2021-02-26

Possible Future Games of History Past?

One of the things I like doing other than designing and playing board games is reading about history -- albeit slowly; I am not a quick reader and I don't have the attention span to keep going for long periods. Over the last couple of years or so I've been mostly reading books about earlyish medieval England, mostly around the years roughly 900 to 1200 CE, but looking into some other periods as well.  Many of the stories and personalities I read about suggest subject matter for games, and I have a couple of ongoing projects based on these (see The Castle War and Ætheling Business), but I am slowly building up a list of historical things I would like to make games about and I thought I would mention a few of them here.

These are mostly thematic hooks that I would like to work with, and don't yet have more than the vaguest idea of how to implement them, but as I generally have more difficulty attaching a theme or setting to a mechanism than vice versa, so this seems a reasonable starting place, and a list I can go back to if I feel the need to work on something new.

So, some of these ideas, in no particular order... 

The coronation of Henry the Young King
Image taken from Wikimedia Commons, where they 
assert that it is public domain.

Henry, the Young King, son of Henry II of England, crowned as co-king during his father's lifetime, died before he was able to take over the kingdom in his own right. He was part of a failed rebellion against his father, and then ended up touring Europe, racking up eyewatering debt but being a superstar of the tournament scene. This tournament tour thing -- which were more about ritualised, "play" wars rather than the arena-based jousts of movies -- sounds like it could be something interesting to explore as a game, particularly centred around a glamorous young man and his exploits. Maybe players are in Henry's traveling retinue and trying to excel on the tournament field and stay in favour by not outshining their leader.

The town where I live, Wantage, is probably best known as the birthplace of the Saxon king Alfred the Great, but there was a period leading up to the mid-19th century when it was a notorious and wretched hive of scum and villainy. This period came to an end when the town was cleaned up by a priest, the Reverend W J Butler, who encouraged and oversaw a period of building and regeneration, and many of the finer buildings in the town are directly linked to him. I would love to make a game about this period of Wantage's history, but make it so that it is reasonably accessible to non-gamers -- it would be great if it could be sold at the local museum. I kind of feel that I want this to be a tile laying game of some sort.

Much further back in time, the Second Punic War was the one with Hannibal and his elephants rampaging around what is now Italy and causing problems for Rome. There were three major pitched battles fought on Italian soil, all historically won by Hannibal's forces, but he never quite managed to finish Rome off. In each of these battles, Rome fielded a fresh, full-strength army, while Hannibal had a dwindling portion of his original army, bolstered by whatever allies he had been able to rally to his cause. My plan is to make a game (probably a card game) where players compete over these three battles; the Rome player always starts at full strength, but the Hannibal player loses resources each time. If Rome wins any of the three battles, that player wins the game, so the aim is largely to make each of the earlier battles more costly for Hannibal than necessary.

Back to Saxon times, Æthelflæd was a daughter of Alfred the Great, who was married to the lord of Mercia, after whose death she continued to fight to reclaim her kingdom's lands from the occupying Danes, and alongside her brother, King Edward the Elder, made great progress in returning chunks of England to Anglo-Saxon control. One of the sources I have read tells of how Æthelflæd launched raids into the Danelaw to liberate relics of saints from the occupied areas in order to return them to safety, and that aspect of her story is one which appeals to me for making into a game. This could actually work as a solo challenge game, or maybe an asymmetric 2-player thing.

A few decades later, in the reign of Edgar the Peaceable, there was a period of monastic reform in England, where the various abbeys and monasteries were... strongly encouraged, shall we say?... to adopt the Rule of Benedict for their practices. One book I read on this period paints this as a case of the king promoting this in order to ensure that all the monks were praying in the "correct" way as part of a national defence policy. After all, what is the point of having swords and armour if you don't also have the favour of The Almighty? There has to be a game in that reform process, which sounds again like it might be a solo game, but I don't have any clear ideas yet here.

Finally, back to the mother of the aforementioned Young King, Eleanor of Aquitaine. This was a woman who was a Duchess in her own right for most of her life, married to the King of France, and then the King of England, went to the Holy Land on Crusade, had three of her sons crowned as kings (two reigned in their own right), spent 16 years imprisoned by her husband, who she survived, living on into her eighties, influencing European politics through her own actions and her offspring pretty much to the end. I don't have a clear idea of what part of her story to build a game around yet, but I'm thinking about it...

I have no idea what, if anything, I will do with these thoughts, but I am sure the list will grow longer. I am up for collaborating on some of them, if anyone I gel with fancies a try; and if someone beats me to making some of them, that is cool too. Ideas are just ideas, and useless until they are acted upon -- and these are only half ideas.

2021-02-19

Who delivered all the pies?

Following on from the "IDLEcon" game jam at the end of last year, Bez (of Yogi and Wibbell++ fame) organised another game jam, this time spread over a week, with more participants and a load of "live jamming" with various designers appearing on her Twitch stream to take part during that time.

If you are not familiar with game jams, they are events where game designers have a limited amount of time to create some sort of a game, typically with a set of constraints or requirements announced at the start of the period. I gather these are semi-regular occurrences in the videogame world, but seem to be becoming more popular in the tabletop sphere as well, especially with recent online collaboration capabilities getting so much more advanced and a lot of game designers being isolated due to Covid-19 measures.

The requirements this time were essentially for a game that could be played on a Twitch stream and include players interacting through the stream's chat channel, with regular players needing nothing more customised than a printed sheet (though it was OK for the stream host to need custom components) and games had to, at least, be suitable for 3 to 7 players. There was also a list of optional challenges that could be used to inspire designs, including pies, something nautical, dinosaurs, miming, and so on. 

Image of basic board map layout.
The first board image Rory shared with me for discussion.
If we were working in the same room, this would probably
have been scribbled on a bit of paper, but this is so much nicer.

Collaboration in this game jam was entirely optional, but it is a major attraction for me, and I was able to team up with Rory Muldoon, probably best known at the moment as the designer, artist and graphic designer of Skora, a recent release from Inside The Box. I had been getting to know Rory a little bit through Twitch stream chats, Twitter, and IDLEcon, and we were both keen to do something together, so had a chat over Discord to see what we could come up with.

We quickly realised that neither of us would be able to put in a vast amount of work on creating a game over the week due to other life commitments, so we would work on something with modest scope. From the prompts, we fixated on pies and nautical elements, and were soon talking about having a ship delivering pies to a chain of islands. This then developed into the idea of players voting for the course of a shared ship, and then making pies and selling them according to the demands of islanders along the way, recording decisions on a piece of paper while the voyage of the ship is tracked on a central board that everyone can see.

Over the next week we put bits of work in on the project as we were able, and had a couple of chats over Discord to play the work-in-progress. I put together a project on Screentop.gg to provide a board and a boat token which could then either be screen shared, or players could visit Screentop to watch the game directly. Rory designed the board using his magical skills and software, while I used a Google document to create the playsheet and written rules. 

Over the week the main change that was brought in was to introduce special abilities that you could buy when the result of the vote went against your choice, meaning that there are some additional choices to be made, and planning your preferred route and voting strategy started getting a little more interestiing.

Eventually, on the Saturday, we were able to play our newly minted game live on Bez's stream, with me joining on camera and Rory taking part from the chat. It went well, I think, but it turns out that managing voting in this sort of situation can be tricky. Still, we were very happy with how things went.

Image of Rob playing the game on stream with Bez
Playing the Nautical Pie Delivery Co. Ltd. game on
Bez's stream with Rory playing from the chat.

As a little bonus, I took part in an online board game session with some old friends that evening, and they agreed to play. The game didn't fall apart and seemed to provide a reasonable experience for seven of us on a Zoom call, though again the voting was a bit awkward. We could set up an online tool to allow for votes to be tallied, but I think that is a minor issue. 

I'm not sure what we will do with this game next. It works well for something that was quickly thrown together and not yet extensively tested, but obviously there are issues, largely related to numbers, to be looked at. I think the game could work well around a table, collecting and exchanging tokens rather than writing things down, or just sticking with the something-and-write system could go well too. I think we will be discussing this again and seeing what we fancy doing before too much longer. It was certainly fun to work on so far.



2021-02-04

I Want To Play With My Ætheling*

So, that game idea I talked about a few weeks back with the hunting accidents and the like, well it has developed a bit and I have built a playable prototype on Tabletopia. Then I decided to get some practice on other technology and now I have an upgraded prototype on Screentop as well.

The idea has filled out a bit. We have three "locations" -- I need a better name for these, but essentially they are places with things that are going on that nobles might go to: a hunting party, a feast or banquet, and a war. As a player you have four (currently -- it could easily be a different number) members of your "family", and play cards that send members of your, or your opponents', families to and from these three functions, or cause unfortunate incidents to occur at the functions (often killing off attendees). In various situations (like surviving attendance of a function) your family may get prestige, which counts towards victory at the end of the game, as does the "rank" of any family members who survive.

This is on Screentop.gg - solo playtesting a multiplayer card game
is a bit fiddly, but a heck of a lot easier than with a physical prototype.

If all of your family members are killed, that's you out of the game... sort of. Well, actually it isn't. The idea is that if you are knocked out, you get a bonus character, the papal legate, and you get to (secretly) predict who will win the game. If you are correct in your prediction, then you share victory with that player. The game then ends when the next family has their last scion dispatched.

I am pretty sure this arrangement will work best with four or more players, but we will see.

I'm enjoying how this already drifting away from its original mechanical and structural inspiration, Family Business. Most of the cards in the game are analogues of those in the older game, but are now taking into account the multiple sources of peril for the characters. Initial testing suggests that it works at least a bit, but I am concerned that this diffusion of the game might make it more unwieldy. We will see how it works over a few playtests.  

One thing I have already discovered is that my current card mix doesn't give the right dynamic in the game, and play tends to result in almost all of the nobles being moved to locations before anything much else happens.  This may not actually be a bad thing, but it did feel a little dull as it stands. 

In Family Business, there is the concept of a "mob war", which is triggered in a number of ways, including there being a sufficiently large number of mobsters on the "hit list", and when this happens, at least one mobster will die on every player's turn until the war is over. This is a really effective way of driving the game forward, but I feel I don't want to do that in this game, partly because, while I am OK with creating a game that borrows/steals a lot from another game, I don't want it to be a rip-off, but also very much because that doesn't really fit thematically. 

I don't yet have a solid idea for how to address the pacing and arc of the game, but I'm sure something will come that will make the game feel more of a thing in its own right.


* If you didn't know, Ætheling is the Anglo-Saxon name for a member of a royal family who was considered a valid choice to become king, back in times before formal lines of succession were established and monarchs were effectively elected by a council of nobles.

2021-01-21

Twenty-one Today (and Beyond)

Frankly, I have no idea what 2021 has in store for us. The Covid-19 situation has an end in sight now that vaccination programmes are in progress, but it's going to be months -- maybe the rest of the year -- before life can begin to return to normal and even then, it's going to take a long time for a lot of people's lives to recover. Add to that the fact that Brexit is beginning to affect us and who know how that will pan out in the longer term; already it is difficult to send post in and out of the UK and some peoples' livelihoods are coming under threat from international trade and travel problems. Basically, it feels like we are in a holding pattern, waiting until we find out what is going to happen.

On the positive side, so far our little family has stayed healthy and our main incomes have not been threatened, so we are in a very privileged position on the balance of it.

Early work on a game with squirrels, co-designed with Dave Mortimer.

In a discussion on plans for this year a week or two back, I said that for my part I wasn't intending to make any specific plans or objectives, but will be thinking more in terms of a direction of travel. One friend suggested that I should probably nevertheless come up with some SMART* objectives. He was probably right, but right now I'm sticking with my looser thinking.

So what is this direction of travel then?

Well, I have been talking about getting involved in collaborations for years, and 2020 was the year that this actually started to happen, with Grab Bag Zoo and Snails and Grails getting going early in the year, and Squirreled Away and The Village on the River at the end. I'm now in the early, brainstorming stages of another collaboration too, which looks promising. So, one of the major strands is to lean into that, work with those co-designers to make the best games we can, but also learn more about the process and figure out what I contribute to a collaboration. I know I can and do add to these endeavours, but I've not got to the point where I can really describe my strengths and weaknesses.

Other than that, I have signed up as a mentor for the Tabletop Mentorship Program (at the time of writing, applications for both mentor and mentee positions are open -- check it out), having talked to a few people about their experience in it. I'm not sure if I will even be allocated a mentee, or how things will go, but I will give it my best shot and hopefully be of some help. If all goes well, it seems like something that would be good for me to keep doing after the initial 3-month run.

Pitching games... I'm not worrying about it too much at the moment. I have a feeling that a game or two should get to a solid, pitchable state over the coming months, and if so, we'll give it a go. As a result of the lack of conventions last year, it seems that a lot of publishers are receiving pitches via some sort of online meetup, with game demonstrations via the likes of Tabletop Simulator or Tabletopia, which means there are potentially more opportunities which may in some ways actually be better than a physical pitch (for a start, nobody is trying to keep awake and hydrated in a noisy and crowded hall), so maybe we can roll with that if am appropriate game gets to the right point.

And while I am thinking of conventions, I'm not at all confidant that there will be any this year, and if there are any, they are likely to be shades of their normal selves. I have a room booked for UK Games Expo, which would normally be the highlight of my year from a gaming point of view, and where I would catch up with a lot of friends who I don't often see elsewhere. I have, however, made sure I have a room booking that can be cancelled, so while part of me really hopes to go, the greater part of me recognises that, even if the event takes place, it may not be appropriate or possible to go. The same goes for other events I might otherwise be going to. I really miss catching up with friends, doing face-to-face playtesting, chatting with publishers, designers, and gamers, and all of that. All of this stuff will just have to be a "wait and see".

In other, adjacent areas... I have been enjoying reading history books over the last couple of years (mostly early medieval Britain/Europe) and these books have been generating occasional game ideas, which is cool, and I'll continue this reading. I'm currently reading about Eleanor of Aquitaine (wife first of Louis VII of France, then Henry II of England), who was clearly a formidable character in her own right, and have a book lined up about Isabella of France, wife of Edward II of England, and who also had a rather colourful life. 

Also, maybe I'll do a bit more proofreading training. We'll see... I've continued to do the occasional proofread or rule review, and will keep doing this as and when.

So, that's as much of a plan as I have for 2021 other than I'll try to blog a little more often. Let's say I'll aim to do at least two per month. See, that's pretty SMART!


* SMART is a way that management consultants and trainers tell you to organise your objectives and has been expanded in a load of different ways, usually something along the lines of Specific, Measurable, Achievable, Realistic, and Timely.

2021-01-04

That Was The Year That Was

I toyed with doing a "2020 hindsight" joke, but this way I can maintain the moral high-ground by telling you how restrained I have been, right?

So, 2020, yeah, that was an interesting experience. I started off the year by kicking off with one collaboration on Grab Bag Zoo, a game that absolutely needed face-to-face, physical prototyping, but which we managed to make a little progress on at various times during the year, including getting some really helpful feedback from a publisher. 

A Grab Bag Zoo player board in March

Another project started earlier in the year was Snails and Grails, with Dave Mortimer and Alan Paull, which started up at the last convention I went to, HandyCon. We managed to get a bit of face-to-face work done on this before the lockdown, and then shifted development online, mostly using Tabletopia. This actually allowed us to do maybe a bit more testing together than we might have managed otherwise, but we found some weirdness in the system, largely due to the fact that the game uses slightly weird shaped tiles, which never quite worked right in Tabletopia. I've been meaning to try setting it up in Tabletop Simulator to see if we get similar problems or different ones, but never quite got around to it.

The start of the Covid-19 lockdown in March put an end to playtesting as we knew it, as I rely heavily on people outside of my family for even initial tests. I leaned into this a little by taking part in the BGG 24 Hour Design Contest  for the first time in ages, and making a game designed to be a roll-and-write game with a 2-player, head-to-head aspect to it, which could be played over a voice or video call, and while this had many flaws it worked OK and gave me some practice at a style of game I hadn't worked on before. 

I also had an experiment with a "multiplayer solitaire" game that was literally that: a patience/solitaire card game that folk could play simultaneously, but which allowed cooperation between players to clear their tableaux by matching cards by other players. I didn't get far with this one, but initial tests suggested it was plausible. I might go back and have another look at that some time, as it could be interesting.

Early on there was a UK-centred group who had an online playtesting session on Fridays, which I attended a couple of times, but this ended up stopping after a while, and I never got around to joining with any of the other online playtest groups, and over the summer months my motivation and drive steadily declined, particularly when it came to getting people to playtest my games -- or even in playing other people's games. 

That said, I did build up a decent amount of experience in Tabletopia, and with the help of nanDECK, I can now implement a playable prototype on that platform pretty quickly. In fact, I have also done some work with Tabletop Simulator, and am building some more confidence on that as well, and have the necessary incantations coded into nanDECK so that I can output card images suitable for importing to either system now.

"Role World" in June. Using Tabletopia (or similar)
is a boon for getting nice pictures of prototypes.

Through all this time, I did continue to work with Braincrack Games on Scurvy Crew (which is now almost certainly getting a new name). There is still a lot in flux on this at the moment, but Lewis at Braincrack is now leading the development on this and the game is undergoing some pretty major changes, though most of them are actually not cutting as deep as they look at first. One of the most exciting parts of this is now pretty much set: crew cards have personal objectives, and during play you may exchange them for more experienced versions of the character, so you will see the available crew in the game growing and developing over the course of a number of plays.

On the subject of continuing projects, I also made some progress on The Castle War with some guidance from Alan Paull, making the game somewhat more complex and, we think, deeper, but leaving a few rough edges that now need further attention.

Continuing the random wander through the year, obviously physical conventions were off the menu after March, but most organisers came up with some form of online alternative, and I went to a few of them for at least part of the time. UK Games Expo, moved to August and then virtualised, was the one I spent most of my time with. Most of what I did was just watching streams of talks and panel discussions, something that I rarely get to see at real conventions, and this was fun, even though I didn't get much out of the event. It did introduce me to Twitch streams though, and since then I have watched a few streams by various people and have enjoyed the way some of them are a sort of interactive, punk rock TV show, with communities emerging in the chat channels. When it came to Essen Spiel time in October, I even made my Twitch debut as a guest on a stream with Alan Paull of Surprised Stare Games, discussing the Snails and Grails game we are working on.

There were other games, too, including two that involve squirrels: one a new collaboration with Dave Mortimer on a game aimed at families with kids, and another being a reworking of my long-standing white whale game, Invaded. Also a couple of attempts at a game with puffins in, a weird, world building game, a take-that game about a medieval throne war and the roll-and-write game that appeared from nowhere last week at IDLEcon.

Another thing that happened is that my game, Giftmas with the Grimms, which had a very limited (30 copy) print run back in autumn 2017 under the name Giftmas at Dungeon Abbey, has returned to my hands after the publisher decided to not move on with it. I could have reclaimed the rights rather sooner (there was a time-out clause in the contract, as is always a good idea), but decided not to worry about it and see how things went. We decided to call it a day though and the rights are back with me. I've been tinkering with a few revisions (and playing with fresh art, just for fun), and we'll see if anything happens with it.

Updated Giftmas character cards.

I'll also just add a note that in the last couple of months or so of the year I made a bunch of new friends and contacts largely through the streams hosted by Bez Shahriari, Michael Fox, and Matthew Dunstan, all of whom are lovely people who are really supportive and encouraging, and I very much recommend you check out their Twitch streams if that sort of thing appeals to you.

So how did I do against what I was planning back in January?

Well, I did say that I wasn't expecting to do much pitching, if any, and that turned out to be the case. In the absence of physical conventions, a lot of publishers did become more amenable to online pitching (particularly using Tabletop Simulator or Tabletopia to demonstrate the games) but I wasn't in a position where I felt comfortable doing this. I wouldn't be surprised if this became more normal for pitch meetings going forward though.

The collaboration side of things definitely moved forward pretty well, with a few more on the go now, and I'm really enjoying this and am totally open to discuss more team-ups for the future.

Playtesting was pretty terrible for the year: a few online sessions here and there, but only a few face-to-face over the first couple of months (and one in the late summer). That's the way of things though.

And finally, I said I would make a puffin game. Well, I did build something over a couple of iterations, and got some playtesting done with others, but didn't get anywhere I was even slightly happy with.

So, that was most of 2020 from my game design point of view: very much a curate's egg of a year. It sucked in a whole bunch of ways, but there were some definite positives, and I'm trying to focus on them for the year to come.

2020-12-31

An Idle Village

One last post for the year...

Over the last couple of months I have been an occasional visitor to the Twitch stream run by Michael Fox of Hub Games, probably best known as one of the designers of Holding On: the Troubled Life of Billy Kerr. His stream is a mixture of live working on board game designs and playing stuff, with some really nice chat and banter alongside. He's a very warm and inclusive host, and has some very interesting thoughts and insights about game design.

Anyway, a few weeks ago he announced that he was planning an event in the week after Christmas, which was intended to be a game design jam and online community gathering to support anyone who just wanted some company and a distraction with fellow board gamers - and mostly designers. I cleared some time with the family and joined in.

Breathe in... Breathe out... Welcome to IDLEcon

The format was centred around a Discord server and Michael's stream. He would give everyone a challenge, then we would have about 24 hours to produce something playable, and everyone would then gather around the stream to play or watch the products of everyone's labours.

The challenge was three points...

1. Create a "something"-and-write game.

2. Include a second component in the game - something that  we could assume is easily available to anyone likely to play the game.

3. Must be playable solo, and also suitable for playing on the stream.

So basically, we were looking for a game where some component or set of components could be used to create input for player choices, and the players could write the results of their choices on some medium, and it shouldn't be necessary for everyone to be in the same location.

I ended up in the event's Discord chatting with Chris O'Regan, and we decided to work on something together, and after a bit of discussion we got working on a village building game (not the most original theme, but originality isn't always necessary) based on making use of cards from a regular deck of playing cards. 

The style of game was conducive to quick, online collaboration. We had a voice conversation over Discord, while tinkering about drawing things in a Google Drawings file where we could edit simultaneously. It was like using a whiteboard initially to sketch things out, but then we were able to refine this into a usable playsheet (which Chris then was able to add some shinier elements to in Photoshop).

My first ever play of The Village on the River,
on the first iteration of the playsheet.

While all this was happening, Michael himself was running a screen in which he was working on his own game to the same specification as the rest of us. I popped in there a few times for a bit to exchange a bit of banter. It was also lovely that people who were not actually working on games themselves were popping in to chat and support, both on the stream and the Discord. Also some other people were even streaming some parts of their work via Discord. It all made for a really enjoyable space to hang out with a heap of other very lovely designer people.

I managed to get a couple of tests of the game in the evening, including with another designer in the jam, whose really interesting game I also played. Based on that and a bit more play and discussion with Chris the next morning, we did a bit more revision and posted our files on the Discord channel set aside for the purpose, with several variant playsheets (all functionally the same, but cosmetically different).

The second afternoon of the event basically consisted of Michael leading a play of most of the games on his stream (this expanded onto the next day to cover the games that didn't fit in), with him doing the generation of random inputs as appropriate, so the rest of us could play along. I played along with a few, and played another on my own later.


Michael builds Upper Idleton live on stream while 
others of us play along.

The creativity and variety of games shown was really impressive, using dice and cards in various configurations, and also one memorable game using flipping through a book to generate some random inputs. Every game had something interesting and admirable about it, and I think they all stand a chance of becoming really solid with some more work on them. I think I was most taken by the clever dice usage and tricky decisions of the game about filming and releasing a science fiction TV series, and the elegant simplicity of the one about sailing around islands looking for treasure, but there was so much great stuff.

In the end we got some really positive feedback and a few helpful suggestions for our game, so we're delighted with what we achieved in the time. In the past I have done a number of 24 hour game design challenges, but they differed from this largely in that those challenges were to be done individually and that you could have some time to think about the "restriction" beforehand.  But the additional big difference was that this jam resulted in (almost) all of the games being played by multiple people right away, and feedback being given. That is a golden opportunity right there.

Chris and I have decided that we will do some more work on our game and see where we can take it. We'll probably switch to a custom card deck to make the game easier to understand, and I'm sure there will be tweaks to the buildings that can be constructed and so on. But that is all something for the coming weeks and months.

If you would like a look at the game, here is the set of rules we submitted and here is one of the playsheet variants.

In the meantime, it is New Year's Eve, so I'll sign off by saying that I hope that whatever sort of year 2020 was for you, 2021 is brighter and more positive for you. I know I am really hoping to see more people in person, as I am really missing all that. But big thanks are due to Michael for helping some of us to finish the year on a high.

Peace.









2020-12-07

Bright-Eyed and Bushy-Tailed Invaders

If you have read some of my older posts, you may remember a game I have been working on, on-and-off, for several years now, with the working title, Invaded. It is based on being on the receiving end of a colonial invasion, where players are trying to respond to the overwhelming force of the non-player invaders. I had a game that showed a lot of potential, but had various things wrong with it. For instance, it was too fiddly for its depth of play, was uneven in its experience (some plays were compelling, while others were quite dull), and I think generally insufficiently focused. All of this is potentially fixable, but it has been on a back burner for a while now while I have done other things.

Recently, though, I had another wave of inspiration about the game, largely based on a few things that have been rattling around my mind...

  • A publisher I was talking to a year or so back, who said I should commit to a setting for the game rather than the generic setting I had been working with.
  • A discussion from all-round top chap Adam Porter in a YouTube video, suggesting that a useful exercise is to make a "junior..." or "my first..." version of a game you are working on to try to find the simplest version of a design that is true to it's core idea.
  • Squirrels. Over the last few months of working from home and/or being in lockdown, my wife and I have been taking mostly-daily walks around the neighbourhood, where there is a decent population of squirrels, and we have had a running game of seeing how many we can spot. Our best so far has been seventeen.
"Squirrel Invasion" in Tabletopia.
I think that might be the new working title.

So, challenge accepted, I guess. After some monkeying about, I have a just-about-playable game for two players as an attempt to at least try out some concepts before I flesh things out some more.  It even has some features that seemed like a good idea, but I'm not yet quite sure what to do with.

The game is now set in a woodland, inhabited by assorted squirrels, which is being invaded by a population of nasty and aggressive grey squirrels. Instead of having the assorted resources that you could gather and spend in the old versions of the game, there is just one: acorns, and you are trying to gather enough acorns to feed your "clan" before winter comes or the greys take over entirely.

The old version had a series of rounds, during which you played through a hand of cards that activate the invading force in various ways (with a system that ramped up intensity as play progressed), while also taking actions for your tribe, selected from an action menu. What I have now are cards that each require you to take one action on behalf of your own clan and one for the greys, and the way to gain more cards is to trigger an event from a selection on display, and several of the events push the game towards an end.

Initial tests suggests that this works passably at the level I expect it to -- which is to work for a few turns for two players. The balance of actions isn't right, and there are some big holes in the gameplay, but I think it is worth extending the decks to allow for more play.  As with most of this year's game design work, I'm building the prototype online (in this case, in Tabletopia), which means that I don't need to be doing printing, cutting and sleeving, and also that I can get nicer pictures of the work in progress, but it is missing the immediacy of physical components. 

With several other projects also ticking along, this is a few down in priority, but it at least has some pretty straightforward tasks to do with it for now, so it might keep moving along for a while.