Author: RogerDoger

Retired Machine Designer turned Board Game Designer

Neuroshima Hex Extreme!

Double the Fun of Neuroshima Hex

Since Neuroshima Hex is a relatively sedate and easy going game, why don’t we double the excitement with the “Neuroshima Hex Doubling Cube”. Add a timer like the type used in speed chess and we have a real heart pounding challenge. Warning, the following content may cause heart palpitations or induce an anxiety attack. Small children and old farts should not proceed any further. (Myself excluded, I happen to be both.)

As any serious Backgammon player knows, the doubling cube makes the game fast paced and more intense, with push your luck elements. Getting inside the opponent’s head can only be done with this tiny cube. Many Backgammon players wouldn’t even consider playing the game without it.

I was thinking of adding a special doubling cube to Neuroshima Hex. It would provide the following advantages:

  • You don’t have to finish a game if it’s clear your opponent is wiping the floor with you. You simply concede and start a new game.
  • You can push your luck by doubling the odds if you think you’re ahead, which can be quite interesting if the advantage is shifting back and forth between players.
  • There is a certain Meta aspect to using this die as well as a good portion of ‘Yomi’ as you try to get into the opponent’s head.

The players would have to play a number of games, keeping track of how many points they win each game. This would require some type of timer like a standard chess timer set to 15 seconds or so, in order to keep things moving. (No AP allowed). A standard victory where one player has less damage than the opponent will count as one point. If a player captures the enemy base by exceeding the required damage, they win two points. These points, of course, are multiplied by the doubling cube if it is in play. It is actually possible to win by 32 points in a single game.

How it Works

Each game will start with the doubling cube off to the side. At any time, either player can take the cube and present it to the opponent starting at the 2x side. The opponent receiving the cube can either concede the game at the current odds or accept the cube and continue for double the odds. They now have possession of the cube and can offer it to the opponent immediately, or at a later time to double the odds again. (There are also two special options on this cube which will be discussed later.) This can happen up to 4 times, increasing the odds to 16x in a single game.Play continues until there is a victor or a player concedes the current game.

Instead of a standard doubling cube used in Backgammon, four of the sides will have the numbers 2, 4, 8 and 16. One side will have ‘Surrender’ and the last side will have ‘Seige’. It will be used the same way as a typical doubling cube in Backgammon with the following exceptions:

  • When a player is in control of the cube (or before any player takes possession) they can flip it over to the ‘Surrender’ side and immediately concede the game.
  • After the cube is introduced, the player in possession of it is the only one who can offer double it again.
  • Before anyone has doubled, a player can flip the cube over to the ‘Seige’ side. In this case, they must capture the enemy’s base for a five point win. If they fail to do so (even if they manage a standard win) they lose three points.

This new cube, along with an old chess timer will add some spice to those boring old Neuroshima Hex games. 

Nova Raiders – An Epiphany

Nova Raiders version 13

I had set aside the Nova Raiders game for quite a while. I did this because I was going in circles and couldn’t quite solve the problems in the game. There was a really cool dice roll mitigation mechanism, where you could bank a roll to be used at a later time. It made for some interesting decisions. There was also a major problem in the movement mechanics which brought the game to a standstill. I set out to resolve this movement problem by changing one of the mechanisms and got it flowing well. It flowed a little too well, however, and players rarely banked dice because of the varied movement choices. By fixing one thing, I killed one of the most fun parts of the game. The game was soon added to the pile of defunct and broken prototypes.

The other day, I had a sudden idea strike me. I was able to resolve the movement problem, eliminate the convoluted rules regarding the distribution of captured energy chips, and give players a reason to bank die rolls again. All this was done with a single rule change which was very simple and obvious in hindsight. (The best ideas usually are.) I revised the game and am ready to play-test it again, all because of an idea that came out of nowhere.

After spending more than 25 years designing machines, I got used to wrestling with my creative muse, teasing, cajoling and using brute force to squeeze out ideas. Creativity on demand was a necessity, as I’m sure it is in any creative field of work. There’s no time to wait for ideas to rear up after percolating in your subconscious; solutions had to be provided yesterday, if not sooner. That’s why was so refreshing to have a great idea just pop up out of nowhere. It was like my brain just gave me a present to open up and play with. It also reminded me why I had taken this creative path in the first place. Creating, as a pastime, is the best job in the world.

I will soon find out just how good that idea was. My playtesters are experienced and honest; they tell me what I need to hear, not what I want to hear. I can hardly wait. 🙂

After the test……

The game flowed smoothly, as if the prior problems never existed. The decisions were interesting enough and everything was going well until the end of the game.

The players seemed to hit a wall on the last couple of turns and the game slowed down until it became a tedious chore to finish. This, however, might be easy to fix.  If I could just end the game before this happens, the problem goes away. I’ve played a few other games that ended, just as I managed to get everything going well. The ending felt a little abrupt, but I suspect that prolonging the game until it started to get boring would have been much worse.

Overall, I have solved many more problems than I created with this last revision. I consider this a win. Look for “Nova Raiders” at a game store near you. 😉

You can try out the Tabletop Simulator virtual prototype here…

Time for an Arachnid Overhaul

Arachnid Version 12b

After making extensive changes and adding everything but the kitchen sink, I decided to change the movement rules as well. I then subjected a couple of playtesters to this hobbled together, jury-rigged mess. After an overly long teach by me and a few ambiguous rules, we set out to be the best spiders we could.

Surprisingly, the game held up and the playtesters don’t hate me yet. Some of the components even worked quite well as the players got used to the odd action selection mechanics. The game pace, however, was too slow and plodding. The movement was unclear and there were a few ambiguities in the new rules. I called the game early before the game went off the rails. I need to get back to basics.

I will start by creating a simpler version of the game to help with on-boarding, as suggested by one of the playtesters. This will give me a chance to refine and simplify the movement mechanics and make sure the game is running smoothly before I start to add any additional bells and whistles. This alternate version will be easy to accomplish with a two sided player board. For now, I will call this “Arachnid Light”. This stripped down version will not have the asymmetric spider abilities or the complicated shifting action card tableau. If I can make this lighter version fast and fun, it might fit in a popular game niche of lighter family style games. Adding the additional features in an advanced version of the game should appeal hobby gamers who like a more challenging pursuit of fun. Either way, the game will work much smoother, once I’ve ironed out all the bugs in the basic game play of the light version of game. At least I hope so!

A special thanks to all the playtesters and game designers who have helped me out so far. I hope I can make a fun game for you.

The Great Bear – A Game Idea

A new board game idea by RogerDogerGames

In this hidden movement game, one player is a legendary hunter and the other is the great bear. The hunter starts out with a general idea of where the bear was last spotted. The hunter must, then, set out to find the bear’s trail and start tracking it. The hunter gains experience as he tracks the bear and learns more about its habits and can better anticipate it’s next move. These experience points gradually accumulate, increasing the potential game score if the hunter can manage to “Bag” the bear. At a certain part of the game, however, these points start to dwindle.

Meanwhile, the great bear roams around, hunts for food, and is the master of it’s domain. The bear has an acute sense of smell and can tell when the hunter is near. It is also aware that the hunter is dangerous and becoming more dangerous as he gets closer and that this danger increases over time. Does the bear try to evade the hunter as he grows more powerful, or does the bear try to investigate and risk an early encounter with an inexperienced hunter, which is likely to miss his shot. The more the bear knows about the hunter, the more likely it is to avoid being shot.

Once the hunter spots the bear, the game changes. The hunter’s experience points start to dwindle and the hunter has a limited number of bullets. The pressure is on and the hunter must decide to take a long shot or try to get closer to the bear. All the while, his experience points are dwindling.

Once the bullets run out, the tables are turned. The Bear becomes the hunter, and the hunter must make it back to his camp before the bear overtakes him. If the Bear captures the hunter, it claims all his victory points. Taking a risk by leading the hunter far into the wilderness where he gains more experience might pay off well, unless of course, the bear gets shot in the process.

If the hunter makes it back to the camp, then nobody wins, but the hunter and the bear both survive to hunt another day.

I haven’t figured out the mechanics yet to make this game possible, but it could be quite fun if I or somebody else could make this work. If anyone wants to collaborate on this idea with me, or even take the idea and run with it, you are welcome to try. Drop me a line if you’re interested, and leave a comment if this type of game appeals to you.

Happy Gaming

RogerDogerGames

AI vs IA

AI vs IA – Intelligence Augmentation

I learned a new term today, it is Intelligence Augmentation (IA). Many of us have heard about AI, or Automated Intelligence, but the term IA was something I haven’t really considered much until now.  It’s not a new concept, in fact it’s as old as dirt. If you’ve ever notched a stick to keep count of something, looked up a mortgage payment in a mortgage table, used a slide-rule or one of those fancy new electronic calculators, you have Augmented your Intelligence.

IA is simply the act of using an external means to keep track of something or perform minor decisions for us while we focus on more important matters. How many of us currently have a cell phone nearby which is sifting through news to bring relevant information to our attention, keeping track of our schedules, and providing a link to the “Hive Mind” so we can ask it just about anything. IA has become an integral part of our lives. Many people fear AI (Artificial Intelligence) will somehow take over and make us obsolete, but in reality, we’ve been using technology to enhance our intelligence from day one and this can lead to newer and better versions of ourselves.

There are many examples of IA in tabletop games. The unique decks for each character in “Un-Matched” spare the player from having to create a custom deck and trying to get it to work properly with each character. The player boards in many games like “Scythe” and “Brass” reveal bonuses and actions as you remove components or re-arrange them on the player board. This reduces the rules overhead and pushes the player towards the fun and interesting decisions rather than the menial bookkeeping and minor decisions that don’t contribute much to the gameplay. Even a minor thing like placing an action token onder each spider token on my “Arachnid” game helps to reduce unnecessary rules overhead. As soon as a player places a new spider onto the web, an action token is revealed providing an additional player action.

Many of us have experienced AI in some form in a board game. It may have been an “Automa” deck used in a solo variant of a game like “Wingspan”, or perhaps the “Bots” used in “Power Grid” or “Root” to emulate additional players. Most of us, however, may not have considered how prevalent IA is in our board games and life in general. It is good to know that games are trying to make us smarter and our gaming experience more fun. I will gladly hand over the boring bits of a game to some device, or even an app. if this means more fun for me.

I welcome your thoughts on this?