Tuesday, January 7, 2014

Free Game!

Today I am offering a free PnP game that is tentatively titled "Gem Town".
Here's one of the cards (done by me, not a graphic designer)

Pretty, isn't she?



Yea, I know "Gem Town" is a lame name, so we are looking for suggestions.

If you like Coup you should give it a try. You can lie about the cards you have, and there are many different roles. There is also no player elimination.

It's just 39 cards. You add play money and something to represent gems and you're good to go with 3 to 10 players.

Go here to get all the files and rules.

https://www.dropbox.com/sh/nfjk3h6lrdrfvum/C_NlLetiF_

Thursday, January 2, 2014

How a poorly worded prototype card led to an improved mechanic


Okay, today I've decided to come clean.

You see, there's a subtle little melee battle mechanic that I'm really proud of, and I had planned to just pretend it was a brilliant idea, but I just can't live the lie.

In Draco Magi melee battles between dragons are resolved with the melee section of the battle cards. The cards include attacks like "Claw", "Bite", "Claw X2" and "Magic". When Richard Launius first presented the battle deck idea in a rough prototype form it did not have combo abilities, so only one card was played at a time. If you played a "Claw" for example, your opponent would need to defend with a "Claw". One of Richard's original battle cards, "Magic Attack" was especially interesting. Your opponent would need to defend with a "Magic, but both players would get to draw a new card to add to their hand. This helped give players the feeling of having a chance if they were short on defenses.

If the defending player countered a magic attack with their own magic card, players would not draw yet another battle card, so we wrote this on the card to make it clear.

Well, as the game developed we added combos which dramatically improved the game play, and we saw an opportunity to take the magic attack card to a new level. Instead of having each player draw one card, we would allow them to draw cards equal to the number of cards they played on the turn.

So, if player one played a combo of "Claw, Claw, Bite, and Magic" she would draw 4 new cards. The defender is now faced with a more interesting choice. If there was no Magic card included in the combo, the defender would certainly play a "Flight" card to defend if available. This would mean the attacker burned 4 cards to the defender's 1 card. And getting a leg up on your card count is the surest way to win a battlefield. However, when a "Magic" card is included in a combo, the defender needs to think twice about playing a "Flight" as a defense, because in this case the attacker would get 4 new battle cards, while the defender would only get 1 since again, the number you are allowed to draw is tied directly to how many cards you play.

This made the decision points around when to play a magic attack a lot more interesting! But we still needed to make it clear that players only draw cards on a magic attack, not a magic defense. So in our example, if the attacker plays a "Claw, Claw, Bite, and Magic" and the defender plays a "Claw, Claw, Bite, and Magic", each player would draw only 4 cards, not 8. This is clearly a better choice for the defender than playing a "Flight" since the defender can at least stay even on the card count.

So the image you see at the top of this post is the prototype card we created after making these changes.

The "problem" on this updated Magic card was the last sentence: "Do not draw cards if played as a defense." What we intended was that players do not draw a SECOND round of cards when a "Magic" is played as a defense, but rather only when played as an attack. However, because of the way it was worded (poorly), play testers thought that the defender could not draw ANY cards if they played a "Magic" in defense.

Instead of correcting this, I let the game play this way for a bit, and I discovered that this mistake was a GREAT one. Making this "mistake" part of the ruleset made the melee better! Now when someone plays a combo with a magic card, you really have to think about defending that magic with a magic. In most cases (where you have more than 1 dragon on the battlefield) it's better to match the non-magic cards and lose a dragon to the magic attack, while holding your magic card for your next attack in order to catch up on your card count. If you get too behind in cards you'll have no chance, so sacrificing a dragon to hold that magic card can now be a good strategic decision. In addition, it gave players a deadly finishing move option, and also made thematic sense. If you are attacking with magic it imbues your dragons with more power. However, if you are forced to use magic to defend, your focus must be 100% on the counter spell.  

Because of our poorly worded prototype card, decisions around magic attacks took on much more weight and importance.  

So while I'd love to claim the idea as our own, I can't.  It was a mistake, a very lucky and remarkable mistake.







Friday, December 13, 2013

Battle For Souls is now available

Battle for Souls is now available at Coolstuff Inc and at your friendly local game store.
They're going fast!

http://www.coolstuffinc.com/p/198932



Wednesday, October 9, 2013

Sorry, No Dice: The evolution of a combat mechanic

Draco Magi started life as a abstract strategy game. It was simple, but took concentration to be successful. I thought it was good to go. That is until designer Richard Launius played it with me.

I'll never forget what he said,"Robert, this is a solid game, but it doesn't feel like dragons fighting".

Yep, I knew he was right.

I was guilty of something I tend to dislike in games I play, a pasted-on theme -- and I knew it. It took a wise comment from the master of sprawling thematic games to make sure I didn't just sweep it under the rug. Richard said he had some ideas, so I gave him a prototype to take home. From that day forward Draco Magi would be designed by both of us. Richard always opting for deep thematic play, while I made sure we did not lose hold of the strategic elements that gave birth to the game.

Richard came back rather quickly with a redesigned game that included dice. Our playtesters loved the dice for the ranged attacks, but there was no "wow factor" during the melee attacks, which took longer to resolve. As a designer, I'm not against dice, but the melee did indeed feel too "random". So it was back to the drawing board.

Richard let me know he had been testing a new battle system with cards, and that it would be perfect for Draco Magi. So a short time later he sent me a prototype and a set of rules in the mail. In this version, players drew from a "battle deck". They would draw cards equal to attack values on the dragons they had in the fight.

This worked much better, and our playtest  groups liked it a lot more. But after many plays it was clear the melee battles were not quite there yet. The ranged attacks were fast, and the cards worked perfectly, but the melee battle still didn't have that "spark" designers are looking for.

The melee portion of the cards (bottom half) included, "Claw", "Bite", "Magic", Claw X2" and "Flight". The better you placed your dragons, the better your melee advantage. This was good. Once the battle began you would play a card, and your opponent would have to defend with the same type of card, or a Flight. If you could not defend, you would lose a dragon on the battlefield.

It was clear this had fantastic possibilities, but it needed more.

How could we make the melee feel more like fighting? After thinking on this for a couple weeks I came up with two additions that would end up making the combat system something we were really excited about.

1. Deckbuilding - I asked Richard, "What if we had a third deck of slightly more powerful cards that allowed players to build their battle decks?" He loved the idea and broke the single battle deck into identical player decks, one deck for each side. He also took a first stab at the "advanced battle deck" cards.  Players draft a couple cards from the advanced battle deck at the beginning of the game, but would have opportunities to earn more through gameplay. This deck was the hardest to balance, with both Richard and I adding, editing and subtracting cards, and testing every change out with our two different playtesting groups. Once we had the balance right, the feedback was passionate excitement. We were on the right track.

But I had another idea I wanted to try, even though I knew it would mean months more of development and testing.

2. Combos - What if instead of playing just one card per turn during melee, a player could play multiple cards? As we started to fool with this, the dynamic changed, and much more strategy and subtly was introduced during the melee phase.  We added symbols (Sun, Moon, Star) to the bottom of the battle cards. You could play as many cards on a single turn as you wished as long as they had matching symbols. Your opponent would need to defend against all of them, or lose a dragon for each attack undefended. But there is a bit of risk here, your opponent could defend your combo attack with a single Flight card. This would mean you just burnt more battle cards than your opponent. Not good for you. The subtle deduction part of this mechanic however, is that each player only starts with two Flight cards, with a possibility to gain up to two more from the advanced battle deck. So as your opponent burns Flight cards, the risk involved with playing a combo drops. This makes for a wonderful cat and mouse battle  that is highly thematic.

The combos were awesome, but we have since added more cards that make them even better. We think the balance is just about right.

So the battle cards resolve both ranged and melee combat,  enable subtle trickery, require deduction,  introduce powerful combos, and players can build their battle decks through drafting and gameplay.

It's a keeper.

We think this is better than dice as players can tailor their decks, and use information to dramatically improve their odds in battle. While the excitement of a random element is still there, it gives players real control over their destinies.

So sorry, no dice.