Hedron Designer Diary 5

There’s been a fair amount of happening under the hood with Hedron in the past month or so. The latest iteration brings a pretty dynamic change, as well as a complete overhaul of the rule book, some player aids and some online prototyping. I’m trying to get as many minds on Hedron as possible right now, to help make the game the best it can be and bring it to a final stage. Continue reading

New News No. 3

Last New News, I promised real announcements and I’ve kind of almost got some (see Keep On Hedring On). Tabletop Day got delayed a week in my particular timezone in Brisbane, for no good reason other than too many people were too busy to attend my party. I’ve been working on two different game concepts, and Tabletop Day was my self-imposed deadline to get things on the table and make a decision. Continue reading

The Death Penalty: Player elimination in King of Tokyo

I am not the first person to think that King of Tokyo would be a better game without a player elimination mechanic. Elimination sucks and no player elimination is one of those unwritten rules of modern boardgames. One of those unwritten rules that game designers love to break. So, let’s start with the designer, Dr. Richard Garfield. He’s responsible not just for this kaiju slugfest but a myriad of other games including Magic the Gathering, Netrunner and RoboRally. Dr. Garfield is a pretty smart guy with a PhD in mathematics and one of the few game designer who’s able to make a comfortable living off his work. If game design was cage fighting, there are very few designers who could hold their own with Richard for more than 30 seconds. So, Richard included player elimination in King of Tokyo and he probably did so for a reason, but let’s be punks and fight Richard to fix his broken game. This is going to end well!

Continue reading

Hedron Designer Diary 4

Okay, let’s race out the gate with some design goals!

Design Goals

  • Hedron’s key concept is the chain, creating the right chain to meet a specific outcome feels like puzzle-solving and solving puzzles is rewarding
  • Hedron is a brain-burner, you need to think about what you’re going to do
  • Hedron has entropy, the game inevitably heads towards an end game state
  • Hedron rewards skill and offers enough depth for repeat players but is still accessible for new players
  • Hedron is print and play

Test Results

I’ve got the latest version on the table with new players as 3 player game and with my superstar playtester as a 2 player game, in addition to a lot of solo testing. It went a lot better in the 3 player game, but its hard to say whether that was a general impression of a new concept or an actual appraisal of the refined system (I’m guessing the former). It felt a little diminished in 2 player form. The points system creates a drive to the middle and eliminates much of the blow-for-blow tension of piece elimination. There was also a tendency to just take little hits at one another in the 3 player game. The puzzle of the chain didn’t really grasp the new players. There may also be a 1st player advantage and 3rd player disadvantage but I need more tests to be sure. Continue reading

New News No. 2

So, the no. 1 piece of news is there is no news, at least in regards to a crowdfunding launch with Ragnarol. I’m really happy with the progress I’m making but I want to make sure the game has the best possible chance to succeed so I’m taking the long road and looking to launch in the second half of the year.

Current State

So, that’s what hasn’t been been happening, what’s actually been happening? Continue reading

Ragnarol Designer Diary 5

This designer diary is bit shorter than normal. I’ve really only made one change worth mentioned since the last diary, but I have now revised and updated all the rules and the components (see the main playtest page). Everything is now brought together in one document. Paths and Glory has become part of the main game, as has the concept of the hero, just not the assymetry.

The change I’ve made is actually a regression. I’ve changed the dog back into a d4 (with a d6 backup for print playtest version) and re-introduced the lootbag symbol. A lootbag lets a raider steal a store when raiding, win or lose. I took this (and a thief character) out of an early version Ragnarol because it wasn’t super useful; experienced players tended to prefer to take stores over killing warriors so it tended to more or less equate to an axe. However, the recent revisions, notably glory and the Fortify path, have made launching a raid to lose a viable tactic, so I’m putting the dog’s retreive ability back in for now. I’ve added in an extra lootbag in the d6 version so you should see this popping up fairly regularly in play.

Hedron Designer Diary 3

While Ragnarol’s being going through constant development and upheaval, Hedron’s been slowly evolving. I’ve been playtesting and iterating on it, but I just haven’t made any big, dramatic changes until now. Over the last few tests and subsequent changes, I’ve been able to get Hedron to run smoother and smoother but I haven’t been 100% happy with the direction it’s been heading. So, back to the design goals, which I had been sticking to. Continue reading

Running nets, taking names

I played my first game of Netrunner about two weeks ago and had almost a dozen games since, as I’ve quickly become born again as a Netrunner evangelist. This is a game that I’ve been meaning to get to the table for some time, and the main reason that I haven’t got it to the table before now is that it wasn’t on my shelf. I’ve never been into CCGs, LCGs or even ECGs before so I wanted to give it a test run before I dove in with the $50 base set and the inevitable expansions.

Continue reading

Ragnarol Designer Diary 4

Straight out of the gate, variable player abilities in Heroes and Clans just didn’t work. The conditions on both were too specific to add any real strategy to the game, and there really ended up either adding the occasional wild swing or not working at all, at least in a 2-player game. I’m going to save the concept of both of these and try to work some things through but I’m removing it from the playtest options for now.

Two things came out of iterating through with Heroes. The first change was pretty simple, and came from Odin’s Son ability, which was to reroll all the dice that he chose when he got an eye, which was the default eye ability at that stage. I rolled back the basic eye rule to just rerolling 2 dice with a single eye result, and only eyes with 2 or more. This actually seemed to work better and quicker, and worked so well with the next big change that it become the new mechanic.

The other thing I got out of Heroes was the hero dice. This no longer has variable abilities attached to it, but functions as a central character that adds more tactical options in battle. At the start of the battle (before Eyes come into effect), the hero can do one of two things
1. Be a hero – they can change their result to anything they please
2. Rally forces – they can choose to reroll any dice that they choose.
This does increase complexity slightly but opens up tactical choices and make players feel like they’re more in control of their warriors. It works quite well with the new eye rule as players can rally their forces around an eye, or even use eyes to essentially block other eyes. This also creates a central character for player’s to build both their strategy and their story around. (Also made it that it takes 2 axes to kill a hero because otherwise he just gets taken out too early and too easily)

Fortify really can slow down the middle game as players huddle behind their fortifications. Players can ignore warriors on the Fortify track for 3 glory but it became obvious pretty quickly that players weren’t going to get that much and have enough warriors to remain a real threat. I think there needs to be (a) a way to bypass the fortifications to get stores* or (b) more overall glory in the economy or (c) both.

Now, let’s go back to what we said last time. Game speculators on the internet and in real life were giving me the following impressions

  • We’d like more asymmetry
  • We’d like to have cooler guys (a hero), and less genericism
  • We’d like experience points
  • We’d like more gotcha! moments

The asymmetry pretty much failed and I had already decided that experience points wasn’t something that I’d be including (although glory does somewhat function as a reward point), but I did end up with a viable hero character and some fun gotcha moments. In a 15 store game, I managed to keep a strong force of warriors throughout the game but my warriors starved during an all out raiding round as there was no food left when it became my turn to raid.

There are a few other changes that I’ll be bringing through, some of them clarifications and some of them tweaks, based on the more varied scenarios that have started to pop up through more playtesting. I’m going to try to start brainstorming some more ideas for tracks (including possibly adjustments to the currents tracks and variable tracks) so if you have any ideas let me know.

Copyright © 2013 Kotzur-Yang Creative