Lessons from Designing a Solo Variant

This article has been a long time coming. Way back before the first New Bedford Kickstarter in 2014, I was starting to wrap up the expansions for New Bedford (now collected in Rising Tides). I had noticed a real uptick in the number of “solo variants” for games I followed on BGG, so I started to think that people were going to want a solo variant for New Bedford. But it would be another year of work before I actually got a solo mode I was happy with. In the roughly two years since I started working on the solo mode, a lot of new resources have appeared to assist designers of solo games, and I think it’s helpful to talk about how the Lonely Ocean mode was developed with regard to some of these resources. Read the rest of this entry »

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Have a Dice Cream Social

The Kickstarter for Rocky Road a la Mode has just hit its second stretch goal, and Green Couch Games has announced a contest to win a free Green Couch Games t-shirt! Want a chance to win a free shirt? Of course you do! Here’s how

  1. Print a copy of Rocky Road: Dice Cream.
  2. Invite some friends over.
  3. Serve those friends a sweet, cool treat.
  4. Play a game of Rocky Road: Dice Cream.
  5. Tweet a picture of your get together using the hashtag #dicecreamsocial and be sure to mention @GreenCouchGames and link to the Kickstarter campaign!

At the end of the campaign, Green Couch Games will draw 5 winners who followed all 5 of the steps listed above to win a Green Couch Games t-shirt!

Just like this tweet from the other night:

Want the Print and Play copy, or a want a How to Play video? Simply check out the fourth update, and while you’re there please consider backing Rocky Road a la Mode.

And speaking of the fourth… the Fourth of July holiday this weekend is a great opportunity to have a bunch of friends over and serve them ice cream. (Of course wherever you are, a summer weekend is a good opportunity to see friends and serve them ice cream.)

Keep cool everyone!

 

 

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Different Approaches to Micro-game Design

This past year (and longer, really), I’ve been exercising my design muscles by making really tiny games. I talked about why designing microgames is a good design exercise a while ago. The first one was Nantucket, which ended up being a few cards, and I discussed the process behind that a in the same article. Nantucket really started with the mechanics of New Bedford, and I adapted them to the smaller simpler format. This year, I had BoxScore as a stretch goal promo with the Bottom of the 9th Clubhouse expansion. And now you can get another game Rocky Road Dice Cream as a deluxe pledge for Rocky Road a la Mode by Joshua J. Mills from Green Couch Games. As I’ve continued working and developing my skills, I’ve observed that the approach I took with Nantucket is just one of several different ways to adapt a game. So today, I thought I would talk about those three approaches with 3 other games: Espresso, BoxScore, and Dice Cream. Read the rest of this entry »

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Hittin’ the Rocky Road

RockyRoadMainIt’s the first day of summer! And Green Couch games has launched a Kickstarter campaign for a seasonally appropriate new game: Rocky Road a la Mode, by designer Joshua J Mills. It’s a great little game with amazing artwork by Adam McIver that plays a little like Splendor, but with a time track turn order mechanism and multi-use cards. Players play music to attract customers, serve ice cream, and earn points and permanent resources in a quick race to the finish.

And as part of the campaign, I’m pleased to announce that you can also get a new microgame I designed to support the campaign, called Rocky Road: Dice Cream. With a single card, a few tokens and dice, you can take a little scoop of Rocky Road everywhere you go. I’ll be back tomorrow with more details of how the game works, and the process behind its creation.

Rocky Road a la Mode is a scoop of engine building, with a scoop of resource management, and a scoop of time management in a family friendly cone. So if you like great little games, please check out Rocky Road a la Mode and Dice Cream on Kickstarter!DiceCreamInset

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Learning New Ways to Fail

Finalists for the Buttonshy wallet game contest were announced a few weeks ago. My submission, Space Race: 1969 was not selected. The judges were crazy kind enough to assemble and deliver scores and feedback for the non-finalists.  It’s incredibly valuable just to get any feedback, and I’m going to learn a lot from this submission. The good news is that the feedback is basically what I expected. But the bad news is that the feedback is basically what I should have expected.

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Review: Oh My Goods – It’s Got the Goods

Parts of this review may look familiar. Like my last review, Oh My Goods is also a 2015 release from Mayfair/Lookout, by Kennerspiel des Jahres winning Alexander Pfister. And like that review, this is a game that has sort of surprised and impressed me, despite the relatively low fanfare that has been made over it. I’ve also played it a lot for a new acquisition, and now that I’ve played and taught it several times, it has been a hit with everyone. Oh My Goods is yet another big success, but this time, in a small box. Read the rest of this entry »

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The Turn of the Cards

During our initial play of World’s Fair: 1893, we noticed that getting Influential Figure cards was an important part of the strategy, because it let you place more tokens on spaces. And with area majority, being able to place more tokens is a big advantage. But we observed that some players had fewer opportunities to collect these special cards, and were at a disadvantage when it came time to score.  That observation initiated a discussion over how random card draws can have a big effect on the gameplay of some games. This is a really interesting type of randomness to study because it’s not simply an input or output randomizer. It has some far-reaching and subtle effects depending on how it is used in the game. Read the rest of this entry »

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