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Still here! With several new designs in the works

August 21, 2018 - Miscellany

Greetings fans. Life has been “interesting” over the past year with many challenges. I’m hoping to slide into 2019 with no more rocks in the road, but we’ll see. Meanwhile, my brain keeps on churning out new ideas for table-top games. Here are a few in the prototype stage:

  1. GeeHaw – Gee and haw are voice commands used to tell a draft horse to turn right or left. This game has nothing to do with horses, but it’s all about right or left. A solo game using a standard deck of cards and a pegboard, the player attempts to get all the pegs to either the right or left by applying card suites.
  2. Deal Breaker – …is a card game with scoring cubes, consisting of a real-time bidding phase followed by a “boost-or-break” phase with cards that can influence the result of the bids.
  3. Better World – The earth has everything it takes for all of humanity to live prosperous and successful. This card game attempts to embody that idea, challenging each player to create a tableau after a certain number of rounds which comes closest to that ideal society.
  4. Voyages of the Vikings – The vikings were not just barbarian conquerers, but they built a huge and efficient trading network. This card game gives each player the role of a norse trader, but still includes some of the adventure of exploration, dragon ships and hostile encounters.
  5. Pursuit of Progress – Two major facets of the industrial and scientific revolution of the 19th century were the Inventors and the Investors. This card-and-board game captures a struggle between the two factions to achieve their own concept of true progress. It’s set up to play by two teams of two (like many traditional card games), but can be played one-on-one.
  6. Bohemian Bards – A board and card game in which players take on the roles of traveling bards (minstrels, really) who gather songs, tales, and stories from various locations, and then perform those songs and stories for audiences in other locations. Each bard has his or her own style, some more successful in certain venues, etc.
  7. Land Rush – An area control game (apparently) that is loosely based on the land rushes that have occurred during U.S. expansionism. Players (speculators) have access to certain lands, attempt to claim those lands with or without the other players knowledge, and can trade, sell, or swindle the other players as they go. Some hidden info and some public leads to devious dealings.
  8. Reach the Rim – A board game about funding exploration into unexplored territory (known as “the Rim”), each cycle includes a “homeland” round, gathering and applying resources to fund the expanding explorations, and a “frontier” round, sending funds and supplies to the exploration parties to find more resources and build a network for transporting same.
  9. Soil Survivors – This is a post-apocalyptic farming game. Yeah, doesn’t sound so exciting when it’s stated that way, but feeding the struggling masses after a world-wide devastating plague is a huge – cooperative and competitive – task. Still a concept unrefined, the win condition will be a mix of survival and success.
  10. Piracy! – A dice game that uses an L-C-R sort of randomization but involves some decision-making in how each player (as a popular image of a classic pirate) navigates his ship and protects his ill-gotten booty. Lots of dice-tossing, raiding parties, and buried treasure, with no hidden information but one’s own craftiness.
  11. Domi-Dice – A solo pencil game that uses a randomized grid of blank dominoes and a pair of dice. The player rolls the dice, then assigns the results to dominoes in the grid. The idea is to create an array that matches the pips on adjacent dominoes and score the highest number of legal connections. There are also a finite number of “blank” faces that can be assigned that give higher significance to the player’s decisions.
  12. Diggin’ Down – A buried treasure / excavation game with stacked tiles. Might be able to do this co-op or competitive, but it’s not refined enough yet. The set-up consists of a landscape of layered tiles semi-randomly arranged, and through card play the diggers can uncover treasures of various kinds. The set-up is the part that requires more thought, to figure out a way to make it quick, somewhat logical, but still undiscernable by the players. More to come.

So – that’s what I’ve been working on lately, as well as some modifications to rules for my existing games. Keep watching this space!

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