Friday, August 4, 2017

Drinking Games :0)

A while back a friend and I started talking about drinking games. We kind of half started a concept for a drinking game subscription service. (half started as in we talked about it a lot... then didn't start it.) During the discussion, we did come up with a couple of games though. Not at all flushed out and likely not something I'll ever come back to, but I figured I could put them out there.

Game 1) Miniature War Shots

What you need

  • 2 or more players (if more than 2 players, you will play in teams)
  • 10 shots, divided evenly between players/teams
  • 12 Round Coasters, divided evenly between players/teams
  • A flat surface on which to play. We’ll just call it a table going forward

How to Start

Each player sets up by placing 5 shots on coasters somewhere on their side of the table, in any way they want. One player should use the coasters face up, and the other should use the coasters face down. Each player will have one coaster without a shot; this is their starting movement pool.

What you do

Starting with the oldest player (or the team with the oldest player), each player takes turns moving their shots in an attempt to force their opponent(s) to drink them.
To make a move, place one or more of the coaster(s) from your movement pool so that they physically touch the starting coaster, then move the shot from the starting coaster to the coaster that was just placed. If this causes you to have two of your coasters (with shots) physically touch a coaster of your opponent, the opposing player must drink the shot. If at any time a team only has 1 shot remaining, they must drink all shots left on the table. Any coasters that do not have shots placed on them are removed from the table and go into the movement pool of the player/team that owns them. The opposing player now gets to go.

Game 2) Wenches & Flagons

What is it?

Wenches & Flagons is a drunken role playing game.

What you need

  • Beer, bottled. Lots of it. All different brands. The caps will represent your character stats and the dice you will roll.
  • Some sort of container for each player to hold said bottle caps (we recommend a large glass). These are basically your character sheets.

How to Start

Each session/campaign starts with character creation. Each player assumes the role of a character, and you will drink a beer for each attribute or skill you want to purchase. We recommend starting with one attribute and one skill (meaning you should play this game when you are on your second beer). An attribute is something core to your character's being that helps you do things. A skill, on the other hand, is a learned behavior. In this game, there are three Attributes and three Skills:
  • Attributes
    • Physical
    • Mental
    • Social
  • Skills
    • Sneak
    • Fight
    • Sing? (This might be fun to do when drinking)

What you do

As it is a role-playing game, one player has to take the role of a Game Master (GM), and the rest are players. The GM will set up a situation, and the players will make decisions based on that situation. The GM will have them “roll” to determine the result of the decision.

How to “Roll”

To roll, a player takes whatever bottle caps they have that match the situation and shake them up in their hands and plop them down on a table. Any bottle caps that end up brand side up are considered successes.

Failing a roll

On a failure, the GM takes a cap from your pool of caps. Before he or she does, you have the option of opening another beer and adding its cap to the roll. Of course, you have to finish your current beer first, since we know you wouldn’t DARE break the following rule... right?


You may not open a new beer until you finish your last beer. You may only use bottle caps from beers you are drinking or have drunk previously during a session.

The Party Foul Rule

If you spill a beer or otherwise waste a beer, the GM may take a bottle cap away from you.

Sunday, June 4, 2017

Big Box Contest is just about to start judging!

The submission deadline for the Game Crafter contest I'm entering with Day at the Dawg Track is in a little less than 6 hours. I've just uploaded a short video of me explaining the game briefly to add to the page on The Game Crafter. 

I had wanted to do an unboxing video as well, but it appears that I waited for just a hair too long to order a copy, as it is supposed to arrive tomorrow. I'll still probably make the unboxing video, but I'm not sure if it would be frowned upon to add a video during the judging process. 

Wednesday, May 24, 2017

My entry to the Big Box Challenge

Today I submitted Day at the Dawg Track to the Big Box Challenge at The Game Crafter. The official deadline is in 11 days. This is the first contest I've entered at The Game Crafter, so I'm not 100% sure what to expect, but from what I understand, unless there are very few submissions there will be a community voting period after that deadline is reached to narrow it down to a list of 20 semifinalists.

So, in 11 days, I get to start stressing out about how well the game is being received on The Game Crafter :0) Wish me luck.

Saturday, May 13, 2017

Entering Contests

The Game Crafter runs a number of Challenges (i.e. contests) every year, and for the most part, I've ignored them. Usually, because by the time I notice one I'm interested in they are just about finished and so I don't have time to design something for the contest. Right now, there are three contests running that I'm interested in. And I have designs mostly "ready" for two of them, and an idea for the third.

Friday, May 5, 2017

Should I try Kickstarter again?

I'm considering trying to do another Kickstarter.

I'm hesitant because of my last attempt, Draftcar, which was a pretty dismal failure. I had 33 backers in total, 21 of which were in at the full game level while the remaining 12 were in for a dollar. This would have netted a total of $452 before KS took their cut.

With printing in China, I was looking for $13,000 to fund Draftcar. That was for 1000 unit print run, accounting for shipping, and getting it demoed in stores as part of the post-Kickstarter marketing plan. I probably shouldn't have included the demoing in stores as part of the base level, but even without that, I was looking at about $10k. And I fell drastically short of that as well.

Sunday, April 30, 2017

Approaches to random elements in games

I've been thinking a lot about luck lately. Specifically, I've been thinking a lot about how elements of luck are approached in games. Not so much specific randomizers, but structurally speaking. And I've come up with three basic approaches to luck that I think all games fall into. And of course, most games fall into multiple categories. The three categories as I see them are:

  • Deterministic - in which the mechanics have no inherent random element. Any feeling of randomness comes from player interaction or hidden information.
  • Uncertain Actions - in which player make a choice and then some sort of randomizer affects the result of that choice.
  • Random Events - in which a random element takes effect and then players make choices in response to that event.

Friday, March 24, 2017

Shrunken Heads

So, I've started working on a new party game which I've tentatively titled Shrunken Heads. Essentially it's a psychological deduction game.

How it plays

Each round one player plays as the Doctor and all other players play as patients. The patients draw a card which tells them what kind of psychological disorder they have (not real disorders) or who they think they are. Each patient gets to make one statement. Then the Doctor asks each patient 2 questions. Then the Doctor tries to diagnose each patient. After each diagnosis, the patient reveals their card. If the Doctor is correct, they take the card and put it face-down in front of themselves. If they are wrong, it stays face-up in front of the patient. After each player has had a chance to play as the Doctor, everyone counts the face-down cards in front of them and subtracts the face-up cards in front of them. The total is their score. And that is basically it.