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Clockwork Corsairs - pirate adventure game *New Card Images Updated*

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Theseus Gaming
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*Hey, so we've been working a PnP Demo for Clockwork Corsairs. Here's the new cards, complete with icons and border arrows as per suggested. Thanks for all the good ideas!*

Hello again, this is the second project Theseus Gaming is working on. It's a pirate themed adventure game that uses Location Cards to represent the various locales you will sail to. Each Location Card has a compass rose which denotes which nautical direction you can move your ship token. All players start on the Home Island, which allows them to travel in any direction from there.

As you set out, you randomly reveal new locations after picking which direction you are moving. These locations will have certain directions you can not move through, called Uncharted Water. As you reveal more of the Location Cards, you begin to create a world map, with various routes of travel. The Location Cards give the players the opportunity to recruit new Crew, buy and sell Trade Goods, attack and plunder, purchase Equipment and new Vessels, go on adventures for lost treasure, and conquer Imperial Fortresses.

At the beginning of the game each player starts with ten Gold, which they secretly bid for first turn. The player that wins the bid is allowed to select which of the eight different captains they want to use. Each captain has varying health, leadership, and abilities that give them an advantage towards one of the three victory conditions. Each player also begins the game with the Starting Vessel, which is a basic ship with low attributes.

Number of players is 2-5, game length has been 60-90 minutes, suggested age 13 and up.

Our main question for you all would be: Are there any games in the market now that this closely resembles? We've done some searching on boargamegeek and through google for any and all pirate themed games and none we've come across seem too similar. Though I could see this design easily fitting into other genres that we may not have checked.

Thanks for giving us a look and we hope to hear any feedback you might have.

JustActCasual
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(

While, superficially it could be compared to Pirate's Cove, but I expect it plays out quite differently and hits a different price point.

The island cards could use some cleanup: more icons would make it much easier to read the table, as would emphasizing the possible routes (maybe incorporate the compass points as part of the card border rather than a small icon). Also, Mutiny does not have a second N.

Another point is that we are seeing a lot of the Corsairs, but almost no Clockwork (other than the S.P.U.D suit). The prevailing wind/current mechanic which is core to the game actually directly works against the steampunk theme, as the addition of steam in boats meant you could partially ignore such concerns. Maybe you could work this kind of override mechanic into the game? ie. spend 2 Steam to ignore prevailing winds for a turn. You might also want to do quick vocab swaps like Mechanic instead of Blacksmith.

Theseus Gaming
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Some very good points you

Some very good points you have there. I realize the cards have a lot going on with the text, this is mainly due to not having icons for the various components, will be working on this soon. I like the idea of placing the directional arrows around the card, it would definitely convey the mechanic of moving from one card to another better.

This project did start as a traditional pirate game, so we've been slowly working names over to fit the steampunk theme more (S.P.U.D. Suit stands for "steam powered underwater diving suit"). As far as the prevailing winds mechanic not working for the steam vessels, I see your point but it could also be explained as Uncharted Waters. The reason you can not sail in that direction being the sea is too dangerous, it's infested with monsters, other pirates patrol there, etc.

Thank you for the input, this is exactly the kind of criticism we're looking for.

truekid games
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Theseus Gaming wrote: Our

Theseus Gaming wrote:

Our main question for you all would be: Are there any games in the market now that this closely resembles? We've done some searching on boargamegeek and through google for any and all pirate themed games and none we've come across seem too similar. Though I could see this design easily fitting into other genres that we may not have checked.

Thanks for giving us a look and we hope to hear any feedback you might have.

Though perhaps not the answers you're looking for, I would say that hinging your assessment on the theme elements is not very useful. If your game exactly mirrored the gameplay elements of a game about dinosaurs, the fact that it is steampunk pirates won't mean it's a new game. Or approaching it from the other direction, most pirate games will include ships and gold and sailing around, so if you were using theme, even mildly modified theme as your basis of evaluation, you'd be "just another" pirate game. If you call the gold "cogs" instead, it's still clear that it's the "booty" within that particular trope, and the different word wouldn't serve to differentiate. Mechanics are really the distinguishing feature.

Does that mean you should try and evaluate every game in the world? No. Realistically, it means you should design your game to be exactly what you want it to be, and as long as you don't MEAN to copy someone else's design, you (in all likelyhood) won't end up doing so. You could say that you don't want to compete with something that's already out there, but between now and when your game hits the shelves, there will probably be HUNDREDS of new games that come out. Even if you took into account everything currently in print, you can't anticipate what will be in the market even a few months in the future. More importantly, if you really make a great game, it will do well regardless of passing similarities.

Also (not trying to be rude, just trying to succinctly quash a common misconception), games aren't "card/board hybrids". That's a core misunderstanding of what components are. If the "cards" were tiles instead, I'd wager you wouldn't have called it a hybrid; and I also wager there would be little or no difference in actual play, other than that cards are slightly easier to shuffle and tiles are slightly easier to build a modular board out of. "Board game" as a term is colloquially used to mean all such tabletop games, inclusive of "card games", because trying to classify games based on what are essentially interchangeable types of components doesn't serve much function.

Theseus Gaming
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truekid games wrote:Also

truekid games wrote:

Also (not trying to be rude, just trying to succinctly quash a common misconception), games aren't "card/board hybrids". That's a core misunderstanding of what components are. If the "cards" were tiles instead, I'd wager you wouldn't have called it a hybrid; and I also wager there would be little or no difference in actual play, other than that cards are slightly easier to shuffle and tiles are slightly easier to build a modular board out of. "Board game" as a term is colloquially used to mean all such tabletop games, inclusive of "card games", because trying to classify games based on what are essentially interchangeable types of components doesn't serve much function.

Sorry, wasn't sure what to classify this game as. I always took a "board game" to mean any game with a playing board that you move pieces around, etc. The fact that you build this kind of playing board through the use of the location cards is what caused me to call it a hybrid game. I fixed the title so hopefully people won't get misled into thinking this is a different sort of game.

Through my research I have learned that, most often than not, the theme of your game is one of the least important aspects to devote an abundance of time towards, especially while you are still play testing it. It just so happened that we had an established steampunk setting from an rpg one of our developers ran a while back. We decided to put the steampunk face on this game because it is a scene that has been gaining popularity recently.

Also, around here (northwestern Pennsylvania) you really have to hook someone's attention when first telling them about a game. All of my play testers got really excited just about the steampunk theme, then once they started playing and imagining the stories behind the game mechanics they started coming up with their own names for the crew and ships. It was a really good time.

On a side note, we've been working on a PnP demo version of the game, for 2-3 players, it should be ready in a week or so. Would anyone here be interested in play testing for us?

Theseus Gaming
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>

Added new images to this thread, shameless "look at the shiny" bump. =)

JustActCasual
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Looking a lot better: I

Looking a lot better: I especially like the armory flavour.

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