow a better player (or a more experienced one) to win most of the times, but if two players of equal skill face off, the game will probably be won the player who rolls more fives and/or sixes, as only one location favours low scores, while the others either favour high, or use sets with any numbers. 

Image Source: BoardGameGeek
I’ve used Alien Frontiers as an example not to belittle the game (by Jupiter, it would be like belittling a good friend!), but to show that even the greatest of the dice genre are not completely free of the high roller problem. As far as I can tell, the only game that completely does away with favouring specific scores is Castles of Burgundy – and even the great Stefan Feld was not fully able to repeat this, as Bora-Bora seems to slightly favour rolling low. 

So, what should all this teach us? Well, that really good dice games should be built in a way that allows the players to use any rolls to their advantage – and that designing them so that they do exactly this is not easy, but we should still try. After all, the slight imperfection of Alien Frontiers does not prevent it from being a magnificent game, and a design many aspiring creators can draw inspiration from.

PS. Does all the above mean that we're working on a dice game? No. Nooo.

Yes.

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Tuesday, June 30, 2015

Allow Me

There’s a saying all creative people have heard, and a lot of them have also uttered during their lives: “Show, don’t tell”. Simply put, it means that if you want a scene in a novel or a movie to be heart wrenching, you cannot simply tell your readers or viewers what they should be feeling or doing at this given moment. Similarly, you cannot simply make somebody laugh by telling them to laugh – or by telling them to do a thing that is definitely going to be hilarious.

Image Source: Boardgamegeek
It’s no secret I’m not a fan of party games – whenever people ask me about my gaming habits, I tell them that I am mostly a gaming omnivore, although I will rarely be convinced to play a real time game, or a party game (often actually being also a real time game, so that gives us one strike more). In fact, I will often admit to specifically not liking party games as a genre and actively avoiding playing them, choosing to rather not play than play a party game.

If you’re starting to feel slightly confused by how detached the two above paragraphs are, let me now tie them together. I don’t like party games, because a lot of them try to force me into making silly stuff just for other people to laugh at me – or make other people do silly stuff so that I could laugh at them. And they try to do it in such a ham-fisted way, that the only thing I do feel is embarrassment.

I’m not going to point my finger at any specific transgressors. Suffice to say that if a game simply orders me to cluck like a chicken instead of talking, or play with my forehead on the table, I’ll probably pass. I can make other people laugh at my expense, but I refuse to be the butt of primitive jokes made by someone else. I will not be happy about that, and I will certainly not pay for this type of entertainment.

Image Source: Boardgamegeek
What I will pay for is a subtle but engaging system that will allow me to make an idiot out of myself – and allow other people to laugh at my expense. And here, I will name names: Anomia, Apples to Apples, Spot It, 5 Second Rule – games that do not start from insulting their players by forcing them to do stupid things. No, by creating a seemingly neutral gaming environment they allow us to do silly things as we try to play according to rules that do not tell us to do a specific funny thing to amuse others.

So, if your thinking about designing a fun party game, first look at the ones that (over the years) had the most staying power – and that you enjoy (not dread!) coming back to, and then remember one thing: allow me. Specifically, allow me to entertain other players with my blunders. Don’t make me look like an idiot with a forehead on the table. Instead, allow me to find a way to make an idiot out of myself using your entertaining ruleset. I’ll like your party game that much more, I promise.
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Thursday, June 25, 2015

Fruit of thy labours

If you’ve been following our blog, you already know that NSKN Games went to see how the production of Mistfall is going. We posted both a Kickstarter update, and a blog post for those who had missed it. The visit in Kraków gave me the opportunity to take a copy of my first published game in its final form, lacking but the shrink wrap, and hold it in my hand. And it was a glorious feeling.



It’s still going to be some time before the actual copies of Mistfall are assembled, and we are ready to start sending them, so the copy I got is “semi-official”. It was put together from the components already available at the factory, but it did not go through the full production cycle like all the games the backers will receive – and like the boxes that will end up on store shelves. But it was still a first copy of Mistfall. The first copy of my game.

You might think that after showing the game to a lot of people in a multitude of different forms – from the most basic, black and white, homemade prototypes, to the most advanced ones, printed using the final graphic design and artworks – would allow me to get used to the idea of what the final game would look so much, that it wouldn’t be anything moving. And yet, it was. 

Seeing Mistfall as a finished game, browsing through the rulebook, punching out the tiles and tokens felt at first completely unreal. What I would always see as a pile of cards made using sleeves and some commons from this, that or yet another CCG, and some tokens either made at home, or stolen from another game, was now an actual game. And for a time I could not believe that this box filled with gaming goodness is the essentially the same thing as a black and white prototype I still have.


As you can see, this blog post is yet another personal one, so you’ll not find any professional advice or peek behind the curtain of the publishing process. But I’ll try to make reading this worth your while by telling you two banal but incredibly important things. The first one is that plans and ideas, sometimes no matter how wild, should never be something that is forever in the future, something you think just before going to sleep and smile. You can make them real, if you work hard.

And the second thing is, that in this strange and complicated world, you can still achieve stuff if you simply work hard. And I have the fruit of my labours to prove it.

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Tuesday, June 16, 2015

More theme - yay or nay?

What do we need a theme in a game for? If it’s a Eurogame, we probably need it to help out in the learning process a little bit, and to not be in the way when the learning is over. And if the theme ever rears its ugly head too much, things may get suddenly worse.

Image source: BoardGameGeek.
Thematic Eurogames certainly exist. The problem here is that depending on who you ask, what is and is not thematic differs significantly. A game considered super-thematic by some, is dry and completely devoid of any theme to others. Just look at Lords of Waterdeep, that was both praised for a high level of immersion (for a Eurogame), and bashed for being a soulless cube pusher, thinly layered with a Dungeons & Dragons theme.

It’s obvious that to an extent it is what we like or dislike that makes us consider a game thematic or dry. Some specific elements work better to anchor us in what a game is supposed to depict. For example, I find Shipyard (a very abstract abstract Eurogame by Vladimir Suchý) thematic despite having to work with several different rondels as well as a pile of disassociated mechanisms working in the game, simply because the goal is to build ships – and build them on a board, using tiles that make the final outcome look like an actual ship.

However, sometimes one of the design goals for a game is to more accurately depict whatever the game is about. And this means introducing rules that would “simulate” some real-life phenomenon or mechanism, with a possible outcome of making a game that is more “realistic” – and often less of a solid game.

Image source: BoardGameGeek.
Among many games Martin Wallace has designed over the years, few have been bashed as much as Tinners’ Trail – a light Eurogame about mining and selling tin in 19th century Cornwall. Wallace (by his own admission) was aiming to create a game that could accurately show the volatility of the 19th century market, which is why he introduced a dice based mechanism that would change the price of tin from turn to turn – sometimes significantly. What he actually did is design a game that was quickly dismissed by many hardcore Eurogamers – or immediately house-ruled to make it more strategic – and probably less realistic.

The question of realism is one we actually tackle on a regular basis. Should a game be more balanced, more well-rounded, and less “realistic” to be considered better? Or should it be maybe a bit less of a solid game, but slightly more thematic? Until now we’ve been walking the “more solid” path, but we are very curious to know what you think.
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Thursday, May 28, 2015

A vegetarian and a butcher

Years ago, as a teenager, I participated in a class that would allow people only learning English to talk with actual native speakers. Each time we would discuss a specific issue based on a short text. I remember one of them specifically, as it discussed especially awkward mistakes made in all sorts of student exchange programmes. One of those mistakes was sending a vegetarian to a butcher’s family.

There is nothing wrong with being a vegetarian, and nothing wrong with being a butcher (although, I know some people might disagree with any of these statements). A problem may appear, however, if we try put these two together under one roof for at least six months. And as much as it looks like no more than a basis for a failed nineties sitcom, it does have something to do with board games. 

I’ve already talked about listening to your testers when you’re developing your game – and listening to them not only when they talk about what they think works or doesn’t work in your prototype, but also when they try to tell you that they feel uncomfortable with an idea your game might include, promote or be based on. However, there is one more thing you might want to actually do. 

A vegetarian is not out of place in most civilized western societies – and neither is a butcher. Still, by trying to make one work with the other might (just might) result in a disaster. Now, I specifically don’t want to point fingers at any particular games, but it often happens that a thing that is hardly worth a gasp in one culture, but perceived as deeply offensive in another, ends up in a family board game. To me that is a blunder you can easily avoid. 

There are many reasons somebody might feel offended, starting from the history of a given country or region, and ending with personal experiences that differ significantly, based on where you’ve been raised and where you live. And it would probably be impossible to be certain that your game will certainly not make anyone in the world uncomfortable. But some due diligence is necessary. 

To put it in simple terms: if you’re making a game about a specific region, specific people, specific historical events, just do your homework and be certain that you are not trampling the toes of someone whose ancestors or family members might have been involved. Don’t base it on just your assumptions, just spend a day making sure that you did not get anything horribly backwards, and you should be okay. 

But by all that is good an pure, spend that day.
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Tuesday, May 19, 2015

Prototypical Influence

There are mostly two things I remember vividly from presenting the first prototype of a certain game that has since fallen into oblivion. The first was how initial reservations of people who sat down to play it would change into all out enthusiasm by the end of the third or fourth turn. The second was the question that was seemingly asked by every other person who sat down to play: “Are you really allowed to use Magic layouts for your own game?”

Three stages of prototyping for Mistfall.
During the last two weeks I talked about making a prototype of your game, starting off with advising on what not to do when preparing a prototype for a potential publisher, and then sharing my own tips (part one and part two) on giving your game idea an actual shape in the real world. Before finishing off the practical advice series, I’d like to take a small detour to discuss one more aspect of prototyping, and that is how the form of your prototype influences the way your testers will react to it - and what you are probable to get for a basic or a "good looking" prototype.

I’ve already talked about why it is not the best idea to put in too much work into the art and graphic design part of your prototype. But aside from using up time that could be better spent on perfecting the actual game, there is also the matter of how your testers will perceive your prototype – and how willing they will be to share their ideas on it with you. 

Simply put, if your prototype looks like an almost finished game, chances are that some of your testers might doubt themselves more than your design. This may lead to them refraining from voicing their complaints or ideas, just because visually the game looks like a ready to go product. Obviously, this will influence only some people, but still, if you want more sincere responses, you should probably go with a more basic looking prototype.
Here's some basic prototyping components, just for good measure.
On the other hand, building a serviceable but simple, very much “work in progress” prototype makes people more eager to actually share all their thoughts, as they receive a visual cue that what you gave them to play with can still be modified. When you're still running basic playability tests, it's generally better to have more to work with (and weigh out) than to falsely believe that your game is perfect. And some people might be easily convinced that something they would perceive as a flaw, is actually a feature, since the game looks "so completed".  

Now, if you’re still somewhat perplexed by the Magic story in the first paragraph, let me also elaborate on that. To make my life easier, I used a free editor with Magic: The Gathering layouts to create all the cards for the game. And although I would start each and every presentation with saying: “None of the components you see here, none of the artworks, no graphic design elements or symbols are final”, people would still ask me if this is really the layout I'm going with for the final game.

With that in mind, it’s probably good to remember that no matter what you say, the actual shape of your prototype will do more talking than your mouth. And for that reason, when you want actual criticism, show people a prototype that is as basic as humanly possible – and when you want some love for the game (maybe because the testing period is done), go with the almost-finished looking one. My experience tells me that it works almost every time.
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Tuesday, May 12, 2015

If you build it, they will come. Part 2: Boards, Tokens & Dice.


Last week I talked about making cards for your prototype. Continuing the topic of prototyping your game, I’d like to talk about tiles, tokens and dice – and of the importance of cannibalizing other games.
Some basic tools: box cutter, heavy duty scissors, paper glue.

1. Tiles and boards

Making tiles and boards can be as simple, or as complicated and time consuming as you want it to be. Depending on how much work you want to put into your prototype, and on the actual use of a given component, you may either use some cardboard and paper glue, or simply a thicker type of paper you can print directly on.
Mistfall Hero Charters getting ready to be glued on thick cardboard sheets.


Cutting out tiles from a large sheet may be problematic, and you will probably do well to first get a specialist knife (or a box cutter) and something to safely cut on (like a self healing mat). But you can also make your life much easier by using tiles from another game as a base. You can paste over them with your printouts, and possibly trim down to the proper size.
Prototype Praetor tiles, and prototype Mistfall tiles pasted on final Praetor tiles.

As for boards, you can use anything to make them thick – but you can also simply use thick paper for your prototype. Wargames have gone with “maps” instead of boards for years, so if you don’t have anything you could mount your prototype board on, simply don’t mount it. Just use some scotch tape to make sure that smaller pieces don’t separate during game (or print it on a large sheet), and you are good to go.
This Versailles board is here for one purpose only: it will become a prototype board for a new game.

2. Game Tokens

The simplest way to make tokens is not to make them at all. If you need money for your prototype, borrow some coin tokens from another game, or use poker chips. If you need different types of goods you will be trading with or exchanging for victory points, consider simply using wooden or plastic cubes (again, taken from another game or bough from a specialist store). I personally use different types of markers, from wooden disks and cubes, to glass beads and tiddlywinks. You might be surprised what you can find at the florist’s or at a craft store.
Prototype tokens for Praetor and Versailles made using tokens fro other games and trimmed down to size.

3. Custom dice

The easiest way to make custom dice is to find blank dice online, and then either print out and paste the custom faces – or simply use a permanent marker. The second option is not quite as good, as you will most probably be unable to reuse any dice later – unless you paste over what you wrote on them – or even tweak the dice for the current prototype.
Blank dice and some prototype dice made by pasting printouts.

If blank dice are not a viable option, you can also use regular dice to paste over. Although, I strongly recommend using big dice with unrounded corners, as it is much easier to paste on them: you simply cut out squares (instead of circles) and glue them to the die sides. Finally, if none of these options are available, or you need dice other than the standard six sided ones, you can always prepare cheat-sheets, which will translate any numbers from regular dice into specific symbol outcomes (or other numbers). Be aware though, that this option may negatively impact the comfort of playing your prototype.
If you have to use regular dice, choose ones that are least rounded on the corners.

Next time…

I will be talking about some more general tips and tricks, wrapping up my prototyping series. As always, if you have any questions (or there is something more you’d specifically want to know – or add), ask away! Till next time
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Thursday, May 7, 2015

If you build it, they will come. Part 1: Cards.


A few days ago I talked on the blog about what to and what not to do with your prototype before sending it to a publisher. This time, I’d like to take a step back and talk a little bit about how to actually make a prototype of your game – or at least give you a few useful tips on making some of the most popular components. With this in mind, let's talk about cards.

A lot of games have cards, either as an addition to the board, tokens, cubes and meeples, or as the “main attraction”. Regardless of how important and numerous cards are in your game, you really don’t want them simply printed on a piece of paper. So, unless you are using a professional printing service that focuses on cards, you need an easy way to make them at home – and here’s how you do that. 

1. Get some CCG cards.

Most of us gamers had at one point of our lives (or still have) something to do with a collectible, trading or living card game. Such an adventure usually leaves us with a boatload of old cards, ripe for being used in a prototype of our own game. And if you’ve never played a CCG, or have gotten rid of all your old cards, don’t worry, you can usually get packs of several hundred old cards off the internet for a few bucks (or your regional equivalent).

A stack of some CCG cards (Magic) and some CCG-sized Progress cards.

2. Get some sleeves 

Some people like to glue prototype printouts on cards. While the idea is not bad, it has a few downsides. One is that usually the stickers don’t take that well to shuffling. Another is that you will only be able to reuse one cards a few times, as after sticking two or three layers, it will simply become too thick to handle comfortably. By far the best way is to get card sleeves. Even the cheapest will do: you’ll just take a card and sleeve it together with the prototype printout, to create a card that is not only easy to shuffle, but also relatively resistant to some abuse.

Penny sleeves ready for prototyping.

Also, when you want to make critical corrections, you can just toss the old printout and replace it with a new one. Finally, if you’re working on a game with different decks and you need different backs, you may think about slightly more expansive sleeves with opaque, coloured backs. These will allow you to distinguish between different card types easily, and as an added bonus, they will also make you cards slightly stiffer and more durable than penny sleeves.

Different colour sleeves for different decks in your prototype.
 
3. Get some good scissors or a guillotine paper cutter 

This is as simple as can be: if you’re planning on doing a lot of cutting, getting good (preferably long) scissors will make your job a lot easier. Adding a guillotine to your prototype workbench might also be a good idea, although if you’re not planning to assemble cards by the hundreds, long scissors will probably suffice.

My own scissors of choice: long and longer.

4. Use helpful software 

The internet is full of helpful software that is either free, and that allows you to quickly build and print CCG cards. A quick internet search will undoubtedly point you in the right direction. You can also quite as easily use your word processor to build a suitable table, that (after filling it with texts and symbols) can then be printed out and cut into separate cards. 

Rough prototype cards created using MS Word, CCG cards, a laser printer and a pair of scissors.

Different designers have various methods of making their prototypes. What I’ve shown you here is only what I consider most effective – and best fitting my work style. Still, some designers prefer to use business cards they write on by hand, or a professional card printing service (which is a great idea, but I’d advise it only when you know you won’t be making many changes to your cards), and what works for me may not exactly work for you.


Final Mistfall prototype - professional graphic design and printing, plus CCG cards and penny sleeves.

Next time I’ll talk a about tiles, tokens and the importance of cannibalizing other games. See you then!
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Tuesday, April 21, 2015

Cardboard Conarium

For some time there had been a certain amusing acronym kicked around BoardGameGeek. Just Another Soulless Euro, or simply JASE, provided a way of expressing the irritation with a certain method of creating Eurogames, or a new and handy way to stick it to the “Eurosnoots”. Regardless of the term’s origin, its first purpose, and how JASE had been used by different gamers, it did pose an interesting question: what provides a board game with a soul? 


Image Source: BoardGameGeek
A soul is a pretty nebulous concept. There are many definitions and ideas when it comes to human souls, but in terms of inanimate objects, a soul only represents a certain set of almost undefinable features that make it stand out - and that makes us feel more attached to the said object. We often hear that a house, a car, even something as small as an old tape recorder might have a soul, and when we say it, we usually want to show that it is in some way special. Usually, special to us. 

Trying to pick apart the idea of a board game having a soul will thus be heavily biased by personal experiences. For that exact reason, I will always say that Puerto Rico is a game with a soul, as it was my first Eurogame - and my first step into a new world of gaming, a world hidden within the world I seemed to had already explored. Similarly, Through the Ages will (to me) remain a game richer and more beautiful than any other in the world, as it was my first step into tabletop civilization games - and a first spark of the type of love that never burns out. 

But both Puerto Rico and Through the Ages have one more very important thing going on for them: they were both innovative (apart from being solid games), which not only put them high on my personal list, but also made them games highly regarded by hobbyists around the world. The idea of an action picked by one player and then performed by others created almost a whole genre of games, and depicting the process of building a civilization through disassociated mechanisms (which, when coming together, create a surprisingly thematic experience) had proven beyond doubt how creative and diverse the board gaming hobby can really be.
Image Source: BoardGameGeek
With the above in mind, it seems that supplying a soul when creating a board game is a simple process - or, at least, simple if you are making a solid game with an innovative idea. And yet, it is not, and it cannot be, a precise science, as there are some games that seem to hit both of these marks, and yet people generally don’t seem to identify them as games with a soul. Dominion can probably serve as a great example here, being both innovative (so innovative in fact, that it did create a whole new genre of games), and more solid than many of its followers. 

Image Source: BoardGameGeek
Dominion had it all, and yet time has proven it to be a game many refer to as dry, which almost automatically makes a game soulless. So perhaps there is also a matter of theme to consider, an atmosphere created by the game’s elements, making it stand out, sometimes even placating the more critical gamers ready to condemn a game for its mechanical deficiencies. I believe there are many deckbuilders not quite as solid as Dominion, or at least not as versatile, which are still perceived as a bit more memorable, a bit more engaging (on a more abstract level), a bit more… soul-full? 

As I said in the beginning, a soul of a game is often a matter of personal preference, as much as it is a combination of more tangible factors. Our own Progress: Evolution of Technology and Versailles always seemed to me - and to many people from my gaming group - games with souls. And at the same time they were praised as mechanically sound but ultimately deemed soulless by many of those who I’ve played them with. 

Thus, it seems that there is no recipe, not even a final definition of a board game soul we could all use. But at least there are some definitions serviceable for personal use. So, what is yours?

 
Just to put a little plug (and date this note somewhat), we are running a contest now, with ten copies of Versailles - each supplied with this cute little depiction of King Louis. If you want to get your hands on one of them, just go here for details.

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Thursday, April 16, 2015

Mistfall: Sycra the Black Crusader

Today we continue the list of Mistfall biggest evildoers, introducing the one but last villainous boss enemy the players will face: Sycra, a fallen priestess.

Art by Enggar Adirasa
Sycra the Dawnbreaker 

Already at an early age Sycra would display the gifts bestowed by the Dawnmother upon those destined to serve her. Able to spontaneously call upon the Light of Dawn without any training from priests or Loremasters, Sycra became a bit of a problem for the clerics deciding her fate, as it seemed she displayed an aptitude for both healing, and striking down the servants of the Mists. Finally, taken in by the order of the Dawnbreakers she became a battlefield healer and a fierce foe of the nefarious Mists.

During the first few years she had spend in the Valskyrr, she also made some friends among the people of Frostvalley Keep, as she would eagerly accompany Shieldbearers into battle or on missions that would lead them deep into the territories of the undead. And although Frostvalley had an almost permanent Dawnbreaker resident, the Lord Commander would always welcome another bold warrior priestess, happily putting her unique abilities to work.

All changed during what seemed like yet another expedition against a band of brigands aided by a necromancer threatening a small fortified village in the northern Valskyrr. Ambushed in an already overrun settlement and surrounded by enemies, Sycra’s power failed her for the first time. Seeing Shieldbearers fall in battle around her, unable to properly protect or aid them, she reached further and more furiously than ever before. She called out - and something answered. But it was not the Dawnmother.

The Black Crusader 

The battle ended in a tragedy. Although Sycra suddenly gained the ability to smite her foes with a power she’d never seen before, she was still the only one to survive. Wounded and exhausted, unable to heal herself, and seemingly cut off from the Dawnmother, she wandered away further into the Mists, burned by fever and plagued by horrifying visions of great suffering, punishment and betrayal. 

Art by Enggar Adirasa
When she finally emerged from the Mists, her mind and heart were changed by the understanding of what the malicious power threatening the world truly was. And as she entered the first hold of the Blackwood lords, she already knew how to touch the hearts of the ruthless brigands, how to open their eyes to the truth she’d seen - and how to make those already touched by the Mists follow her. 

Although Sycra’s connection to the goddess Dawn seems forever severed, the priestess still exhibits the ability to heal her allies and smite her enemies, and a conviction as strong as before she was taken by the Mists. Seeking final retribution, she now leads a growing army of fanatics who had seen the same truth as she had, and if her Black Crusade is to be stopped, much more than the strength of arms will be needed. 

Sycra in the game 

In many ways, Sycra is a very different type of Special Enemy, as her power is partly a reflection of what the Dawnbreaker Cleric has at her disposal. When facing Sycra, players will have to make a few hard choices and adapt a clear approach to deal with her servants, remembering that simply eliminating them may not only prove more difficult, but also not the best course of action. 

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Tuesday, April 14, 2015

Mistfall: Maelgar the Abomination

The world of Mistfall is a perilous place, and the Mists can transform the both the righteous and the wicked. What happens when the ruinous might touches ones that were never pure? The story of Maelgar answers that question. 

Art by Enggar Adirasa
The Brigand Chief 

Nobody really knows where or when Maelgar was born, but most believe he spent his early years in the northern part of the Valskyrr, in a village long since wiped out by beastmen or brigands. Most probably sold into slavery as a child, he was one of the few youngsters who managed to survive long enough to win their freedom by spilling blood, or by proving too useful to a Blackwood lord or a crafty Ghoren warchief to simply be killed or sacrificed.

Maelgar most certainly did not belong to the latter category, as when he finally let himself be known to the Shieldbearers of Frostvalley Keep, it was not due to his intellect, but because of his cruelty and brutality rivalling those of the fierce beastmen blood hunters. And although some of the expeditions meant to bring Maelgar to justice where overseen by the Lord Commander himself, the brigand chief managed to fight his way out of every trap and finally either evade, or – more often – slay his pursuers.

The string of Maelgar’s victories made him a prominent figure with the Blackwood brigand lords, so prominent in fact, that more than one of them started scheming against him. However, it was none of them, but a young Frostvalley Loremaster by the name of Rahlfors, that finally managed to take him down. Leading a group of Shielbearers, Rahlfors found one of Maelgar’s treasure hoards, and knowing that the brigand chief would visit them only alone, he set a trap that finally ended Maelgar’s scourge.

Art by Enggar Adirasa
The Abomination 

The victory was short lived. A little over a year later reports came in of an abominable beast wreaking havoc on a territory Maelgar had used to consider his own before his demise. Shortly after, it turned out that it was Maelgar himself, brought back from the dead by the Mists and transformed into an abomination that seemed to have focused all his cruelty, his malice, and his insatiable hunger for blood.

Having murdered all his past subordinates and demonstrated a rage capable of destruction that would impress even the most Mist-crazed of the Ghoren warriors, Maelgar went on a further killing spree throughout the lands under the protection of Frostvalley Keep. Now, surrounded by a herd of undead – some of them his own comanions he’d killed, others merely his victims – he prepares to strike a mighty blow against Frostvalley Keep. 

From a handful of notes left by Rahlfors after his sudden departure, it seems that the former chief’s treasure hoards might contain powerful artefacts or at least answers that may help in defeating Maelgar once and for all. However, an ominous side note also mentions a strange ritual that may have not only been responsible for bringing Maelgar back, but might also imbue him with even more strength should he be opposed in battle. 

Maelgar in the game 

As many of the Special Enemies, Maelgar’s card is double-sided: with one side being his starting, already twisted form, and the other showing his further descent into becoming a raging minion of the Mists. Unlike other Enemies, Maelgar grows stronger when the card becomes flipped, and as Heroes come closer to their victory, they are also in greater peril of falling to his fury. So, with Malegar’s treasure hoards being spread across the land, and remembering his martial prowess and resilience, the right preparations are the key to surviving the battle against him. 

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