Category: Games in Progress

These games are currently in development.

La Famiglia gets a second life

La Famiglia, $-Player  on Screentop.gg
La Famiglia – Version 9 4 player team game on screentop.gg

How it All Began

I’ve dusted off the cobwebs and given La Famiglia a second chance. I’m even planning on entering it into a contest. This game has a long and tangled history and it is finally going to see the light of day.

It all began in late 2019. I was tired of playing euchre the traditional way and started to make up my own variations. Some of them worked quite well, especially a two player variant I called Domination. It was a mash-up of one of the “Rook” games and euchre. This is still my favorite way to play two handed Euchre. I soon started with variants of the standard 4 player Euchre. Some worked and some didn’t, but they were the beginning of something new and interesting.

Late in 2020, after researching many trick-taking games, I decided to come up with one of my own, which incorporated my favorite mechanics from existing trick-taking games and added a few of my own. The Mafia Theme seemed to fit nicely, so I named it La Famiglia. (The Family). I had worked out most of the bugs by version 4d (2021-03-29) and made up a prototype deck as well as a digital prototype on Tabletop Simulator. It seemed to work OK in a few playtests but didn’t really appeal to hobby gamers. I shelved the game because I didn’t think it would be marketable and considered it a good learning exercise.

Not too long after, there were quite a few new trick-taking games which were very unique and inventive. The Crew was one of the more notable games to come out. It had a deck of cards which gave the players a number of different variations to play. Even though The Crew was a cooperative game, it had some similar features to my game. I decided to abandon my game and leave it on the shelf for good.

It’s Back

I decided to give the game one more go. After all, my family enjoyed playing the first prototype and people who have played traditional trick-taking games seem to enjoy the digital prototype as well. It probably won’t ever be in the BGG top rated games because it is too much like a traditional game like Hearts or 500, but it’s mine and I like the game. I also would like to make this game a reality, even if I only sell a handful of games. It will be dedicated to my Mom who recently passed. We wore out more than a few decks of cards playing euchre. You can even say that I learnt how to count playing Euchre. (My Kindergarten teacher had to teach me that One comes before two…not Ace..and Jack Queen King aren’t really numbers.) Here’s to you Mom.

The New Deal

La Famiglia – Version 9 2 player set-up on screentop.gg

It’s July 2023 and La Famillia v9 is rolling out with the following changes:

  • The Main deck is modified.
  • The Situation Deck is completely revised and reduced to just 13 Scenarios.
  • All the art is changed so that it can be made available to the public. (The art is still cheesy clipart, but it is all legal now.)
  • The Ruling Family (Trump) tracking card has been added.
  • The new digital prototype is ready for Prime Time on screentop.gg
  • The Rules have been simplified and will soon be written down in official form.
  • I am currently working on a Print and Play version. (As soon as I figure out how to do it.)

There will be three modes of play:

  • 4 Player Team based, with two players on each team.
  • 2 Player mode for head to head play
  • Solo mode

The game will be composed of a single deck of 54 cards which will fit in your pocket. The instructions will be available as a PDF, which you can access by scanning one of the “Counter” cards. You can carry this game with you wherever you go.

The Queued Action Pool

Queued Action Pool from the Arachnid Game

I may have been accused of losing my marbles in the past, but I’ve found a really neat way to use them this time. The mechanism shown above is what I’m calling a “Queued Action Pool”. As far as I can tell, nobody has done this yet. There have been ordered queue’s using cards in programming games like Colt Express, and many shifting queues in tableau form. There have been action pools, like the early chit-pull systems in war games, the constantly flowing marble trough in Gizmnos or the bag of actions in War Chest. This one embodies bits of all of these mechanisms, but puts them together in a new way.

In this simple action pool, each marble represents an action. The player, on their turn, can take out a marble of their color from anywhere in the trough. The remaining marbles shift down to close any gaps because the trough is angled. As the pool is depleted, colored bars representing actions are revealed triggering certain events in the game. It is easy to add more actions to the pool and to draw multiple actions out. When the track is completely empty, it could be refilled to start another phase of the game.

This simple and elegant mechanism solved a number of problems I was having with the Arachnid game. Originally, each player had their own action board and a number of action tokens to manipulate. Since Arachnid is a Cooperative game, it was necessary to keep track of other player’s boards as well as yours because events were triggered periodically based on the state of each player’s action boards. This was very confusing and hard to track. Events were being forgotten and it was so fiddley that it interrupted the game flow causing thematic breaks. No matter what I tried, the mechanics were still clunky.

I toyed with the idea of a rondel, but that didn’t give me the flexibility I needed because I also wanted to eliminate the heavily structured turn order. I experimented with shared action pool, but I needed a way to trigger events throughout the game. Finally it hit me. Why not change the action tokens to marbles and put them in a trough like in the game Gizmos. The trough, of course, would have to hold a finite amount of actions, and would work sort of like a thermometer, revealing events as the pool is depleted. This new mechanism showed the current state of the pool clearly, gave the players a way to plan for the upcoming events in the game, and cut down the administration to almost nothing. It was easy to tune as well. Just by shifting the positions of the events, I can ramp up the tension, mess with the narrative arc, and even add push-your-luck elements to the game.

The action system in Arachnid is now working like a swiss watch and I’m currently doing little happy dance. I know I’ve said this before, but it looks like I am finally at the tweaking stage of the game design. That means that I’m about 10% of the way to completion. LOL

More Better Bugs….Arachnid version-27

Arachnid Version 27 on TTS

I have finally gotten the core game loop running smoothly and revised the turn structure so that it is easier to follow. The game theme is also changed to something that fits the mechanics more closely and is a bit more palatable. The original theme of spiders triggering a nuclear war was novel and punchy, but it was an awkward fit for the game and a bit of a depressing theme. The spiders are now living in a secret military lab. They’ve grown intelligent and learned how to get along without eating each other. The “Hoover-Bot” is still getting closer and closer, threatening a “Hoovergedoon” but the spiders have gained enough intelligence to build an EMP. Can the spiders find enough spare parts and to build and trigger the EMP to destroy the Hoover-Bot?…. You’ll have to play the game to find out.

You can check out the Tabletop Playground Simulation of this game Here.

You can check out the Tabletop Simulator workshop module of this game Here.

Feel free yo check it out and message me if you need me to demonstrate the game. I would love to hear your thoughts.

A trip down Denial

Pack your bags, we’re heading for a trip down “Denial”. So far, I’ve wrestled with my creative muse, wrangled with game mechanics, and tackled the near vertical learning curve of computer graphic design. I thought I had this game design gig licked until I was derailed by the insidious specter of Denial.

Recently, the design of the Arachnid game was going OK. I was at version #24 when I decided to change things up.I modified a few things to make the game more interesting, which seemed to be working. I also decided to tackle the biggest problem, quarterbacking, which can be a serious issue with cooperative games like mine. I scraped the shared tableau where players selected their actions, for individual hands of cards for each player. It would work similar to the hand of action cards in the game “Concordia”. This way, the players can manage their characters on their own, without an alpha player constantly telling them how to play. This seemed to work….sort of.

I ran through a few simulations of the game, but kept getting hung up at a certain point in the game. I would tweak a few things, then try it again, just to end up at the same impasse. I kept tweaking, and running tests, but amazingly, something would always distract me or I would discover something else that had to be fixed around the same time that the strange flaw would appear during the game. I even put the game aside for a while, hoping the flaw would somehow work itself out. I was in a serious state of denial.

It took a lot of effort and a little soul searching to finally face the fact that the game was currently broken. My new fangled solution to the quarterbacking problem just didn’t work. Reluctantly, I scraped the new card based action system and replaced it with individual player boards with worker placement spaces. Not only did this get the game back on the right track, but it proved to be a more flexible system, while still reducing the quarterbacking issues. I had wasted a great deal of time and effort because I didn’t want to admit to myself that the game was broken. It was surprisingly easy to lie to myself, rather than face the possibility of a long hard path in front of me.

Designing, whether it’s machines or board games, can be a really fun and challenging endeavor. It can also be an arduous and tiring task. Those are the times when we’re tempted to overlook the flaws or settle for something that is just barely good enough. It is important to recognize these biases that arise during a design. Taking an impartial look at your project through another person’s eyes is a simple concept but it is definitely not easy.

I’ve gotten over myself and busted through the latest wall of Denial. The design is back on track. I hope, after all of this, the game works well. I guess the players will have to decide this for themselves. Just like Martin Luther King Jr said, I just have to “keep on keeping on”.

The Arachnids are Back

Arachnid v25 by Roger Meloche

The Arachnid game has gotten a serious overhaul. Version #25 created on “Tabletop Playground” is shown above. In spite of all the changes, the theme remains the same. You are part of a colony of intelligent spiders living in a missile silo. You struggle to survive, and fend off waves of invaders as you build your web and try to solve the mystery of “The Red Beacon”. You must unlock and activate the launch beacon to start the new age of Arachnid. Time is limited because the “Hoover-Bot 3000” is getting closer and closer to the web, threatening to destroy the colony in a horrible “Hoovergeddon”.

Under the Hood

In the previous version, the actions were performed by a worker placement system. The quarterbacking, however, became a problem, especially when there was an alpha player or one player more experienced than the others. A completely open system just provided too many opportunities for quarterbacking. I decided to go back to an action card system, much like the one used in Concordia. Each player has a hand of cards representing various actions. Each round, players select an action, then they are simultaneously revealed. The players can discuss a general plan of action before they select their cards, then debate the order the action cards are used after they have been played, but they cannot tell another player which card to choose. That is the intent of this new system, but we will soon see if this actually works.

The prior version of Arachnid also had too many moving parts and the administration was excessive. The AI used to activate the “Critters” invading the web and Flies being trapped has been added to the ever growing scrap pile. It involved of a bag of chits, a die with a weird action table, and an action track. This, combined with various scripted behaviors of the Critters resulted in a ridiculously overcomplicated system. Players used to flip over rocks as well, revealing some bonuses as well as new Critters. All of this is gone. The new “Event” deck will be used to trigger Critters invading and Flies hitting the web.

Better Decisions

In the prior few versions, players flipped over tokens as the web was expanded up to them. They contained bonuses, keys to the Beacon, and new Critter Spawn points. This did the job but the game decisions were too obvious and even a bit boring. These tokens were also eliminated in the latest version. Players still have to gain a number of keys to unlock the Launch Beacon, but it’s a bit more complicated to do this. There are a number of action cards available for purchase, but you can’t spend money or food to get them. These cards also have keys on them, and you have to sacrifice a portion of your web to gain the card. This is costly because you need your web to catch food and evade Critters. At some point during the game, players have to permanently discard these powerful action cards to unlock the beacon. Timing is important because you need the abilities of these cards.

Each card you play stays on the table until you play a “Rest” card to retrieve them back into your hand. This, however, will trigger the Hooverbot advancing closer and closer to the web. Do you retrieve that card you desperately need and get the colony one step closer to annihilation?

Will it Work?

This is an extreme overhaul of the game. It might just result in my own private Armageddon with the game going up in smoke. I guess we’ll find out soon. Fingers Crossed.