Playtesting actually occurred and they liked it. As I predicted, they were asking for a random event type card. For example: You might have someone play a temporary event card on you claiming that the customer is impatient, giving you a minus to the roll. Or, you can draw a card stating that on your next turn such and such will happen.
Things have been slow as of late in the gaming world. The job that currently supports me is weighing me down. I might need to suck it up and go into Animation. Now if only I can remember how to draw.
Thursday, December 25, 2008
Alphabet Games: "C" part 2
Labels:
alphabet games,
card game,
current projects,
design,
play-testing
Saturday, December 6, 2008
A quick look at the Amazing Engine...
I seem to have a knack of collecting non-digital games few people have heard of (or try to forget). This has brought me many gems and, so far, only one real flop.
My most recent acquisition is the Amazing Engine by David "Zeb" Cook and the Universe Book for the game called "For Faerie, Queen, and Country" published by TSR from '93 to '94. What drew me to it was the Universe Book. "For Faerie, Queen, and Country"? Seriously? AWESOME!
The system itself assumes that you will be jumping in between the different universes. Each player has a base set of stats. They carry this set to each universe and make changes from the minor stats depending on each character. This is interesting, but I am still iffy on this aspect of the game. Another thing I am still iffy on is that the formulas for creating the Health and Stamina stats change from universe to universe and are only printed in their respected Universe Book.
What I loved, however, was the way the Magic in "For Faerie, Queen, and Country" worked. Each spell is structured uniquely like a sentence. You name the Caster (which is most likely yourself unless you are creating a magic item) then the Action, the Target, the Effect, and any Conditions and/or Taboos. As an example: "I transform you into a pig until you drink from a cup of wine on the night of a full moon." Everything adds together to create the difficulty level of the spell.
My most recent acquisition is the Amazing Engine by David "Zeb" Cook and the Universe Book for the game called "For Faerie, Queen, and Country" published by TSR from '93 to '94. What drew me to it was the Universe Book. "For Faerie, Queen, and Country"? Seriously? AWESOME!
The system itself assumes that you will be jumping in between the different universes. Each player has a base set of stats. They carry this set to each universe and make changes from the minor stats depending on each character. This is interesting, but I am still iffy on this aspect of the game. Another thing I am still iffy on is that the formulas for creating the Health and Stamina stats change from universe to universe and are only printed in their respected Universe Book.
What I loved, however, was the way the Magic in "For Faerie, Queen, and Country" worked. Each spell is structured uniquely like a sentence. You name the Caster (which is most likely yourself unless you are creating a magic item) then the Action, the Target, the Effect, and any Conditions and/or Taboos. As an example: "I transform you into a pig until you drink from a cup of wine on the night of a full moon." Everything adds together to create the difficulty level of the spell.
Labels:
Amazing Engine,
non-digital,
random,
Role Playing Game
Tuesday, September 30, 2008
Alphabet Games: "C"
C stands for "Cashier".
I work at a local branch of a large corporate retail store as a cashier. Needless to say, I eventually caved into creating a cashier based game. It has yet to go into play testing but that is only because I am not done creating all the assets yet.
Cashier is a card game where each player takes the role of a cashier. They have to bag a certain number of items successfully in order to win. Each item comes with its own bagging speed score. You have to roll a six sided die to beat the score. Players can add modifiers to the rolls, be it theirs or someone else's, by playing Management cards on them in the forms of Promotions, which add to the roll, or Demotions, which subtract from the roll.
More to come once play testing is done.
I work at a local branch of a large corporate retail store as a cashier. Needless to say, I eventually caved into creating a cashier based game. It has yet to go into play testing but that is only because I am not done creating all the assets yet.
Cashier is a card game where each player takes the role of a cashier. They have to bag a certain number of items successfully in order to win. Each item comes with its own bagging speed score. You have to roll a six sided die to beat the score. Players can add modifiers to the rolls, be it theirs or someone else's, by playing Management cards on them in the forms of Promotions, which add to the roll, or Demotions, which subtract from the roll.
More to come once play testing is done.
Tuesday, September 23, 2008
Alphabet Games: "B"
Boycott
This is another board game in the Alphabet series. It is based on a group of people boycotting some kind of big bad organization. The players march around the company's headquarters building.
The players take turns in their march against the evil reign of this conglomerate. Along the way, they gather Rally Cry Cards and face Temptation Cards. I believe the Temptation to Rally Cry Card space ratio should be around 5 to 1.
Each player starts with 5 points of Willpower and 5 points of Endurance. Temptation Cards test the protester's will to stay in the line. When a player is forced to encounter a temptation, the other players may play Rally Cry cards to temporarily boost his Willpower. If he passes the Temptation, he gains a reward specific to that temptation. If he fails, he is penalized. A player loses the game if he falls to 0 Willpower or 0 Endurance.
The goal is to outlast the Man. There will be a certain amount of rounds, which are yet to be determined, after which the Man will cave to the demands of the protesters. The game is therefore about teamwork.
This is another board game in the Alphabet series. It is based on a group of people boycotting some kind of big bad organization. The players march around the company's headquarters building.
The players take turns in their march against the evil reign of this conglomerate. Along the way, they gather Rally Cry Cards and face Temptation Cards. I believe the Temptation to Rally Cry Card space ratio should be around 5 to 1.
Each player starts with 5 points of Willpower and 5 points of Endurance. Temptation Cards test the protester's will to stay in the line. When a player is forced to encounter a temptation, the other players may play Rally Cry cards to temporarily boost his Willpower. If he passes the Temptation, he gains a reward specific to that temptation. If he fails, he is penalized. A player loses the game if he falls to 0 Willpower or 0 Endurance.
The goal is to outlast the Man. There will be a certain amount of rounds, which are yet to be determined, after which the Man will cave to the demands of the protesters. The game is therefore about teamwork.
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