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Tradewars - Homeworld: Privateer *concept*

I have been thinking/pondering about the expansion scenario I call "Privateer". This scenario is meant to be an *expansion* to the original game in which one player will be the Privateer and the other players will be traders.

Now don't ask me about victory conditions - I'm still in the process of trying to put together the scenario.

Normally when players embark on a mission, the player must WAIT until the mission is completed BEFORE he can get the reward. This makes sense in general terms because it is reasonable that you don't get paid until you complete the mission...

Tradewars - Homeworld: Untold rules

I was thinking about one aspect of the game and it made me think some more about another aspect.

Specifically I was thinking that "Mission" cards that allow players to use "Trade Starships" to earn credits are the most under-utilized aspect of the game. Some would argue and say: "How can the game be balanced?"

My response is pretty simple: I can't TELL players how THEY should play the game. If players choose to only use 50% of what is available to them - it's hard for me to tell players there is still 50% more GAME to be played.

Tradewars - Homeworld: Space Pirates expansion

In the process of thinking about the SOLO expansion scenario, I have re-hashed an old scenario concept I had.

I did not know how I was going to implement, I only knew that it was going to be that one (1) player was a Space Pirate and the opponents are trying to stop the Pirates from winning.

Tradewars - Homeworld: New resources

Currently as of this writing the game only has three (3) resources:

  • Food
  • Minerals
  • Technology

However thinking about the *new* SOLO scenario that will be bundled with the game's next expansion, I think this revised list might be more appropriate:

  • Alloy
  • Contraband
  • Food
  • Isotopes
  • Medicine
  • Minerals
  • Polymers
  • Technology
  • Weaponry

Tradewars - Homeworld: Game Lab results

Today I got news about the *blind* playtests that occurred this month. A "Game Lab", a group of playtesters comprised of different gaming backgrounds from very experienced gamers to tabletop neophytes, has been putting our game "Tradewars - Homeworld" through their test lab.

Overall our game was given a 6.542 average score from a sample of twelve (12) different players. On Board Game Geek that would put our game in 663 position! Not too bad that means that we're in the Top 1,000 games...

Tradewars - Homeworld: Solo expansion

Well this thread (http://www.bgdf.com/node/15596) has got me thinking about *NEW* ways of implementing a SOLO expansion for the NEXT expansion of the game.

And I really need to THANK Joe (The Professor) for linking those articles on Board Game Geek (BGG).

The game is called "Tradewars - Homeworld" and I had been thinking about the NEXT expansion for the game. Although I have nothing in stone - YET - I do believe I want a HIGH-SCORE SOLO scenario which has everything to do with TRADING resources to get the highest possible score (in terms of trading resources).

Break Time: Game Ed

Well as the title of this blog post suggests, I took a break today to learn about some other games that I have heard of - but never played.

The three (3) games that I have taken the time to watch being played are:

  1. Ticket To Ride
  2. Small World
  3. King of Tokyo

Of these three (3) games, the one that I found the most interesting was Small World. I usually like to play Fantasy games and this one is rather cool with all its races combined with a random special ability.

Tradewars - Homeworld: New Year Wish

Well currently we are waiting for a lab (near the Boston area) to take a *serious* look at our game "Tradewars - Homeworld". When I say *serious* is because the team that will playtest the game will be doing so blindly. That's right no coaching allowed...

I am really excited to see what comes of those playtests. In addition to answers to some questions (sort of a Q&A), the person responsible for the playtesting will add to the answers testing *background* about each player. My guess is that in addition to age, maybe that may include game genre preferences.

Tradewars - Homeworld: about publishing!

What sort of *frustrates* me is how well my game is perceived by other game designers and how "neutral" Publishers seem to be.

I was asked to "pitch" the game and came up with: "it's a mash-up of Dominion, San Juan and Magic: the Gathering".

V For Victory!: Bases and Strongholds

Well I have concluded that I am interested in the OLD, Vintage pieces used by Monopoly:

https://img1.etsystatic.com/012/0/5747090/il_570xN.446693767_9w09.jpg

I only need 10 hotels (Red) and 6 houses (Green). I like these better than the plastic versions (found in the newer version of the game) because of the colors. I think the Red Hotels work pretty good as Nazi Strongholds and the Green Houses work pretty good as Ally bases.

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by Dr. Radut