Curse of the Archmage call for playtesters over at Reddit: https://www.reddit.com/r/tabletopgamedesign/comments/7xd5kq/playtesters_wanted_for_a_tricktaking_game_for_3/
Alright, came up with terms I'm happy about for the Curse of the Archmage, my trick-taking game where you want to lose:
Also pushed the point values a bit harder to raise the expected value of a hand, and simplified the learning curve with two variants.
Question for the game designers: I've got a trick-taking game with hidden partnerships where the winner of a trick gives their card to be scored by the loser (who played the lowest card in the led suit). Points are good.
What's a good set of labels for these two roles per-trick?
N: The Napoleonic Wars.
First event of the game is Valmy, and Napoleon wasn't even there! I believe Brunswick was marching on Paris, and turned back to protect his lines of communication?
A bit of artillery fire, practically no casualties, and the French are "victorious."
@blinks If you are playing along at home that code is written in python2.
The somewhat easy way to get it up and running is to install anaconda (https://www.anaconda.com/download/) with python 3 and change all xrange to range and round to np.round across the files.
Or just use python2.
This might be neat for wargame analysis.
The future is now, at least for abstract game designers.
Spoiler: It's not worth it.
Lots of development problems. There are great ideas here (foraging and baggage points, for a few), but the implementation is just too fiddly for me.
Giving "Won By The Sword" another shot before the end big Game On! swap meet.
Napoleonic battles tended to hover around inflicting 10% casualties. That is, if I have an army of 20k, I'll probably do 2k casualties in a battle.
Famous battles can get up to almost 50%(!) but 5% to 20% are far more likely.
What's a good system for generating this distribution, using a leadership stat and strength points representing around 10k?
Hey all, John and I are being hit with some major financial impacts right now. I have been scared to do this but we're asking for support. We've already gotten donations, more than expected, but there's more expenses to come. Thank you for any support or sharing you can offer!
What I have right now—named the Butt System because it's built around a butt—is:
↣ clear, tangible score keeping;
↣ a set of moves partially divorced from the fiction,
↣ some of which require input from the fiction & grant favor to the better contestant,
↣ some output into the fiction & can end the game in injury or disqualification,
↣ but most just manipulate the scoring;
↣ questions to be asked after a move to tie it to the fiction;
↣ & a couple of evocative win conditions.
Preparing to hold back the French at Toulon, 1793.
Weather changes when the chit is pulled and then you immediately throw it back in.
Most of the other chits are leaders, who order subordinates, move, attack, forage, siege, etc.
Goal is to drop an opponent to zero national will. It can be multiplayer; when one player drops to zero, the player with the most left wins immediately. These wars were between coalitions (French vs. everyone), so it should probably be "the player on the other side with the most" instead.
Oh, yeah, #UntestedTuesday for sure.
Small map: I want a grand strategic game, which means detailed maneuver is right out. To that end, I'm looking at Pericles for inspiration, and it has only 20 regions on its map (d20 for random selection).
When the time chit is pulled, it's not sudden death but a warning: only one more turn before the clock ticks. You're only allowed to re-seed the cup after a tick, and national will is checked after you re-seed: at zero, you're out.
I'm a huge fan of "chit pull" mechanisms, because they allow limited planning and force you to take opportunity as it comes.
For my French Revolution game, I think players will seed the cup secretly -- paying a resource for each chit, decided simultaneously.
Chit resolution will work more like COIN, though: the chit determines the active player + their option, but others get to act afterwards.
20-region concept map: https://photos.app.goo.gl/NV1Dkm5CZjCxYu8I2
Le Vol de l'Aigle: France vs. Prussia, 1806. This is a play-by-email game for two to six players, and I have four. If you'd like to role-play as a Napoleonic officer for a few months (investment: a couple hours a week), DM me an email address.
Le Vol de l'Aigle.
I'll be contacting people who have expressed interest in the next week or so, but I know I don't have the amount I need yet.
If you'd like to play a Napoleonic kriegsspiel by email over the next few months (investment: a few hours a week, at most), let me know.
Gonna roll this stuff back into Dreams in Darkness, is the plan.
An idle game for #UntestedTuesday -- you play a dragon, and as time passes you draw cards from a deck. Each card is a potential action, and duplicates scale up the power of those actions.
As you do things in the world, you start attracting kobolds to your lair but also knights interested in great deeds: if you raid or pillage, the area's alert level rises (though it falls slowly over time).
I'm curious whether it'd work as a solo card game, or even a dice game (six card types). Hm.