The game I brought with me this time has a bit of a story. You see, each November our family attends a big banquet event. These banquets started off being medieval, but have mutated into a series of weirdly themed events; the last few have been based on, respectively, A Midsummer Night's Dream, Firefly/Serenity, and A Game of Thrones. This year it is to be a soiree hosted by the Addams Family. One of the traditions amongst some of the regular attendees is an exchange of small gifts, many of which are things made by the givers, and in the past, my wife, S, has exercised her crafting and knitting skills towards this. This year, I have been thinking that there is something I make, so why don't I take a more active role in the gift making and giving process and make a small game, themed for the event?
Anyway, I've been bouncing assorted ideas around, on and off, for most of this year, but I have finally managed to put a playable prototype together (there have been other prototypes but they were dire), and so I took along a little 18 card microgame with the codename Secret Satan.
For prototype purposes I couldn't help but scribble together some simple illustrations. I'm rather pleased with some of them. |
The idea of the game is that there are six characters from a family of weirdos, and they are sharing out gifts. There are six types of gifts (two of each -- stuff like puppies, cakes, and electrodes), and each character has one gift they would really like and one that they would like a bit less. Play involves swapping cards around between players and revealing cards, which may then no longer be swapped. At the end of a round, players score points according to whether their character has received their desired gifts.
So far, so boring. The twists come from two sources. One is that the gifts all have actions which take place when they are revealed, allowing additional swapping, revealing or un-revealing. The other twist is that one of the types of gift is a bomb, and if you have a bomb at the end of the round you score nothing, except for one of the characters, who scores major points for having bombs, and revealing a bomb instantly ends the round.
We had a couple of plays of the game, one with five players and one with six, with a little tweaking of rules between plays, and I was delighted that the game was pretty fun to play. We identified a couple of flaws, and it is clear that there is not much depth here, but a game with 18 cards which takes 5 minutes to play a round doesn't necessarily need much depth. And yet, when we finished, there was some discussion about the various possible ways to bluff or misdirect the other players, so I felt really positive about this.
I actually need to finalise the game pretty quickly as I don't have all that much time to improve on it and actually get it printed, so I may have to settle for something less polished than I would like, but I'm pretty sure that, with a little more testing and revision, I'll have something that I am happy giving away.
Of course, I wasn't only playing my own game at this playtest session, and I got to play three other games in the time that I was able to stay: one was about creating (and foiling) evil and convoluted plans for world domination, one was about manipulating the political system to be in the winning faction when the incumbent dictator gets overthrown, and one was about smuggling dodgy goods past customs at an airport. Three very different games which all show great potential and were very enjoyable to play as they were.
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