Tag: Board Game

Arachnid gets a Reality Check

Designing Arachnid has been a long learning process. Just when I think I’ve made every possible mistake, I managed to make a few more. The most notable mistake was being blind to the flaws in my game. I also became too attached to one of the cool new mechanisms I came up with which resulted in me losing my objectivity. These major flaws were finally brought to light in a recent play test with other game designers. They were honest and forthright with their observations and I thank them for that, The consensus was that I have to put down the scalpel and bring out the axe, some things in this game have to go.

Arachnid Version #31
The above Image is version #31, with more mechanisms than you can shake a stick at.

The concept was sound, the theme was good, but the mechanics were horrible. The worker placement and action selection system was very fiddly, causing players to constantly disconnect from the theme. The action queue, using marbles in an angled trough was a cool mechanism, but it was ill fitting and under-utilized for this game. It was the first thing I decided to remove. Everybody liked the marbles, and they will definitely be used in some other game, but not in this one.

A really cool but misplaced mechanism. It will be used in another game.

The next thing to go was the awkward bug event deck, this will be replaced with a simple chit-pull system used in the earlier iterations of the game. The action queue was also used to trigger certain events in the game, but this tended to divert the players attention away from the core actions of the game. These actions will be integrated into the turn structure instead, and hopefully provide a smoother game flow. 

Also gone, is the movement tracking system because it was fiddly, and players constantly forgot to reset their movement tracks during the opponent’s turn. I had noticed players disengaging from the game, so in the last iteration, players would have to rest on the other players turn by moving their action markers back one space. I thought this would keep the players engaged between tutns and focused on the game. The exact opposite happened. Players struggled to remember to reset their action token, causing them to disengage from the game more than before. I guess that didn’t work.

Arachnid version #32, a cleaner and simpler design.

The player boards are gone, now that the action system is being reworked, and the auxiliary board with the hospital and nursery are no longer required. Eliminating all this excess junk gave the game a much cleaner look. The only items on the table are;

  • The main board as well as tokens for webs, flies and Critters
  • The spider university, a market where spiders acquire new action cards.
  • The scenario board which controls each of the four scenarios.
  • A bag of event tokens
  • A deck of action cards which the players use to perform their various actions throughout the game.
  • An Alpha Spider token used to indicate the first player each round

The actions the players perform are the same, but the old worker queue and placement system is replaced by a deck of cards. Players simply select an action from a hand of 6 cards. The movement is tracked by discarding cards face down from the hand. The finite amount of cards forces players to choose their actions wisely and move efficiently. 

The critters move after all the players have performed an action and the bug events are determined by drawing a token from a bag whenever the players refresh their hands. The peril advances after each action round and hand refresh. This will hopefully make for a much more streamlined game. The next play-test will tell me if I hacked off too many parts of the game. It’s time to put the axe down and carry on.

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.

Voices in my head?

The Sheeny-Man Game

My head is a scary place lately. I’m supposed to be working out the kinks of my latest game “Arachnid” and finalizing the rules, but I keep getting distracted by two new games in my head, just itching to get out. I’ve put a couple earlier games on the back burner for now so I can concentrate on the latest one, but these two new games are coming together as if they’ve got a mind of their own. Here’s a peek at one of them.

Sheeny-Man

Sheeny-Man will be a card based game that has a two-phase turn system. Each player, in turn order, will perform phase one, which will be two actions from a list of three or four available. These actions will include “Pick’n” to collect items, “Shift’n” to arrange them on your tableau (Your junkyard) and “Swap’n” items with other players. There will be a unique method of set collection and a super simple but effective market mechanism. Turn order will be tracked by the “Sandford and Son Pick-up” first player marker which is passed to the next player after phase#1.

The second phase will be led by the previous winner of the “Gavel”, rather than the next player in turn. This is where a player can auction things off to other players, sell items at the market and then auction off the “Gavel” by itself, or auction off various power-ups which become available in the later part of the game. The player with the “Gavel” will have an edge when auctioning the power-ups and can only sell their valuable sets of merchandise when they have it. This will make the “Gavel” a very desirable item. It is passed to the winner of the Auction, ending phase#2.

The next round will be started again at phase#1 by the player who has the pick-up marker. Phase #2 will then be initiated by the player who holds the “Gavel”. It is possible for one player to have both items, which could result in a powerful turn.

Timing is crucial in this game. The value of your items will fluctuate with the market, there will be times when you really need that Gavel, and don’t forget about the “Market Crash” which happens near the end of the game.

Accurately assessing your opponents is also important because different phases of the game are triggered as players fill their mattresses with money. You need to anticipate when somebody is going to trigger the market crash or the final phase where the market is declining again and you must hurry to sell off your items before they become valueless.

There should be a lot of fun decisions in this game. For example, when Pick’n at the dump you might find a “Diamond Ring”, but you could also find a “Dead Possum” which will actually cost you money to get rid of. Don’t worry because you can always auction off the possum to another player who’s desperate for that “Gavel”.

Stay tuned for Sheeny-Man…..At tables near you.

Broke Again – The Arachnid saga continues…

Arachnid version 20 by RogerDogerGames

The Arachnid game was coming along quite nicely. The cooperation between players works quite well. Each player tends to have their own speciality, but they also have to depend on each other to get things done. The mechanics are smooth and intuitive and the game length seems just about right. In spite of all this, I still went and broke the game.

Working out the earlier kinks made the game run smoother. Unfortunately, it started to make the game a bit boring and predictable. There was no compelling reason to come back and play the game again. The players had experienced most of what the game offered. I needed to inject some replayability into the game or it would just end up on the shelf after one play, never to be taken out again.

I started with the current main objective. Players have to acquire 4 or 5 keys to enable the launch button before “Hoover” ends the game by finally reaching the web. This worked fine, but would just be a boring repeat if the game were played again, in spite of the different ways the spider characters evolve during the game. I decided to mix it up a bit. Players can play their introduction game with the keys displayed on the corners of the hex shaped player board as before, but they can choose to randomize the positions in subsequent games and hide the keys under rocks. This way, a player never knows when lifting a rock, whether it will reveal a new ability, be one of the sought after keys, or reveal a dangerous critter. This will create some variability to the game.

I also decided to start working on the action cards, increasing the count, so that only a small subset of the total cards would be in play in any given game. This should greatly help with the replayability of the game. It’s a real challenge coming up with new and interesting spider behaviors and ways to implement them, but I’m slowly picking away at solving this puzzle.

The third way I plan on dealing with the replayability problem is by introducing different scenarios with unique objectives. I will address this after I work out the latest kinks in the game and expand the deck. Some of the new cards can even be specific to certain scenarios. I will get to all of this after I fix what I just broke in the latest version of the game.

One of the complaints from the paytesters was the excessive administration of the “Critters” during their activation phase. This caused a break in the rhythm of the game which broke the players immersion of the game. This needed to be dealt with, so I decided to simplify the critters to eliminate redundant behaviors and reduce the administration of these A.I driven beings. This is how I actually broke the game……BOOGERS…..!

Originally, as you tried to acquire the keys, you activated Critters from the same location which could start chasing you around the web or wreak havoc in other ways. There were some logistical problems with the new, hidden, critters which were revealed as you turned over the rocks so I had to change this. In an effort to simplify the rules, I decided that the critters would enter the web at one of the six points of the board. This would be decided by rolling the A.I. die, the same way as they entered when drawn from the event bag. This simplified the rules, but turned out to be a very bad decision.

The result was a reduced risk of exploring and acquiring things because the critters would enter the web in places that didn’t immediately affect the spiders. This removed almost all of the tension from the game and made it very easy to win. It sucked the life out of the game, just like a spider drinking a “Critter Shake”. I now have to backtrack a little and find another way to deal with the introduction of the critters as they are revealed. They absolutely must start out from the rock under which they are revealed. This will create a tense moment whenever a rock is flipped over. I don’t know what I was thinking when I eliminated this in favor of a simpler rule-set. I just have to find an elegant and intuitive way to do this. I’m always amazed at how easy it is to derail a game with a simple rule change. It’s time to put my thinking cap back on and fix this game, then start making it better. Piece of cake…..LOL!

More Bugs – Less Filling

Arachnid 19d
Arachnid 19 on Tabletop Playground

Arachnid has gone through some major changes to reduce the number of components, simplify set-up and streamline game-play. I was worried for a moment after I finally worked out most of the problems with the action deck and action board. Once the game flowed smoothly, I realized that there weren’t enough interesting decisions throughout the game. I thought this game might just end up on top of the ever growing scrap-pile of dysfunctional games.

I took a short break from the game before deciding it’s fate. After taking a fresh look, and getting some good input from my #1 playtester (my wife) I was able to narrow down the problems. To start with, the game was too easy to win and the path to victory was too obvious. The “Critters” attacking the web weren’t really much of a threat and the end-game countdown (Hoover) wasn’t very dramatic. This all made for a boring and predictable game. With just a few tweaks, I was able to turn all this around.

The main objective in the game is to acquire the four keys in order to unlock the “Launch Button”. I made this task more complicated so players had to work together or find different ways to get them. I added more Critters and gave them more interesting and dangerous behaviors. This really ramped up the tension in the game and forced some tough decisions between defending the web and acquiring the keys. Having so many things to do and limited time to do it, automatically, made the end-game count-down much more dramatic.

It looks like the game is back on track and it’s time to write a final set of rules. Writing the rules is an important part of the design process. It reveals logic errors and provides a completely different perspective on the game. I’m really looking forward to ironing out the final glitches. I just hope there aren’t any really big issues I’ve missed. The “Kinda” “Sorta”, simultaneous turn-order (but only if you need to…) is going to be tough to explain. This should be fun!

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