Showing posts with label Card Games. Show all posts
Showing posts with label Card Games. Show all posts

Wednesday, November 11, 2015

Psst...I'm one of the Essayists in the Official Companion to the Munchkin Card Game

I've been vaguebooking about this for some time, but I finally get to announce that I am one of the authors in an upcoming Munchkin product. That's right, I've been given the chance to write an essay on what makes Munchkin such a great game and have been given the honor to work with James Lowder and to receive positive feedback from Steve Jackson himself.




Talk about an achievement unlocked. Working on this project was a dream come true and I cannot wait for you to read the essays that my fellow authors and I have put together for you. There are a number of great writers on the project, as you can see from the Table of Contents:

  • Foreword: “Why I Love to Dance in Pants Macabre” by Ed Greenwood
  • Introduction: “The Space Between the Cards” by James Lowder
  • “Munchkin by the Numbers” by Steve Jackson
  • “To Backstab or Not to Backstab: Game Theory and the Munchkin Dilemma” by Andrew Zimmerman Jones
  • “Madness in 168 Easy Steps” by Andrew Hackard
  • “Monty Haul and His Friends at Play” by David M. Ewalt
  • “Monster Grievances” by Jennifer Steen
  • “Screw You, Pretty Balloons: The Comedy of Munchkin” by Joseph Scrimshaw
  • “On with the Show: Confessions of a Munchkin Demo Pro” by Randy Scheunemann
  • “Munchkin as Monomyth” by Jaym Gates
  • “From Candy Land to Munchkin: The Evolution of a Young Gamer” by Dave Banks
  • “The Emperor of Fun: An Interview with Phil Reed” by Matt Forbeck
  • “How Playing Munchkin Made Me a Better Gamer” by Christian Lindke
  • “Flirting 101: Throwing the Dice in Munchkin and in Love” by Bonnie Burton
  • “The Charity Rule” by Colm Lundberg
  • “Munchkin: Hollywood” by Liam McIntyre
  • “My Favorite Munchkin” by John Kovalic
 The book will be available for purchase on February 23rd, but you might want to pre-order it from Amazon now.

Thursday, August 20, 2015

Pathfinder Adventure Card Game Coming to a Tablet Near You

When Paizo Publishing released Rise of the Runelords, the first base set for the Pathfinder Adventure Card Game, in 2013 they re-invigorated the "Card Based Dungeon Crawl" genre. Mike Selinker's design work on the game combined elements of the classic Dungeoneer card game with innovative mechanics from games like Dominion, We the People, Ascension, and Thunderstone and maybe just a dash of Savage Worlds and Dungeons & Dragons 4th Edition.



The Pathfinder Adventure Card Game is an entertaining card based simulation of role playing game campaigns. It is engaging to play and can be played in a relatively short period of time.



Now thanks to Obsidian Entertainment, developer of Fallout: New Vegas, South Park: The Stick of Truth, and the Kickstarter phenomenon Pillars of Eternity, we will be seeing a version of the Pathfinder Adventure Card Game on our tablets. The game has been developed for Apple iOS and Android Tablets, will make its PAX Prime debut in Seattle, August 28 – August 31, 2015.
 
The Obsidian version of game takes advantage of the benefits of computer based play to enhance the player experience by allowing for immediate gameplay, multiple games running simultaneously, and additional downloadable adventures.



As in the table top game, each player will have a unique character composed of a customizable deck of cards and stats, and character classes such as fighter, rogue, wizard, and cleric.

Features exclusive to the digital version of the first release include:
 
  • Reactive cut-scenes featuring Pathfinder’s iconic characters
  • The ability to explore the towns, cities, dungeons, and landscapes of the Rise of the Runelords campaign, including the fiercely independent Sandpoint, and the goblin-infested isle of Thistletop
  • Beautifully enhanced and animated backdrops of every locale
  • Multiple adventure profiles to enable players to experience the campaign using every character
  • Tutorial that distills the rulebook into a mini-adventure
  • Single-player and pass-and-play multiplayer gameplay mode

Obsidian’s Pathfinder Adventure Card Game is scheduled for a fall 2015 release.

About Pathfinder
In the world of Pathfinder, players take on the role of brave adventurers fighting to survive in a world beset by magic and evil. The Pathfinder RPG is currently translated into multiple languages, with hundreds of thousands of players worldwide. The Pathfinder brand has also been licensed for comic book series, graphic novels, miniatures, plush toys, and apparel. For additional information, visit Paizo.

About Obsidian Entertainment


Founded in 2003, Obsidian Entertainment is an entertainment software development company based in Irvine, California, passionately dedicated to the creation of high quality role playing games for all personal computer and console platforms. Obsidian is best known for the products Knights of the Old Republic 2: The Sith Lords, Neverwinter Nights 2, Fallout: New Vegas, South Park: The Stick of Truth, and the record breaking crowdfunding through Kickstarter for Pillars of Eternity. Visit Obsidian Entertainment for more information.

Thursday, August 07, 2014

Support Green Ronin's Attempt to Publish "Love 2 Hate"

Before I post today's #RPGaDay post, I thought that I would take a moment to highlight a great game project that Green Ronin has running on Kickstarter through tomorrow. The game is called LOVE 2 HATE and looks to be a fantastic entry into the "saying inappropriate things" category of party games that have been very successful of late. An early entry into the genre was APPLES TO APPLES which I think accidentally created the category as AtoA judges selected funnier choices as the winners, a trend that led to the creation of CARDS AGAINST HUMANITY where the goal was to create misanthropic combinations...often offensive combinations.


LOVE 2 HATE uses a "sentence finishing" mechanic where players use one card that says "I Hate the way/I Love the way..." (Some Noun)... and other cards have finishing clauses that lead to some hilarious results.  Here are two examples of combinations from the game that have been shared by Green Ronin's Nicole Lindroos.



Looking at these examples it appears that Green Ronin are navigating the balance between inappropriate yet hilarious and the possibly offensive with a great deal of care. Some might argue too much care as there really should be very few boundaries to comedy, but I think that some of these finishing cards can lead to some pretty interesting results and I am very much looking forward to playing this game with my regular gaming group.

You can support the game by visiting their Kickstarter page and the buy in is very affordable. While you are there, you might just consider backing at the level that gets you a copy of WALK THE PLANK. I've owned that game for some time now and think it is a fantastic little card game.

It's nice to see Green Ronin throwing their hat back into the card game ring.

Tuesday, March 13, 2012

Compact Heroes: Another Attempt at a Card Based Role Playing Game

In 1996, a company called Black Dragon Press released a game that combined the features of a collectible card game with those of a traditional table top role playing game.  This game was called Dragon Storm.  As an exercise in game innovation, it was an interesting concept.  As a game, it left something to be desired.  While the game mechanics underlying Dragon Storm were functional -- some might even argue that they were good -- the "collectible" aspect of the game made getting a complete set of cards for the game more difficult than was reasonable.  Of the 270 cards in the base set 90 were common, 90 were uncommon, and 90 were rare.  It was expensive to get a complete set back in the 90s, now it is nigh impossible.  The use of cards in character creation and game play was a novel idea, but the random/collectible aspects doomed the game from the start.


Last month Sacrosanct Games released a role playing game that uses the best features of Dragon Storm, while leaving out the collectible component. The game was funded by a successful Kickstarter campaign that I wish I had gotten in on. Their new "role playing card game" Compact Heroes is a card based game that is customizable -- in that you can buy expansions -- but which is not collectible in nature.  In this way, Compact Heroes has done Dragon Storm one better.  But is Compact Heroes a good game?  Is it worth spending $30 for the Master Set starter set?  Is it a complete game from the get go?



The answer to these questions is, as you might imagine, yes and no.  The game is playable, and you get a decent amount "toy factor" for your $30.  The problem is that the game is overly simple and seems somehow incomplete from just the Master Set.  It needs more "umph."  Let me explain.

Character Creation

Character creation in Compact Heroes is a simple affair.  You pick a card for your race.  Your choice of race will provide you with a bonus to one of your five basic attributes (Strength, Agility, Endurance, Intellect, and Luck).  These can all be seen on the character sheets

Strength adds to damage.  Agility adds to your "evasion" value.  Intellect gives you a Power Rating for spell casting and a bonus to hit with spells.  Luck gives you a value you can check against to make "luck checks" to avoid certain effects.  A roll equal to or lower than your luck means you succeed and avoid some ill effect.

Players then have two additional points they may distribute among the 5 attributes as they like, giving the starting character a total of 3 points in 5 attributes.  Once the attributes are selected, players may choose one skill (humans get two) that their character begins with.  This can be something like "Novice Dodge" which requires an Agility of 2 and provides an additional bonus to evade, or Novice Combat which provides a bonus to hit or damage. 

Once that attributes and skill(s) are selected, the player rolls 5d6 to determine wealth.  This yields an average of 17.5 gold, which isn't a lot of money for starting equipment...but there isn't that much equipment to choose from.

Needless to say, starting characters are very much beginners.  They aren't helpless, but they aren't highly skilled either.  A nice feature is that what skills a character can take are limited only by statistics and prior skill choices -- many skills have prerequisites.  There are no "classes," but logical choices are beneficial.

Combat

Combat in Compact Heroes couldn't be simpler.  After initiative is determined, a character may make one attack on his or her turn.  The attack is resolved by rolling a d20 and adding any bonuses to hit from skills or magic.  If this number is higher than an opponent's evade, the attack hits and damage is rolled.  From this damage, a character's "damage absorption" value is subtracted.  This damage absorption value is usually provided by a type of armor ranging from Clothing to Gothic Plate.

The system combines the d20 to hit system with an armor damage reduction system.  As I have blogged before, there is really no difference between having armor make some one harder to hit or having it reduce damage as both are part of a linear equation that can be balanced so that armor has the same effect regardless of which method is used.  

In Compact Heroes, the linear equation for damage is a standard one for damage reduction systems:

Damage = (Probability of an attack hitting)*[average weapon damage + damage bonus] - Damage Reduction

Or in this case:

Damage = (((20 + to Hit Bonus - Evade) x .05) x Average Weapon Damage + Bonus) - Damage Absorption. 

Note that the base number here is 20 rather than 21 as in D&D.  This is because a roll equal to evade is a miss.

Each point of evade lessens damage by 5% and each point of Damage Absorption reduces damage by one full point.  Depending on the weapon the percentage effect of Damage Absorption varies. 

Allow me to illustrate an example. 

Sojan is a starting character who has a Strength of 1 and an Agility of 2.  He has the Novice Combat (+2 to hit and +1 to damage) skill and the Novice Dodge (+2 to evade) skill.  He is wearing Clothing (Damage Absorption 1) and wielding a Long Sword (1d6+2 damage).

Sojan is fighting an Olekmar Goblin.  It is a level one creature, so should be okay for a starting character if the game is designed well.  The Goblin has +0 to hit, an Evade of 10, Damage Absorption of 1, and does 1d6 damage.

Sojan's total to hit bonus is +2 and total damage bonus is also +2.  His total evade is 14.

With these attributes, Sojan does an average of 3.5 damage per round against the Goblin.  In return, the Goblin does a damage per round of .05 points to Sojan.  This is because Sojan hits the Goblin 60% of the time, thus his damage per round is 60% of his average damage.  The Goblin only has a 30% chance to hit Sojan and his average damage is less.  Needless to say, Sojan can fight more than one Goblin at a time.

Given the Damage Absorption values of some armors (as high as 8), I don't know why they chose to use a Damage Absorption system.  Once I started looking at combats as linear equations, the need for Armor to "reduce" damage became an unnecessary abstraction for me.  If a game wants to use such a system, I prefer Dragon Warrior's armor penetration roll...a roll that follows the to hit roll...or a system like the Warhammer Fantasy Battles "Armor Save" instead of a flat number.  Your mileage may vary.

Needless to say, Compact Heroes' system isn't new but it is tried and true and many do like it.  The only caution I would add is to not go overboard when setting Damage Absorption values.

Skill Checks

The game also features attribute checks, which can be modified depending on the selection of skills a character has, where a player rolls 1d6 and adds a bonus for appropriate skill or stat.  The game master sets a difficulty and you must roll equal to or higher than the difficulty number.  There is little to no guidance regarding what appropriate difficulties are.  I like the simple skill system, but I'd like more specificity.

Experience and Advancement

Characters don't have levels, even though monsters do.  Instead, they earn experience points at intervals determined by the game master.  Each experience point may be spent to either increase an attribute or purchase a skill.  I like this system, it is simple and reminds me of Hero/Champions.  My only criticism is that no real guidance is given regarding how often xp should be given or what an appropriate level of advancement is for the game.  Yes, this can be group driven...and should be...but some guidance would be nice.



Final Thoughts

All in all, I think that Compact Heroes can be a workable and fun game if...

  1. It adds a rich setting with thematic intellectual property.  The game isn't enough, you need fluff.  The lack of fluff on the cards is a weakness.
  2. The game needs a rulebook that is longer than 3 pages and that contains recommendations and examples.
  3. The game needs some adventures...and fast.
  4. The game also needs to reduce the almost random quality of the artwork.  There are some stellar cards, but there are some very mediocre ones as well with regard to artwork.
  5. More skills, more spells.  There are not enough spells for long term play in the starter set.
  6. They need to sell "adventure decks."  A small deck of cards that features monsters, npcs, and skills that are all thematically related.  These need to have flavor text.
I'm going to give the game a try with my group, but I do want some more substance.  I'll likely start with the adventure in the Master Set and then run the adventure on their website.  Where it goes from there, I don't know.

Wednesday, June 29, 2011

Evil Hat to Publish 'Race to Adventure' Board Game





Our friend's over at Evil Hat have an annoncement about a new board game designed by a member of this blog, Eric Lytle. The game is called Race to Adventure! Check it out over at Deadly Fredly. I designed this game with my design partners Chris Ruggiero and Evan Denbaum.

The game is a pulp themed adventure game about a global race. It's highly thematic and I'm really excited to be working with Evil Hat on this new venture. They are the publisher of one of my favorite new role-playing games, The Dresden Files Role Playing Game. Congratulations to them on their two shiny-new Origins Awards for Best RPG and Best RPG Supplement.


Evil Hat is also announcing the much anticipated Zeppelin Armada game designed by Jeff Tidball , half of gameplaywright. Zeppelin Armada is a card game set in the world of Spirit of the Century about Zeppelin aerial combat.


More information to follow.

Wednesday, March 23, 2011

Coming Soon -- Villains and Vigilantes Customizable Card Game




Superhuman Games will be releasing the Villains and Vigilantes Card Game this summer -- likely coinciding with the convention season. Superhuman Games entered into a licensing agreement with Monkey House Games to use the iconic cast of characters from Jeff Dee and Jack Herman's classic super hero role playing game. Superhuman games claims that the game will feature "the full comic book experience" in game play.

Based on the description of their market plan, Superhuman Games will be following the example of Fantasy Flight Games and offering the game as a customizable and "living" card game that features regular updates which allow players to create new decks with new strategies.

It's an intriguing concept. V&V has a rich catalog of characters to draw from, and the role playing game is gaining popularity since it was re-released in the past year.

My only concern is with the art work. In the modern card game marketplace, consumers will punish artwork that they deal to be amateurish. Dee's artwork has a nice cartoony style, and if they are able to replicate that then they will be able to appeal to the core fanbase. The company is looking for artists, let's hope they connect with the right ones. Companies like Fantasy Flight are successful partly because of the depth of their artist bullpen and the strength of their graphic designers.

Wednesday, March 16, 2011

Fantasy Flight Games Experiments with Print on Demand Support for Death Angel

Since I purchased Death Angel at last year's GenCon the game has received a decent amount of play time from my gaming group and between regular gaming sessions. The game is well balanced, fun, and plays quickly. This allows it to fill time gaps that come up when waiting for players who are running late, or on an evening when you have a half-an-hour gap between the shows you like to watch. Eric Lang's Corey Konieczka's design on the game is very good, but even good design must abide by product life cycle trends. If a game doesn't have support materials, it tends to fade away as gamers consider it to be a "dead" game. There are rare exceptions to this rule, but even Monopoly gets official new versions every now and again.



In order to provide support for Death Angel, Fantasy Flight is moving to a print on demand model that provides expansions for the game at a reasonable price. Typically, when I see the words "Print on Demand" I know that the products will be a little more expensive than I would normally expect. Print on Demand, by its very nature, means smaller print runs and smaller print runs mean higher production costs. For this reason, I was surprised when I saw that the two Death Angel expansion packs were coming in at $4.95 each -- exactly what I would have expected with a full print run.

These decks, in particular the Space Marine deck, should have some interesting affects on play and I just ordered my copies. We'll see how the PoD model works for FFG. If all goes well, we might see support for some of their older games using the same model.

Monday, May 24, 2010

Fantasy Flight Games to Release "Space Hulk" Card Game


From the first publication of their flagship board game Twilight Imperium, Fantasy Flight Games have been succeeding at balancing the two most difficult tasks that game publishing companies face. There is often a tension between managing a company effectively -- actually treating the business as a business -- and the publication/creation of high quality games. If a company pays too much attention to making games that fit trends, and thus might sell well in the short term, they run the risk of alienating players due to the decreasing originality of their own products. If they ignore the financial aspects of the industry, they will slowly grind to a halt and fail to produce product that fans have eagerly awaited for years.

Fantasy Flight has done neither of these, much to their credit. They have a proper balance of pushing new creative envelopes in game design, and extending on great design ideas. A quick look at the history of the company shows that they have created some innovative games like Disk Wars and Twilight Imperium, but that they have been savvy enough to end a product line before it ended the company.

Ever since I first read that Fantasy Flight had been granted the license to create games based on Games Workshop intellectual properties, I have eagerly awaited each new entry produced by the company. Fantasy Flight have managed to release a nice balance of reprints/revisions of classic GW boxed games like Fury of Dracula and producing new games based on a previously used themes like their excellent Horus Heresy and Warhammer Fantasy Roleplay 3rd edition games.

Last year, Games Workshop did a limited release of a revised edition of their classic Space Hulk tactical board game of Space Marines fighting sinister aliens. The new release, an update of the 1st edition of the game that ignored changes made during the second edition, was available for a very short time and is currently sells for somewhere between $100 and $150 on eBay (still fairly close to list price). $150 can seem a pretty steep price to pay for a tactical board game -- even one as high on replay value as Space Hulk -- and one sometimes finds oneself in the mood to play a game when there is no one available for a quick table top game or with more friends hanging out than the two required for Space Hulk. The movement rules in Space Hulk do allow for solo play, but the game is better with two players. For my money, I'll current play Dennis Sustare's Intruder over Space Hulk as a solitaire game -- it's more portable and plays quicker. This will likely change in the coming months.

Fantasy Flight Games has announced that they will be releasing a new cooperative card game, designed by Corey Konieczka, entitled Death Angel.


Space Hulk: Death Angel - The Card Game is a cooperative card game set in the grim darkness of Warhammer 40,000. Players must work together as an alien menace threatens to devour their hopes of survival. If all Space Marines perish, the players collectively lose. Likewise, if at least one of the surviving Space Marines completes the objective, the players all win!

Playable in under an hour, Death Angel takes 1-6 players straight into the action. Each player takes control of a combat team (or two combat teams if playing with less than four players). If playing solo, the single player controls three combat teams. Combat teams are made up of two unique Space Marines, each with their own flavor and style.

A quick playing cooperative card game that emulates the grim darkness of the 40k universe?

Yes please.