Star Charter – Games 9 to 18

A continuation of my Star Charter campaign; Game 1, Games 2 to 4 & Games 5 to 8. This post will not show every game, but is more of a highlights reel.

The RWinder has released V1.0 of Star Charter so you can now play for yourself. If you are new to Make as You Play, this game would be a great introduction.

Game 10

Star Charter - Game 10 Map

My first outer ring world. It costs 18 to travel from the middle ring to the outer ring. But because I created the hub world of Beaulise in Sector 41., read more

Star Charter – Games 5 to 8

A continuation of my Star Charter campaign; Game 1 & Games 2 to 4.

Game 5

Star Charter - Game 5 Map
Star Charter - Game 5 Cards

The early deck, containing 2 worlds in each sector, aids in stringing together a longer journey. The ability to discard any extra 0 cost worlds allows you to draw more cards, and I created my first 6 fuel card at the end of this game. (43. Hydarnes is also an Urbanised Mafia planet with Cruel Ships, which is quite evocative.) My exploration of the middle ring means I am creating a lot of hub worlds, read more

Star Charter – Games 2, 3 & 4

Game 2

Game 2 of Star Charter played very similar to Game 1 (but I traveled clockwise). At the end things looked like this.

Star Charter - Game 2 Map
Star Charter - Game 2 Cards

Now, I almost certainly had 3 fuel by the last hand which could have got me out to the middle ring. But I missed the rule about half price fuel when traveling from, or to, a hub world, along a space lane. Or maybe I thought it didn’t count when you first traveled to the hub world. Either way, I played like this, and had an 18 card deck with 12 worlds; 2 in each of read more

10 Principles of Make as You Play Games

The RWinder recently posted a 10 Principles of Make as You Play games blog post which is a great primer of things to keep in mind while developing a game. The whole post is definitely worth a read, but I’m going to make a reference post, for myself here, including the definition of a MaYP game.

  • You start with some rules and minimal materials, where these materials can either be purchased cheaply or taken from a wide variety of other games.
  • You make almost all the content yourself staying within the bounds of the rules.
  • You use your imagination to supplement these rules—either in writing stories or naming content.
  • You can continue to play each new game in a campaign using ALL the content from the previous games you played, so the game continues to grow indefinitely.
  1. Games should leave permanent artifacts that retain long-term relevance.
  2. There must be skill or decisions, or it is less a “game” than a toy or creative writing exercise.
  3. The game must have a playable—and fun—state from the beginning.
  4. Games must have discrete, “session sized” goals from the start, even if they change.
  5. Games should not become trivially easier or unaccountably harder as content is created and added.
  6. The materials you need are not too difficult to procure and do not surprise the player mid-game.
  7. If the game is not playable indefinitely, then there should be an imposed limit on the number of the components.
  8. The game should not overtax creativity, or it will become overwhelming.
  9. The game complexity and creative burden should be scaled (inversely) with the number of players.
  10. The things created and named in the game must support variability, emerge from simpler elements, and be fun to make.

2 and 4 are definitely things I need to keep in mind whilst working on games.

This is a post about the design and development of a currently unnamed Shipwreck Game. You can see the other Blog posts read more

Dragon Collecting Board Game

Dragonvale Banner

I’ve been playing Dragonvale, since it was released in 2011, off and on. And ever since I got heavily into modern board gaming, I’ve been trying to think of a way of combining these two passions. But Dragonvale is very much a game for the long haul; literally played over months and years; collecting dragons as they were added. I could not think of a way to turn that into a 60 minute experience, that you would want to repeat each time you played the game. However my latest return read more