Category: Nova Raiders

A multi-player abstract strategy game in outer space.

What’s New Under the Hood

Nova Raiders version-20

Nova Raiders version #20 has some new features. So far, they have tested well enough to show off in the next On-Line Protospeil coming up in January. The game has been streamlined and has a new dice engine. It still needs a little tweaking, but is is coming along quite nicely.

I had originally considered abandoning this game because it was a bit repetitive, had a little too much “Take That”, and wasn’t really engaging enough. While playing the game with a game developer Chris Chung, we came up with the idea of drafting the dice rather than constantly re-rolling a set of your own dice. This sounded like a great idea, so I started to come up with a dice drafting mechanism to suit. It had to have the following attributes:

  • It had to be simple and fast
  • accumulation of bonuses must be possible
  • players could use more than one die on their turn
  • a player can’t be faced with no movement options on their turn

I started out with a public pool of dice (The Power Market) which each player draws from on their turn. They then add the new die to their personal power bank, and decide to use any or all of their dice to move. Any spent dice are re-rolled and added to the public pool. Bonuses are enabled as the power banks fill up, so a player can sit back and try to build up a killer combo. This gave the game a nice syncopated rhythm and allowed for more strategic play.

The original “Hijack” move had to be modified. It was too punishing, too complicated, and didn’t allow for an easy counter-attack. Players can still land on another player’s ship, but the attacked ship is simply bumped around the orbital ring onto the next open spot. This allowed for a possible counter-attack, and was much more fun.

The game, however, got a bit more aggressive. It became much more challenging to bring home stacks of energy, so I had to modify the time track to speed up the game. I also eliminated the “Expansion Rate Track”, which was too complicated anyway. The time track is much shorter and is advanced each time any player brings in an stack of energy to their dock. This gave players some control over the game pace and added more strategic possibilities.

Overall, the game is much more engaging and might be more appealing to hobby gamers. Players can chose to play with the simpler movement rules if they want a lighter game, giving the game a broader appeal. Let me know if you want to try it out, I’m always looking for play-testers.


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…

Nova Raiders gets Facelift

https://steamcommunity.com/sharedfiles/filedetails/?id=2484637697 Click on the link to try it out on TTS

Nova Raiders (AKA Pirates of the black hole) has gotten a complete redesign, both inside and out:

  • I discarded about half of the movement rules to streamline the game
  • Introduced the “Telleport” spaces
  • Re-structured the turn order so players wouldn’t fall asleep in between turns
  • Made the dice more prominent to encourage tactical play
  • Gave it a complete graphical face-lift
  • modified the end-game to increase the tension
  • opened up the movement rules to give players more flexibility
  • and gave it a snazzy new name.

I was a bit worried that I may have broken the game with so many changes, but it played fairly well in the last play-test. I would like to thank the game designers for the time they spent testing the game and for the frank and honest feedback. I managed somehow to maintain the fun parts of the game while fixing the bugs.

Of, course there were a few new issues as expected with such a drastic overhaul. It appears that I might have opened up the movement possibilities a bit too much, making the game a bit less challenging. I also had too many restrictions on bringing new player pieces into play. My next challenge will be to increase the opportunities to bring in more components, while at the same time, restricting movement just the right amount to make things more challenging. I’m gonna have to put on my thinking cap for this one.

The next issue is the counter-intuitive scoring system. There is some type of thematic or behavioral dis-connect that I have to iron out. The system works, but seems weird. I’ve been wracking my brain trying to sort this one out. There has got to be a simple solution, I just have to find it.

All in all, it was a great test. Only about a thousand or so more to go…LOL

Black Hole Play-Tests Show Some Promise

Pirates of the Black Hole Version 9a

One and a Half hours into the play-test of what’s supposed to be a 45 minute game, the players didn’t want to quit. It’s a great sign, when the players want to see the final outcome. In fact. was doing my happy dance inside my head when this happened. The game has a few kinks at this point, but it seems to be firing on all cylinders. Happy Days!

We ran into an energy shortage at the end of the game which intensified the game-play but also caused it to drag on very very long. This can be fixed. I will introduce a deck of cards which will control the generation of energy throughout the game. The end condition has to be tweaked as well as as the number of ships for each player and a few other things. The Pirate theme doesn’t quite fit so I will be changing it to scavengers or something more suitable. It is worthwhile to spend some time on the graphics to make it more clear and shore up the theme a bit, now that this game seems to function well.

I will also introduce different types of energy with special effects, as well as reworking the dice tokens a bit. The Marauders market mechanism I planned on adding may not be a good fit for the game. I can encourage more player interaction through other means so the player negotiations will emerge more organically. This will have be in later revisions, for now I just have to fix what’s broken.

You can check out the latest TTS version here Pirates of the Black Hole.

The rules are coming soon. If you have any questions you can send me a quick email at rogerdogergames or leave a comment on the post.