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Game #7/12 - Hand2Hand - fight off a horde of armed thugs using your martial art skills

H2H - screenie

Hand2Hand

An 18 card co-op game for 1-2 players about fighting off an armed gang of thugs using just your martial art skills.

Files for playing:
Rules:
http://www.mediafire.com/file/jc1tl6ih1dd0w76/hand2hand_rules_01.pdf/file

Cards:
http://www.mediafire.com/file/0bjs2mylwjw3zgr/hand2hand_cards_01.pdf/file

Additional resources needed:
1 D6
5 Cubes (1 for progress tracker, 2/player for actions)

Game play:
The game is played until either one player is hit by an enemy (they lose), or the players knock out 18 enemies (the player’s win).

Quest Adventure Cards(tm) — 2nd Edition : Design under review

I made some correction to the "Raid" cards, specifically now the ICON used is a "Demon Head". This now gives you the "bad-karma" feelings you would get when the opponent plays such a card AGAINST you. Much more "nastier"-looking now! (LOL)

Simply the WRONG size!

Well I received my Rulebook for "Crystal Heroes" (CH) this week... And for one thing, size matters! I chose the smaller format 3.5" x 5.0", thinking it would be sufficient enough for players to refer to the rules or read them for the very 1st time.

That MEDIUM format is simply put: WAY TOO SMALL!

I have a hard time reading my OWN rulebook, let alone allow this format to be used by my Backers (and players)...

Never Give In dev diary #3

SQimage06

OK so blog #3, in which I go through the more developed version of the game - v0.2.1 - and a variant which used the same rules but had a different scenario - v0.2.2

The development story of v0.2.1 and v0.2.2 follows a classic narrative possibly similar to The Empire Strikes Back: setting the scene and initial adventure, a series of setbacks in which our heroes reach an emotional lowpoint, and then finishing with a glimmer of hope for the future.

So to recap the game concept, it's a 3 player co-op space fleet combat game in which each player takes on a specific role.

New design: Syndicate.North

I haven't blogged in a while. I've been mostly involved with the administration of the website and contributing to other threads by offering comments with things to consider or reflect upon...

I know this is a Board Game forum... But like some of our designers... I too am looking to diversify my portfolio.

As such I'm learning Video Game Design.

About 4 years ago, I bought a $75 professional license for a game development suite. I left it there and didn't touch anything.

Games at my Day Job

I've been a game design tinker for much of my adult life. Very recently, I finally acknowledged that at least a large part of my day job and how I make a living is in making games.

As of this writing, I'm at the start of my first vacation since late December, and I took the opportunity to reflect at least a little bit on my creative (and as it happens, professional) output over the past several months.

Game #6/12 - The Skurge - escape from an unstoppable enemy, rescuing what you can on the way

the_skurge_game

The Skurge

An 18 card Euro-style adventure game for 2 players about racing home from an unstoppable enemy.

OFFICER: “Captain! What’s that?”
CAPTAIN: “Dear God! Something’s torn that planet in half!”
OFFICER: “We’re taking damage from the debris.”
CAPTAIN: “Take evasive manoeuvres!”
OFFICER: “I’m picking up multiple life forms spawning from the epicentre.”
CAPTAIN: “That’s the Skurge! A self replicating biological nightmare destined to consume every other living entity! We need to get to Earth and warn them. There’s a jump gate 5 systems away; set a course!”

Triptych 14 Three Subjects in One Blog Post

Three Subjects in One Blog Post

• Consequence and Reward in Games
• Chinese Britannia
• Ignoring History OR Can you function if you try not to offend anyone?

Never Give In dev diary #2

SQimage01.jpg

OK so second dev diary. See #1 for concept; this one is about my first playtest.

key:
AD - Admiral player
OP - Operations officer player
WC - Wing commander player

I wasn't sure where to start with testing, but I've noticed that I tend to spin ideas round and round in my head and get attached to them, only to find they don't work when it comes to applying them - so I figured jump straight in and see what works; that way the unworkable ideas won't have time to take root. This blog will go through the system I used to work up a first playable version: v0.1

The map

Re-order!

I'm just happy.. I got a re-order from Indie Press Revolution, as they're down to 6 units (out of 48 originally sent). 10% of my new print run is spoken for :)

Oh, in other news that nobody cares about, I got a new job in a new city, and I'll be unlikely to design many more new games in the future just because (I hope) I'll be too busy and engaged at the office. I do still need to finish writing Ice & Flame, of course, since I already Kickstarted it :)

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by Dr. Radut