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Brainstorm Challenge - September

I don't know if this is true for other designers, but I always feel more creative in the Autumnal months: Temperatures dropping and giving way to crisp evenings, the Pumpkin Festival Show in my hometown. For some reason, my brain just clicks better this time of year; and when it does, it seeks to game-ify everything.

If you'll remember, I started this whole "Brainstorm Challenge" thing as a way to keep my brain fresh in those non-Autumn months. It's lead to some hilarious light fillers (Octopy Wall Street) and a game--Gyre--that I'm working to further develop and pitch to Publishers like Talicor, Mindtwister, and Nestorgames. While some suggested changes to Gyre have caused it to simmer in the back of my mind for a bit, other ideas for games have been popping up left and right. Listed below are just some of them.

 

Stop, Police! -- Living in rural Ohio has it's benefits: clean air, the ability to see the stars at night, and fresh produce straight from the farm to the plate. However, with these positive aspects of life also come rednecks with giant trucks and the inability to obey traffic laws. This penchant for vehicular manslaughter led me to an interesting thought though. After seeing multitudes of drivers merging into the wrong lanes, speeding through yellow lights, and cutting others off without turn signals, my thoughts of "I wish there was a cop here to give them a ticket" turned to I wonder if there are any games where you could take certain actions if another piece wasn't present in the game or in a particular zone.

From what more knowledgeable gamer friends tell me, there is something like this present in Illuminati and El Grande, so I'll have to check those out. The first thing my mind went to--and I know the theme has been done to death--is something Gangster related and worker placement-esque. A large majority of worker placement games have static workers, i.e. meeples that simply act as triggers for resource gain when placed in a certain area. I'd really like to see a placement game where each of the workers were dynamic. In this case, maybe 3 gangsters that have a hierarchy, a double agent, and a policeman. Resources could be "cheated" out of particular zones at higher rates depending on the rank of the gangster placed there, but would be reduced dependent on the number of policemen there. The role of double agents could then be defined based on the level of cheating that has occurred there in previous rounds.

 

Slide Rulers -- I played a LOT of Rummy with my relatives while growing up. I also played more games of Boggle and Scrabble than I care to recount. But the one game I think I've played more than anything else is Mancala. There's just something elegant and accessible about that game. (It also helped that my mother is a shark at it, which caused me and my competitive nature to figure out strategies faster than normal). Even today, I own 4 mancala boards--travel, 2x normal size, and a custom carved board--because I enjoy the game so much.

After so many plays, however, Mancala does lose something. You can start the game with differing amounts of pebbles in each pod, but at its core, the game is just a math equation that's relatively simple to figure out for experienced players. My though, much like the game above, focused around "what would happen if you made each of the pods have a variable power or made the pebbles that moved around the board different?" To answer this, I made the pebbles blue and pink dice (to represent boys and girls) and changed the banal pods into playground equipment or locations you would find in an elementary school. Players would get 2 blue dice and 2 pink dice and attempt to move them across the playground into their "home base." Each space moved would subtract one pip from the die; if a kiddo ran out of pips, he/she was exhausted and could be rejuvenated through a secondary game resource known as lunch money. Lastly, would be black dice known as bullies. If one of your dice came upon a bully, he/she could bypass it if the number showing on the die was higher, otherwise an amount of lunch money equal to the difference would have to be paid. End game scoring would be 1 point for a singular boy or girl on the home base, 5 points for a boy/girl pair, and the square of a group (i.e. 3 boys = 9pts).

 

Whack-A-Mole -- After punching out the chits to Mage Wars and Small World Realms, I couldn't help but wonder what could be done with the sheets and sheets of leftover punchboard most gamers probably just throw out. In seeing the Cardboard arcade idea good friend Chevee Dodd came up with, an idea for a super cheap filler game based around Arcade Favorite whack-a-mole dawned on me.

If you could find a leftover punchboard that was roughly 8 x 8, you could give each player a pawn that he/she would place on the grid somewhere. From there deal out 7 cards from the deck (which, ideally would consist of 13 each of up/down/left/right cards). Finally, roll a d8 and a custom die with letters A through H on it.  The combined result (e.g. E6) would be where the "mole" popped up and players would race to play a sequence of cards that would take their pawn from their current space to the location of the mole. First one to play the correct sequence gets a point. Incorrect sequences would be penalized by a 5 card hand rather than a 7 card hand. First player to whack 5 moles wins.

 

I am NOT a Crook -- The last idea I had was inspired by the RNC and DNC that have taken place over the last couple weeks. Instead of stories that focus on what the candidates can do for our country, all I've heard about is the LIES LIES LIES rhetoric and bipartisan mudslinging. This got me to thinking: most candidates, when confronted with campaign shortcomings will either deny any wrongdoing or claim that they don't know what you're talking about. This got me thinking about a Hanabi style bluffing game with political themes and undercurrents.

Each player would be dealt one of 10 potential candidates that only they would know. They would then be dealt 4 "campaign promise cards" that would be visible by every other player but them. Each candidate would have certain attributes like charisma, funds, etc. that would help them throughout the game, but the basic crux would be that each candidate would be making campaign promises to voters based on what they THINK is in their hand, and then other candidates could make counter claims based on the public information. Rival candidates could expose a lie told by a rival, but in doing so would allow them to turn over a campaign promise in their hand, thus giving them increased knowledge about their potential campaign promises.

 

Splatter Up! -- With the success of DreadBall on Kickstarter, I really want someone to make a Baseball version of Blood Bowl. I played a bit in college and also loved the Mutant League series of video games when I was in Junior High. I think, with his pedigree and experience in game design, that something like this would be right up AJ Porfirio's alley.

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A Pro's Protospiel Perspective.

Guest Poster Gil Hova is a busy man, which is why we appreciate him taking time out of his schedule to write an article for Games&Grub about his experience(s) at this year's Protospiel in addition to advice for budding designers. If you'd like to keep in touch with Gil, you may do so via his Twitter Account or BGG Page. Likewise, if you'd like to try one of his designs, you can play PROLIX... one of our favorite word games here at G&G.

A guest post by Mr. Gil Hova

Protospiel is a 3-day board game designers’ convention held in Ann Arbor, MI every year. The first Protospiel was held in 2001 by designers Stephen Glenn, Dominic Crapuchettes, and Mike Petty. It is now in the capable hands of designer David Whitcher.
I’ve attended Protospiel for about seven consecutive years now. I’ve seen games brought in (mine included) that were little more than proofs-of-concept, and watched them get bashed into playable prototypes, and then get bashed further into games that are actually fun, that people actually want to play. Of course, these games get attention on the other 362 days of the year, but there’s something special about a three-day convention focused intensively on board game playtesting.
That last bit is important. Protospiel isn’t about dry lectures on important concepts in game design. There will occasionally be a presentation about more practical matters, like how to pitch your game to a publisher, and there are plenty of seasoned game designers and publishers who are happy to share their experience in the industry.
No, Protospiel’s focus is exactly where it should be: playtesting. I’m convinced that the fastest and most effective way to grow as a board game designer is to simply get your games on the table and watch them fail. And Protospiel lets you do just that, for a full weekend.

The atmosphere there is amazing. You don’t get to see such a positive and creative environment in many other places. It’s tough to put the energy in words, but the best I can manage is as a kind of wave I ride along in. It’s because of this energy that I feel the 12-hour drive to Ann Arbor from Jersey City is worth it.
There isn’t much of a schedule at Protospiel. If you want to playtest a game, you simply find a few designers and a table. Of course, if you get your game tested, you should return the favor and playtest other games as well; the event won’t work if you only take and never give!
One thing about the event that has changed over the past few years is the number of attending publishers. In the years I attended the con, there would be maybe one publisher, who may have been there as a guest of honor. This year, quite a few publishers appeared. Mayfair, Elfinworks, Academy Games, and Minion Games are now regular attendees, and there were several new publishers who had a presence as well. This means that a designer can bring a close-to-finished design along with his raw designs, and have a good shot at getting publisher attention.
I always aim to bring three designs to Protospiel. Most years, this is too ambitious, and I only bring a couple. This year, I brought Sword Merchants, a late-stage economic game that I’ve been working on for a few years, and Prime Time, an auction game that I wanted to try with the auction mechanism ripped out. I also brought a game that a friend of mine had designed, because I thought it would be a good fit with one of the publishers there.
Well, I cut the Prime Time playtest after 15 minutes. I could immediately tell that the game wasn’t working. Sword Merchants fared much better; a publisher is interested in the game (though he hasn’t officially committed to it yet), and I’ll be mailing him a copy of the game in a few weeks. I saw a couple of other games get pitched during the convention. Some games found homes, but all of them got good feedback. Unfortunately, the publisher I had in mind for my friend’s game had a lukewarm reaction, but I’m glad I got his game out there.

If you’re a designer interested in getting good feedback on your games, I can’t recommend Protospiel highly enough. If you do attend, I suggest a few things...
  1. Arrive early and leave late. Maximizing your time at the con will give you many opportunities to playtest.
  2. Don’t stress component quality. Many designers like to make attractive-looking prototypes, and if that’s what you enjoy, that’s great. But don’t get hung up on it. Unless you’re at a late stage and want to attract playtesters, or if you’re self-publishing and you want to test your graphic design, you’ll be fine with a simple, clean-looking prototype with clear, distinctive graphics.
  3. Play other prototypes. Not only is this necessary to do to keep the con functional, you’ll learn just as much about game design from other playtests as you will from yours.
  4. Have thick skin. One of the most annoying things about board game design is that it’s horribly iterative. You won’t be done after your first try. You won’t be done after your fifteenth try. You probably won’t even be done after your fiftieth try. So as a result, you will get a lot of feedback as to why your game isn’t working. If you want people to tell you how brilliant you are, become the CEO of a large corporation.
  5. Listen to everyone’s feedback. Playtesters have a perspective you don’t.
  6. Feel free to ignore any feedback. There are all kinds of games out there, and not everyone enjoys them all. You may even get contradictory feedback. Try to get as many points of view as you can, and work out where to go from there.
Protospiel is one of my “must-attend” board game events. It’s become an integral part of board game development for me. I can’t imagine any of my games being anywhere near as polished without it.

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...On Ham Hocks and Rolls

Disclaimer: Games&Grub received a copy of Sandwich City personally from the designer, Jason Tagmire through an under the table deal involving an early prototype of Pixel Lincoln and a plastic duck painted to resemble the 16th president of America. Because we didn't pay for said game, this review is completely invalid and shouldn't be read by anyone, anywhere. Thank you for reading this far. </sarcasm> 

   

The hipster in us likes to say that we knew Jason Tagmire before he hit it big with Pixel Lincoln. However, we quickly feel dirty for having any part of our being be hipster and remind ourselves that this simply amounts to meeting Jason at Origins this year, 2 days before he launched the PL campaign. 

Before THAT, though, Jason won an award on The Game Crafter for a little game called Sandwich City. As you might have guessed, this game about grub was something we wanted to get to the table badly. Lucky for us, Jason is a pretty generous fellow and traded us a copy for a plastic duck that looks like Abraham Lincoln. Yes, seriously.

For those of you unfamiliar with the game, Sandwich City is a resource management/set collection game in which you play cards from your hand to gain money. Money collected allows you to purchase various vegetables and meats from the market (i.e. the game board) ; the closer to the center of the market, the cheaper the item is to purchase. Purchased items may then be placed on the counter, in the fridge, or in the freezer, with each of these respective places giving the food placed there a certain shelf life. Keep an item on the counter too long and it gets discarded. Keep an item in the fridge too long and it starts growing mold. Sure, you can always keep the food indefinitely in the freezer, but then you have to account for thawing. It's all a precarious balance that works out pretty well.

If you manage to balance your resources properly, you can build one of 52 sandwiches in the game. Jason and his crew have come up with a wide array of sandwiches: from "The Salad,' (a carrot between two slices of bread) to "The Carnival" (Chicken, 2x Fish, a Carrot, Pork, and a Brick). Obviously, the more ingredients in the sandwich, the more points its worth. 



To me, Sandwich City is an enjoyable, lighter game to break out as a starter to the evening or to use with Family members in order to teach them about certain aspects of set collection and resource management. Curiously, my favorite part of the game has nothing to do with collecting the custom wood pieces or making sandwiches. Rather, it's the end of turn bonuses given by making three of a kind with the various colors. As you discard cards in your hand for money, you place them in one of three piles. If, in discarding a card, you create a row whose top cards are all one color, you get an end-of-turn bonus that lets you do anything from taking a free 1$ item from the board to taking a card from an opponent's hand, to major screwage via mold outbreak or freezer failure.

I also enjoy the watercolor-esque artwork style in the game. Admittedly, it's not super detailed, but I think it evokes the feeling of the game's open air farmer's market; it feels "Natural" for what that adjective is worth. I might add some clouds to the blue exterior so it doesn't look like the farmer's market is occurring on a circular island floating in the middle of nowhere, but that's a VERY minor qualm.

That aside, there are some things about the game that make me scratch my head ever so slightly. First is the random but not-so-random placement of the tokens onto the board. Per the rules, players are dealt cards and then place tokens onto the board. What this means, to some degree, is that experienced players can place their pieces in a way that will give them the most benefit from materials sliding toward the center. This is certainly easier said than done, but the possibility is there, and the ability of a player to choose which material replaces a purchased token later on in the game just bugs me for some inexplicable reason. Personally, I'd rather have a random chit/token pulling system to determine what goes where. Start the game by placing on grey squares in a clockwise fashion, then blue, then purple, etc. Yes, this takes control away from players (which I generally hate) but it serves to make things a little more equal in my opinion. In either case, I'm sure Jason had a reason for making the system this way, and I'd love to hear it.

Secondly, I'd like there to be a way to manipulate your hand more than just discarding a card for money. If there's a horrible shuffle, one player may get all 4$ cards and another play may get all 2$ cards. To some extent, the player with all 4$ cards is stuck trying to make larger sandwiches, which will take longer, but there's nothing to say that he/she can't discard a card, buy 4$ worth of items, and then draw into a 2$ card that uses the resources he just purchased. This isn't to say that there isn't a good balance of cards from 2$ to 8$, there is, I just wish there were a few more ways to manipulate your hand. Again, pretty minor worry.

Lastly, is the implementation of the mold tokens (and I know this is something Jason has been concerned with and actively working to "fix"). Currently, for each turn an item stays in the refrigerator and is not moved to the counter or the freezer, it gets a green mold token. After 3 mold tokens accumulate on a token, it is discarded. Mechanically, I like the mold tokens. They make it harder to play a balanced game, because they skew decisions toward instant gratification (counter) or long-term planning (freezer). From a thematic standpoint however, it's a little questionable. Most chefs, at the earliest sign of mold on a food object, would throw the food in question away (in order to prevent any backlash from a customer who may get an overlooked item). Cheese is handled a little differently, but there's no cheese in this game, so that's not a concern.

I'm still thinking of possible solutions to this mold mechanic however. My initial solution was to have the player take the mold chips with the item, and any mold chips collected by the player at game's end would be worth -1 points, but that doesn't really provide any more thematic accuracy than the current rule. Likewise, forcing the item in question to the counter or into the freezer (thereby pushing out other items) doesn't really work either. Truthfully, the mechanic itself works, and if I had to choose between theme and mechanics I'm going to choose theme EVERY.TIME. That said, if you can get mechanics and theme to work together seamlessly, you should aim for that; but I digress.

So, though one might interpret the long winded paragraphs about minor mechanical tweaks as an indictment of this game, I find it enjoyable as a filler and gateway game. Stacking the pieces after obtaining the right materials for your sandwich provides a great tactile experience, and concocting a meal with carrots, bricks, sheep, fish, et. al is goofy enough to bring a smile to anyone's face. If anything, I'd simply say that Sandwich City is a good game with the potential to be a great game. Based on the reception and success of his latest project, I'm eager to see the directions Jason takes this game and what he comes up with in the future. 

If you'd like to read more about how Sandwich City came to be, check out links HERE and HERE

If you'd like to purchase the game from TGC, click on the link HERE 



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