Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

6.23.2012

Qualifying Race

I have the next game up and running with a working prototype. A new board was made and then immediately got phased out, strictly cards right now (which make a faux board)

never even got to be playtested...
Pictured here is the Initial setup for a 4 player game.
Now here are the updated rules too.

6.19.2012

Rolling Start!

Ok, so I know Adrago isn't done yet (in the annoying fine tuning stage) but in the process of working on it I've had a few different ideas for another game. I've managed to be focused so far but this most recent idea (mixed with a chunk of free time where I couldn't work on Adrago) seemed like a really fun and easy to develop game (with much fewer components than Adrago)

So in Cyborg Rally (working title) players take part in a futuristic rollerderby/motorball type event. Players race around a randomly built track fighting for control over a ball. Whoever has the most points after a certain number of laps (how many times the ball passes the finish line, not each player) wins. Players get points for holding the ball as they cross the finish line, number of their completed laps, taking part in fight, etc...

4.22.2012

The Teardown

So Adrago was chugging along, making cool progress, but also picking up a lot of baggage along the way. I realized that I was at a pivotal point in the creative process. Do I push forward blindly and hope for the best? I thought about potential tweaks I could do to improve the game but no amount of little changes could get me to where I wanted with Adrago. I assessed what was worth keeping and cut away a lot of features that I thought were key to the game. I'm going to continue to be kind of loose in describing some rules because a lot is out of date and not worth going to heavily into detail, so bear with me.

4.21.2012

Early Revisions

After a few sessions a couple things obviously needed to be tweaked. Early on the main problem was that it took far too long for the game to get rolling, far too many steps between getting cards/tiles and playing those tiles. After a few revisions (buffs in advisor abilities along with a bump in the power of each action) the opposite started to take place.
revised actions

First Draft

In this entry you will find a very loose description of the early game more detail on rules will be found in future posts (partly because the rules have changed so much from past versions)

My game started with a focus on area control and ability management. The game starts with several smaller boards being joined together and a few obstacles and areas of interest added in.
A look at a larger 6 player board
The green area in the center is 3 different "starting" boards, depending on the number of players there are additional square boards are added (represented by different colors) On the colored player boards everyone would take turns placing 1 large mountain range, 1 small mountain range, and one treasure. After setup players would take turns adding either positive or negative items to the row or column to effect each castle in that row or column.