Sunday, March 29, 2009

Prototyping

1.) Prototyping is building a base model from which modifications or later designs can be based.

2.) I think prototyping is important because it's a lot easier to modify a prototype than seventeen million release versions. It's a lot easier to get data out of a prototype as the original creator controls all aspects of it. Prototypes are also very good at demonstrating a simple concept from which later versions can be developed.

3.) Paper prototypes can be used to organize a digital game. A digital game can be expressed as a paper prototype very easily, although the complexity may be greater. The advantage of this is that modifications are easier to make and can be made on the fly without revamping the better part of the game. Also, it's a lot easier to focus on a part of the game rather than the game as a whole. This can in turn make the development process a lot easier and lead to a higher quality game.

4.) To streamline my development process, I'd very much approve of prototypes. They are brilliant at demonstrating concepts without excessive technicality. I also enjoy groups and collaboration, as a game that may seem great inside your head isn't always the best on a table.

Tuesday, March 17, 2009

Defcon Fun!

Setup:

1 board
Stack of effectiveness cards
Stack of disarm cards
Stack of apocalypse cards
Tokens to track positions
1d20 die

1.) Players roll to determine who goes first. Highest number wins, gameplay goes counter-clockwise. Lowest roll becomes the nuclear armed nation.
2.) All players (incl. nuclear nation) place their tokens on start and the nuclear token on "Neutral"


The Game:

The goal is to prevent the nuclear armed country from launching their nukes by using diplomacy. As you play cards, they affect the nuclear token, pushing it closer to apocalypse or disarmament.

Effectiveness determines how effective you are in using your country. It also keeps the game balanced by disallowing some cards being played in the beginning.

1.) Roll the D20 and go the number of spaces it says. If you land on the proper square (Diplomatic countries = 'D', Nuclear country = 'A'), take the appropriate card. If you're on the opposing square, see rule #4.

2.) Each card has a description written on it. The required effectiveness to play the card is stated in the top right corner.

3.) Every time you play a card, it will 'tap' your effectiveness.
EX: A player has two total effectiveness and plays a card that costs one effectiveness. That player only has one effectiveness left to use this round. 'Tapped' effectiveness returns after one round.

4.) It costs one effectiveness to draw your card from an opposing faction's space.
EX: Nuclear country lands on a 'D' space. They must pay one effectiveness to draw an 'A' card.

*You may only play cards anytime during your turn, unless the card is special.
**Card trading is prohibited unless a special card dictates otherwise.
***Players may not reveal their hands to anyone else unless a special card dictates otherwise.

Dots: Maze style writeup

The test went well. Players seemed to enjoy it, but I didn't finish the rules quite properly.

1.) It was pretty involved, but players can fall out of the game very early and gang up on each other. There are anti ganging up rules, however.

2.) Forgot to tell players that they could draw another line after they completed a box. Will put in revised rules.

Wednesday, March 11, 2009

Dots: Maze style

Setup:

- Draw a 20x20 grid of dots on a paper. Draw a solid line around the edges.

Play:

1.) Players place their tokens on the board, wherever they want to start.

2.) At the start of each player's turn, they move their token one space. Players cannot move diagonally.

3.) After they have moved their token, the player draws a line between two dots.

4.) If a complete box is drawn, the player places the initial of their first name in it to keep track of how many boxes they've completed.

Rules:

1.) You can't move through a line.

2.) No more than two lines can be drawn from a single dot PER ROUND (that means all players).

3.) If you get boxed in, you lose.

How to win:

1.) Be the only player not to be boxed in.

2.) If all players make it to the end of the game, the player with the most boxes wins.

Wednesday, March 4, 2009

Housing Bubble Financial Crisis 2008: The Board Game

1.) Players roll 1d4 to determine who goes first.

2.) Players start on Level 1 (aka 2005). Players go around the circle until they have two properties.

2.5.) When players land on a space, they draw either a LR, MR, or HR card based on what the space tells them.

3.) When players have two properties, they advance to 2006 (aka Level 2).

4.) When players get to the split, they choose the path that they want to take.

HR = High Risk. This path has much reward, but also much chance for failure and debt.

MR = Medium Risk. This path is balanced. Money is based off your play style.

LR = Low Risk. This path will put out a reliable amount of money with little loans, but not much of it.

5.) If players land on a square marked with green, they must draw a 'Socialist card' and do what it says.

6.) Once a player reaches 'CRISIS,' the game ends. The player with the least amount of loans wins at the end. If a player has no loans, their score is determined by the value of their assets.