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Ben's Game Design Blog

Ben's Game Design Blog. Sunday, February 5, 2012. Deck Building Game - going back to the project. Ben the game designer. Saturday, February 4, 2012. For those that follow me on Twitter you'll recall earlier this week I tweeted about a game idea I had for a social game. Here's the write up on it. If you're so inclined, feel free to make it into a prototype and play it. A social game for 5 to 9 players. The Narrator will now deal a Lock'd Up! Cards so that at least 1 Blue is in Jail. Once the set up is com...

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Ben's Game Design Blog | bensgamedesign.blogspot.com Reviews
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Ben's Game Design Blog. Sunday, February 5, 2012. Deck Building Game - going back to the project. Ben the game designer. Saturday, February 4, 2012. For those that follow me on Twitter you'll recall earlier this week I tweeted about a game idea I had for a social game. Here's the write up on it. If you're so inclined, feel free to make it into a prototype and play it. A social game for 5 to 9 players. The Narrator will now deal a Lock'd Up! Cards so that at least 1 Blue is in Jail. Once the set up is com...
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9 ending the game
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Ben's Game Design Blog | bensgamedesign.blogspot.com Reviews

https://bensgamedesign.blogspot.com

Ben's Game Design Blog. Sunday, February 5, 2012. Deck Building Game - going back to the project. Ben the game designer. Saturday, February 4, 2012. For those that follow me on Twitter you'll recall earlier this week I tweeted about a game idea I had for a social game. Here's the write up on it. If you're so inclined, feel free to make it into a prototype and play it. A social game for 5 to 9 players. The Narrator will now deal a Lock'd Up! Cards so that at least 1 Blue is in Jail. Once the set up is com...

INTERNAL PAGES

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Ben's Game Design Blog: August 2011

http://www.bensgamedesign.blogspot.com/2011_08_01_archive.html

Ben's Game Design Blog. Sunday, August 21, 2011. Figuring out what to add. The question was, what do I throw at this design. Since it already has dice, adding dice wasn't an option. It already has a deck of cards as well so I couldn't throw any more cards at it, that would be more tweaking than adding a layer. At this moment, I'm still thinking about what to add and how adding it will affect the final project. On the upside, the original art is coming along nicely. Ben the game designer.

2

Ben's Game Design Blog: Burn Baby Burn - first playtest

http://www.bensgamedesign.blogspot.com/2011/10/burn-baby-burn-first-playtest.html

Ben's Game Design Blog. Wednesday, October 5, 2011. Burn Baby Burn - first playtest. Not because it wasn't fun, but because I didn't know if I was going to have a heart attack! Each turn 3 new cards are turned over. The game plays over 10 rounds. Playing at the most difficult, minus 1 mechanism. It that one was present it would be been over for me, my goose would have been cooked, pardon the pun. That said, I managed to buy a fire engine and scored 0 VP. None! The Fire Engine was great! Just flat out Wow!

3

Ben's Game Design Blog: October 2011

http://www.bensgamedesign.blogspot.com/2011_10_01_archive.html

Ben's Game Design Blog. Wednesday, October 5, 2011. Burn Baby Burn - first playtest. Not because it wasn't fun, but because I didn't know if I was going to have a heart attack! Each turn 3 new cards are turned over. The game plays over 10 rounds. Playing at the most difficult, minus 1 mechanism. It that one was present it would be been over for me, my goose would have been cooked, pardon the pun. That said, I managed to buy a fire engine and scored 0 VP. None! The Fire Engine was great! Just flat out Wow!

4

Ben's Game Design Blog: Figuring out what to add

http://www.bensgamedesign.blogspot.com/2011/08/figuring-out-what-to-add.html

Ben's Game Design Blog. Sunday, August 21, 2011. Figuring out what to add. The question was, what do I throw at this design. Since it already has dice, adding dice wasn't an option. It already has a deck of cards as well so I couldn't throw any more cards at it, that would be more tweaking than adding a layer. At this moment, I'm still thinking about what to add and how adding it will affect the final project. On the upside, the original art is coming along nicely. Ben the game designer.

5

Ben's Game Design Blog: Rules for NaGaDeMon Game: Cthulhu a Go-Go

http://www.bensgamedesign.blogspot.com/2011/11/rules-for-nagademon-game-cthulhu-go-go.html

Ben's Game Design Blog. Tuesday, November 29, 2011. Rules for NaGaDeMon Game: Cthulhu a Go-Go. Shuffle the cultist cards to form a face down draw deck for the Cultist. Place the 7 Character cards near the board face up. Each player chooses a color and takes all of the cubes and pawns of the associated color to form a supply near them. If there are more than 2 players, 1 player can choose to be the Cultist. Otherwise play with full cooperative rules. Turn order for players:. Turn order for Cultist:. Place...

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Exiled Here: Space Encounters: Rules

http://exiledhere.blogspot.com/2011/02/space-encounters-rules.html

A blog about life in SF, board games, my corgi, game design, music, food, and love. February 21, 2011. Is the first game I designed on my own outside of job. It is a big and unwieldy game from which I learned a lot. It's not the best game! But, I'm putting it out there in case somebody wants to spend 5 hours making all the pieces and another hour or two playing it. Overall the game is cumbersome and tries to combine too many things. Please enjoy and comment if you play it! Can be read here.

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Exiled Here: February 2012

http://exiledhere.blogspot.com/2012_02_01_archive.html

A blog about life in SF, board games, my corgi, game design, music, food, and love. February 29, 2012. Fifth Test for Abby. Has presented me with many lessons. Some I've learned, forgotten, and now must relearn, others I'm learning for the first time. Make sure features present a clear value to the player. The benefit for using the ability was always too subtle. It's key to make a feature's value to the player overt and mostly clear. Which has far more icons. Card games need useful card. There were sever...

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Exiled Here: November 2011

http://exiledhere.blogspot.com/2011_11_01_archive.html

A blog about life in SF, board games, my corgi, game design, music, food, and love. November 26, 2011. Its my goal to find a publisher for Farmageddon. The path towards this goal includes a lot of rejection, though oftentimes thats paired with feedback. Some I take, some I ignore. Most of the feedback I ignore is that which pushes Farmageddon. 160;outside of the realm of a casual game and towards something more hardcore. Its not that Farmageddon. Im not abandoning Farmageddon. But tweaks almost everythin...

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Exiled Here: May 2011

http://exiledhere.blogspot.com/2011_05_01_archive.html

A blog about life in SF, board games, my corgi, game design, music, food, and love. May 15, 2011. An Evening with Lazy Bear. Beth and I enjoyed what I consider to be the greatest of dining experiences this past Friday the 13th. It was one of the most San Francisco things Ive ever done, a fantastic culinary experience, and an absolutely delightful venture outside our typical social comfort zone. It is hard not to gaze at a beautiful church like Grace Cathedral. Subscribe to: Posts (Atom). I design mobile ...

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Exiled Here: March 2012

http://exiledhere.blogspot.com/2012_03_01_archive.html

A blog about life in SF, board games, my corgi, game design, music, food, and love. March 11, 2012. Expanding the Farm: Learning about Expansion Design. To raise money to manufacture Farmageddon. 160;went insanely well. It went so well, in fact, that our backers began clamoring for a fantastic stretch goal. our solution was a full expansion to the game. By full expansion I dont mean the 2-3 promo cards that folks might throw into a game, but something that significantly adds to the game. March 9, 2012.

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Exiled Here: Quick Notes on Poor Abby

http://exiledhere.blogspot.com/2012/02/quick-notes-on-poor-abby.html

A blog about life in SF, board games, my corgi, game design, music, food, and love. February 22, 2012. Quick Notes on Poor Abby. I'm really enjoying the development of Poor Abby Farnsworth. I feel that I'm coming up with far more good ideas than bad ones and my playtesters have been enthusiastic about the game. I keep finding good, solid ways to improve the game and it's overall been really enjoyable. Things don't always go that way so I'm just really enjoying it. Frontier Scoundrels. One of the problems...

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Exiled Here: My Own Worst Fan: A Critical look at Frontier Scoundrels

http://exiledhere.blogspot.com/2011/11/my-own-worst-fan-critical-look-at.html

A blog about life in SF, board games, my corgi, game design, music, food, and love. November 19, 2011. My Own Worst Fan: A Critical look at Frontier Scoundrels. The past 5 months haven't been wasted though; I know a great deal more about what works and what doesn't. More importantly, I know which of my core mechanics need to change, though that means I need to discard some of my original design focuses. The Current Frontier Scoundrels: Summary of the game flow with a link to the complete rules. There are...

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Exiled Here: A Big Shift for Abby

http://exiledhere.blogspot.com/2012/02/big-shift-for-abby.html

A blog about life in SF, board games, my corgi, game design, music, food, and love. February 25, 2012. A Big Shift for Abby. As I noted earlier this week. I've been trying some different and strange stuff with Poor Abby Farnsworth. To make the game more fun, more streamlined, and more unique. No more score tracker. Score trackers are inherently fiddly. Now, score will be tallied with scored cards (like Farmageddon. And a few other easy elements. As a result, all evidence is now dynamically priced (somewh...

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Exiled Here: December 2011

http://exiledhere.blogspot.com/2011_12_01_archive.html

A blog about life in SF, board games, my corgi, game design, music, food, and love. December 31, 2011. The Best of Exiled Here 2011. The vast majority of the things I write on this blog can be summarized as "Grant describes at length why his new game is bad." However, every so often I write what I believe is a worthwhile contribution to the Internet. I was thinking about the year on my morning run and thought it'd be nice to present a Best of Exiled Here styled post. This post is a fairly concise recolle...

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Ben's Game Design Blog

Ben's Game Design Blog. Sunday, February 5, 2012. Deck Building Game - going back to the project. Ben the game designer. Saturday, February 4, 2012. For those that follow me on Twitter you'll recall earlier this week I tweeted about a game idea I had for a social game. Here's the write up on it. If you're so inclined, feel free to make it into a prototype and play it. A social game for 5 to 9 players. The Narrator will now deal a Lock'd Up! Cards so that at least 1 Blue is in Jail. Once the set up is com...

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Benjamin Perkins - Level Design Portfolio

My name is Ben Perkins. I'm 30, and currently working at Gearbox Software as an Enemy Designer on Battleborn. Past shipped titles include Borderlands 2, Assault on Dragon Keep, and The Pre-Sequel! As well as Aliens: Colonial Marines and its campaign DLC. In past lives I've been:. A tester in Big Huge Games' badass QA department;. A counselor (and in my last year, tech director) at a summer camp for smart kids;. A Film and Media Studies major at Johns Hopkins (plus some cognitive science. Installing and p...

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BensGameReviews.com | Game Reviews and Walkthroughs

Ben's Game Reviews and Walkthroughs. Titan Fall Gameplay Review. Welcome to Ben’s game reviews and walkthroughs. Titan Fall Gameplay Review. In category Xbox One. On May 10, 2014. Titanfall takes place in the distant future when a planet called the Frontier is discovered. The story is about a revolution between a group called the Militia and another group called the IMC. Even though there is a campaign everything is online and the campaign is very short, only 9 levels! On July 15, 2013.

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Juice Belts gameplay trailer. For iPhone, iPod touch and iPad. Not all pieces of fruit want to be eaten. Some just want to be juice! Download Juice Belts for your iPhone, iPod touch or iPad. Working title, in development. From sunnyjum.tumblr.com.

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Bens Game Spot

Sunday, March 11, 2012. Risk Legacy * * * * *. Posted by Ben and Tami. Monday, January 9, 2012. I was going through some of my old toys and came across a game my friends Josh Jarvis, David Anderson and I came up with when we were about. 12 It uses army style micro machines and was really fun (or so I remember). I figure Id mail myself the originals in certified mail, and now that they are back (just in case anyone decides to make a profit on this I can prove it was our idea) I will post. Bases: Base miss...