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Jeff's World of Game Design

Jeff's World of Game Design. Tuesday, January 27, 2015. The time of Sands. Is there anything more irritating than blog post titles that try too hard to be clever? I don't really think so.]. One criticism that pretty much all civ games receive, and almost all deserve, pertains to how they handle. Now I think that Sands is guilty of this criticism in spades. But, I thought it might be interesting to see whether judicious choices of terminology, and thinking about the game in the right way, might be abl...

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Jeff's World of Game Design | jwarrend.blogspot.com Reviews
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Jeff's World of Game Design. Tuesday, January 27, 2015. The time of Sands. Is there anything more irritating than blog post titles that try too hard to be clever? I don't really think so.]. One criticism that pretty much all civ games receive, and almost all deserve, pertains to how they handle. Now I think that Sands is guilty of this criticism in spades. But, I thought it might be interesting to see whether judicious choices of terminology, and thinking about the game in the right way, might be abl...
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Jeff's World of Game Design | jwarrend.blogspot.com Reviews

https://jwarrend.blogspot.com

Jeff's World of Game Design. Tuesday, January 27, 2015. The time of Sands. Is there anything more irritating than blog post titles that try too hard to be clever? I don't really think so.]. One criticism that pretty much all civ games receive, and almost all deserve, pertains to how they handle. Now I think that Sands is guilty of this criticism in spades. But, I thought it might be interesting to see whether judicious choices of terminology, and thinking about the game in the right way, might be abl...

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1

Jeff's World of Game Design: January 2015

http://jwarrend.blogspot.com/2015_01_01_archive.html

Jeff's World of Game Design. Tuesday, January 27, 2015. The time of Sands. Is there anything more irritating than blog post titles that try too hard to be clever? I don't really think so.]. One criticism that pretty much all civ games receive, and almost all deserve, pertains to how they handle. Now I think that Sands is guilty of this criticism in spades. But, I thought it might be interesting to see whether judicious choices of terminology, and thinking about the game in the right way, might be abl...

2

Jeff's World of Game Design: Emphasis

http://jwarrend.blogspot.com/2014/01/emphasis.html

Jeff's World of Game Design. Wednesday, January 8, 2014. A recent playtest of the system discussed in the last post was a mixed result. On the one hand, the "tech trees", the idea of locked actions that become "unlocked" with advances, and the shorter number of turns were all received generally favorably. On the other hand, the game was more difficult, and more complex. This makes you care more about generation length; ie a short generation in which you deployed an emphasis card would feel like a waste&#...

3

Jeff's World of Game Design: The goal revisited

http://jwarrend.blogspot.com/2014/07/the-goal-revisited.html

Jeff's World of Game Design. Wednesday, July 23, 2014. A discussion with Joe Pilkus over at BoardGameGeek about the new game "Historia" enabled me to revisit one of the earliest posts, about my design goals for the game. Or my ideas of what a good "civ" game should, ideally, include. Now that the game is closer to completion, it might be fun to look back and see how well the game achieves those goals:. Multiple paths to victory. Not really. This mostly went by the wayside during development, as the v...

4

Jeff's World of Game Design: January 2014

http://jwarrend.blogspot.com/2014_01_01_archive.html

Jeff's World of Game Design. Wednesday, January 8, 2014. A recent playtest of the system discussed in the last post was a mixed result. On the one hand, the "tech trees", the idea of locked actions that become "unlocked" with advances, and the shorter number of turns were all received generally favorably. On the other hand, the game was more difficult, and more complex. This makes you care more about generation length; ie a short generation in which you deployed an emphasis card would feel like a waste&#...

5

Jeff's World of Game Design: July 2014

http://jwarrend.blogspot.com/2014_07_01_archive.html

Jeff's World of Game Design. Wednesday, July 23, 2014. A discussion with Joe Pilkus over at BoardGameGeek about the new game "Historia" enabled me to revisit one of the earliest posts, about my design goals for the game. Or my ideas of what a good "civ" game should, ideally, include. Now that the game is closer to completion, it might be fun to look back and see how well the game achieves those goals:. Multiple paths to victory. Not really. This mostly went by the wayside during development, as the v...

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Lost Adventures: Lost Adventures, in a nutshell

http://lostadventuresgame.blogspot.com/2014/08/lost-adventures-in-nutshell.html

A relic hunt by Jeff Warrender and Steve Sisk. Thursday, August 14, 2014. Lost Adventures, in a nutshell. Taking a step back, here's a quick overview of how v10 of the game, the latest version, works. The turn mechanic is simple and clean. You resupply (draw action cards), take up to 4 actions, and then draw event chips from a cup and resolve them. This turn structure persists across both phases, but the details of the available actions change a bit inside or outside the temple.

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Lost Adventures: It works! Now for the balancing...

http://lostadventuresgame.blogspot.com/2013/01/it-works-now-for-balancing.html

A relic hunt by Jeff Warrender and Steve Sisk. Tuesday, January 29, 2013. Now for the balancing. Number of cards drawn at start of turn. Reduction in cards drawn if operatives present? Of spaces to advance progress track for the two operatives that have this power. If an operative is required to execute his power but can't, advance progress track? How much to advance progress if you read a clue in a city with an operative? Can you draw a card as an action? Subscribe to: Post Comments (Atom).

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Lost Adventures: Spielbany session recap

http://lostadventuresgame.blogspot.com/2013/01/spielbany-session-recap.html

A relic hunt by Jeff Warrender and Steve Sisk. Sunday, January 20, 2013. The temple works pretty well. The turns are quick and you can move through the temple quickly, but it's big enough that there's some time required to explore. And the rooms having mostly three exits each means that you can get almost anywhere, but the route you have to take may be slightly more roundabout than you had hoped. And of course, the temple's enabling "technology". The theme cards should start on the board, instead of bein...

lostadventuresgame.blogspot.com lostadventuresgame.blogspot.com

Lost Adventures: January 2013

http://lostadventuresgame.blogspot.com/2013_01_01_archive.html

A relic hunt by Jeff Warrender and Steve Sisk. Tuesday, January 29, 2013. Now for the balancing. Number of cards drawn at start of turn. Reduction in cards drawn if operatives present? Of spaces to advance progress track for the two operatives that have this power. If an operative is required to execute his power but can't, advance progress track? How much to advance progress if you read a clue in a city with an operative? Can you draw a card as an action? Tuesday, January 22, 2013. When you face an enco...

lostadventuresgame.blogspot.com lostadventuresgame.blogspot.com

Lost Adventures: August 2011

http://lostadventuresgame.blogspot.com/2011_08_01_archive.html

A relic hunt by Jeff Warrender and Steve Sisk. Wednesday, August 24, 2011. More thoughts on Encounters. I've talked a fair bit about Encounter cards, which are a. For the bland and fairly wooden "you face a challenge based simply on the number of enemy cubes in the city." There's a new game out called ". As an aside, I have a tendency to read negative reviews and comments of games that are similar to the one I'm currently working on; if there's something that players don't like about a similar game, it s...

lostadventuresgame.blogspot.com lostadventuresgame.blogspot.com

Lost Adventures: November 2011

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

A relic hunt by Jeff Warrender and Steve Sisk. Sunday, November 20, 2011. Encounter structure for v10. Note: I had already mostly drafted this before Steve's post on Friday.some of these ideas may have good overlap with that post, and some may conflict - but I think it's worthwhile to have both posts preserved, for comparison purposes]. Assuming we are going to adopt a v8 scheme for challenges (at least for now), it's desirable to have a few things crystallize. Here are some possibilities for v10. For th...

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Lost Adventures: May 2012

http://lostadventuresgame.blogspot.com/2012_05_01_archive.html

A relic hunt by Jeff Warrender and Steve Sisk. Sunday, May 20, 2012. I've been putting off thinking about the temple phase until the thoughts for the external phase solidified, and while that's still in progress, it seems like an appropriate time to see where the temple stands and where it could go. The player feels time pressure to complete the temple before the other players, or the enemy, complete it first. Our previous version of the temple had all of these qualities to some degree. There are 9 t...

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Lost Adventures: Ongoing progress

http://lostadventuresgame.blogspot.com/2013/02/ongoing-progress.html

A relic hunt by Jeff Warrender and Steve Sisk. Thursday, February 21, 2013. Just ran a 1p solo playtest. I was able to finish the game, including setup and put-away, in 45 minutes total. I still think that 100 minutes for the 4p game is pretty realistic. A few observations:. It's just more exciting when it's a bit more of a nailbiter. It may be advantageous to split "receive a reward" and "visit a theme card"; maybe receiving a reward can simply be an action unto itself, so it still has a cost.

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Lost Adventures: Integrating visual elements with gameplay

http://lostadventuresgame.blogspot.com/2011/08/integrating-visual-elements-with.html

A relic hunt by Jeff Warrender and Steve Sisk. Friday, August 12, 2011. Integrating visual elements with gameplay. Separately, I thought a fun way to integrate ideas like Indy's fear of snakes is to give each player-character a "phobia", and if another player spots your phobia on an encounter card that you face, perhaps you automatically fail the challenge. Maybe this could add some fun, as well as some incentive for you to pay attention during other players' turns (and the clue system amplifies this).

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Jeff's World of Game Design

Jeff's World of Game Design. Tuesday, January 27, 2015. The time of Sands. Is there anything more irritating than blog post titles that try too hard to be clever? I don't really think so.]. One criticism that pretty much all civ games receive, and almost all deserve, pertains to how they handle. Now I think that Sands is guilty of this criticism in spades. But, I thought it might be interesting to see whether judicious choices of terminology, and thinking about the game in the right way, might be abl...

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