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

The Prodigals V1.01 – 18 Card Legacy Game Entry

All the required elements for my entry into The 18 Card Challenge

https://buttonshygames.com/blogs/news-1/the-18-card-challenge-design-an-18-card-legacy-game

9 cards per page, double sided PnP. Plus PnP of 2 card size stickers.

The Prodigals PnP – Page 1 Side A

The Prodigals PnP – Page 1 Side B

The Prodigals PnP – Page 2 Side A

The Prodigals PnP – Page 2 Side B

The Prodigals PnP – Stickers

The Prodigals Rules – 2 pages, double sided.

The Prodigals Video

My blog entries read more

The Prodigals – Video for Version 1.01

This is a post about the design and development of The Prodigals, an 18 card legacy game. This is an adjunct to a larger project of a currently unnamed Shipwreck Game. You can see the other Blog posts at the Index for the Game.

One of the requirements for the Button Shy Games competition is a video. Part tutorial, part teaser. It is meant to be used in conjuction with the instructions.

As always, all feedback welcomed.