December 2014

  • John Parker

    The Dice Tower Network describes itself so, “The Dice Tower Network is a group of podcasts and videocasts that promotes excellence and fun in board gaming.” At the time of this writing, the network is about 25-30 associated, but independent podcasts offering audio and video entertainment related to table top games, game reviews, and game design. All of these are worth a listen to see if they suit your needs and wants, but not all are actively producing content. Several of these services will also be listed here in the Opie Games resources separately; concentrating on the ones that I find the most interesting and consistent with my needs.

  • John Parker

    The Dice Tower website, podcast, and anything you can think of to promote the board game hobby is the brain child of Tom Vasel. It is unlikely that you have found Opie Games without already being very familiar with the Dice Tower, but here is a quick breakdown. Eric Summerer has joined Tom as producer of the podcast and there are many contributors to the site and the web presence that is The Dice Tower. Tom and company produce an amazing amount of game related content every week.

  • John Parker

    Design Workbench

    Design Objective

    Now that we have a sense of how the game plays, we are ready to make a few more changes. Although we started with fairly stripped down rules, we are going to try to strip them down a bit more. Previously we only allowed Actions and Locks to be played on Revealed cards. That made it simple to think about what was happening, but also imposed a rule; “the card must be revealed” that may not be necessary and may actually inhibit the game play. So what if the state of the card Concealed/Revealed doesn’t matter?

    Is the game more interesting? Is it easier or more difficult to understand, explain, score, play, etc.? What new problems may arise from this new mechanism? Does it reduce or increase the rule set?

  • John Parker

    In modern hobby board games player elimination has largely been eliminated. That’s a good thing, right? Probably, but it depends on the implementation. Let’s take a look.

    Current Norm: Generally, most recent games avoid player elimination unless the game takes less than about 30 minutes and any player is unlikely to be out of the game for more than about 10-15 minutes. (Note: These statistics are based on a quick summary of games I have played recently and are not scientific, but you get the idea). The modern designer doesn’t want any player left in the cold for more than about 10 minutes and presumably that is based on the fact that most players don’t want to risk being out in the cold for more than that either.

    As a designer working on a game design, you may ask yourself, “How do I keep all the players in the game to the end?” Depending on what you mean by “in the game” you may be asking yourself the wrong question. If your first thought is to let the player stay in, but without any real chance of winning (probably by some brute force method of basically starting over) then you are not only asking yourself the wrong question, but getting the wrong answer. Better to let them go jump into another game or Tweet on their phone for the rest of the game than to patronize them with a false sense of belonging in the current game. At least they will be Tweeting about how they sucked instead of how your game sucked. Maybe.

  • John Parker

    If you don’t already have a Board Game Geek account, follow the Homepage link and set one up. Spend a few hours (or days) perusing the site and setting up some subscriptions to content that interests you. Then come back here. Board Game Geek was not the first resource featured here solely because I assume you already know everything you need about it.

    Scott Alden and Derk Solko started the site in 2000 that has been growing at an increasing rate ever since. For more information, read the Wikipedia Article or visit the site and find out for yourself.

  • John Parker

    Design Workbench

    Design Objective

    It didn’t take very many more test games to figure out that a stalemate condition could arise; where Player 1 would perform an Action (or more likely 2 Actions) and Player 2 would immediately perform an Action (or likely 2 Actions) to exactly counter or undo Player 1’s Action(s). Now Player 1 is set to do the exact same thing. Details are discussed a little later in the Grid Play section.

    Let’s see how we might fix this issue without creating more rules.

  • These are the current rules for the Nines Micro game. These will be updated periodically and prior versions may not be maintained.

  • John Parker

    You might say I am a fan of social deduction games. They can be exciting and really get a group activated. Their success is often related to the gaming group dynamics, but there is enough variety in the genre that it isn’t difficult to find one that will suit most groups. (Watch for my related article on the varieties of social deduction games).

    I had been thinking about introducing a group of my friends (4 other couples) to hobby gaming, but did not have much indication that they would be interested; other than they generally like to have fun by socializing with a fair dose of kidding thrown in. For this group I figured a typical, safe starting place like Dixit (for this many people we play teams).  A few have artistic leanings and occupations so the artwork would be the hook and they should have some creative clues. Based on the dynamics of the group, though, I really wanted to check their interest in a social deduction game.

    We invited them all over for a happy hour at our house and I was prepared to have Dixit and several other games ready to spring on them. Here’s where the story gets interesting…