jwarrend.blogspot.com
Jeff's World of Game Design: 4p playtest and Trade Routes
http://jwarrend.blogspot.com/2011/04/4p-playtest-and-trade-routes.html
Jeff's World of Game Design. Saturday, April 9, 2011. 4p playtest and Trade Routes. One ongoing issue that I need to address is what to do when a player's bonuses from Structures and Advances authorize him to take an action for free (eg build a structure at no cost) - how many "free" actions may he take? Two ideas for possible changes emerged, one sparked by a suggestion and one by an observation. Subscribe to: Post Comments (Atom). For more information about Sands of Time, start here.
jwarrend.blogspot.com
Jeff's World of Game Design: December 2014
http://jwarrend.blogspot.com/2014_12_01_archive.html
Jeff's World of Game Design. Monday, December 29, 2014. I've just signed a publication contract for Sands of Time with a German publisher. I'll wait to say more until they've announced it; there may be some internal development that will take place. But, a nice step forward for the game for sure! Subscribe to: Posts (Atom). I use this blog primarily for updates about my civilization-building game, "Sands of Time", which has been accepted for publication by Spielworxx with a target release date of 2016.
jwarrend.blogspot.com
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...
jwarrend.blogspot.com
Jeff's World of Game Design: August 2013
http://jwarrend.blogspot.com/2013_08_01_archive.html
Jeff's World of Game Design. Saturday, August 10, 2013. A (possible) new take on population growth. It would treat population, and "headroom" in your territories, as a resource in a way that the game hasn't previously, and it might be interesting as a way to retain some of the features that the events will no longer provide, and also to create an additional source of interesting and challenging considerations for the players. Labels: Sands of Time. Subscribe to: Posts (Atom). View my complete profile.
jwarrend.blogspot.com
Jeff's World of Game Design: January 2013
http://jwarrend.blogspot.com/2013_01_01_archive.html
Jeff's World of Game Design. Wednesday, January 30, 2013. Sands of Time in a nutshell. I realized today that most of the posts in this blog go deep into the weeds of the design, but there isn't a basic overview of what the game is all about. So this post is intended to provide a 30,000 foot view of the game. The game lasts for four Epochs; each Epoch ends with a scoring phase, and each is divided into Generations, which represent the lifespan of an individual ruler. Each Generation lasts for a certai...
lostadventuresgame.blogspot.com
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.
jwarrend.blogspot.com
Jeff's World of Game Design: Sands of Time in a nutshell
http://jwarrend.blogspot.com/2013/01/sands-of-time-in-nutshell.html
Jeff's World of Game Design. Wednesday, January 30, 2013. Sands of Time in a nutshell. I realized today that most of the posts in this blog go deep into the weeds of the design, but there isn't a basic overview of what the game is all about. So this post is intended to provide a 30,000 foot view of the game. The game lasts for four Epochs; each Epoch ends with a scoring phase, and each is divided into Generations, which represent the lifespan of an individual ruler. Each Generation lasts for a certai...
lostadventuresgame.blogspot.com
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).
lostadventuresgame.blogspot.com
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...