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

Dragonvale – Spring Event 2022 – Breed an Arcrider Dragon

The first limited of the event has arrived. And a specific pairing is required to breed an Arcrider Dragon.

Arcrider dragon announcement

Wolper + Florea

It shares plant, fire, earth, air and light. So a lot of fails in that pairing.

Arcrider dragon breeding stats

The 3.75% chance to breed an Arcrider dragon drops to 2.78%, meaning 26 attempts are required for a 50/50 shot. Average fail time is 13.74 hours, adding up to 14.88 days for an even money chance.

Clone an Arcrider dragon

It shares plant, earth, air and light. And so Wind is the regular hybrid with the shortest breed time.

Arcrider dragon clone stats

The read more

Custom Dividers for the first 27 sets of Marvel Legendary

Another 9 sets have been proofed and finalised. You can now buy the custom dividers for the marvel legendary sets:

I have completed the dividers for the first 27 releases.

All the sets can be accessed from the Shop page. I will be working on the latest 3 sets as I get them, and the new sets going forward.

Box Custom Dividers