Anisoptera
An 18 card abstractgame for 2-4 players.
You are a collector of dragonflies attempting to organise your collection in the best way possible.
Files for playing:
Rules:
http://www.mediafire.com/file/yltl0cu438mtzc1/anisoptera_rules_01.pdf/file
Cards:
http://www.mediafire.com/file/3eznffiwsg6la9d/anisoptera_cards_01.pdf/file
No additional resources are needed.
Reflection:
This is my third game of my challenge to make 12 18 card PnP games in 12 months.
This was the fasted development yet taking approximately 1 week to go from theme to playable game, the this development was massively more enjoyable than the last.
The theme I had for this game was "minimalist". So I wanted to limit the everything in the game. So that;s why there are no additional items needed and only 1 type of card.
The theme is a bit bolted on, but pretty early on I wanted to use these beautiful dragonfly drawings from 1845 as I've been fascinated by dragonflies since high school.
I think the game runs pretty well and despite the limited complexity, the game gives you some interesting choices to make each go.
Anyway, I'd love to hear how others feel it plays.
If you're curious, here's the link to the other game so far:
Game#1:
https://www.bgdf.com/forum/game-design/game-design-workshop/gene-dreams-...
Game#2:
https://www.bgdf.com/forum/game-design/game-design-workshop/game-212-dya...
Sorry I missed these messages yesterday.
@questccg - I love your feedback. I fully get what you're saying about limiting the scope to a smaller number of bigger games, but that's not the point of this challenge to me. I had a long time of pretty much zero development and I was feeling stuck in a rut. I wanted a way to kick-start my love of game development again and I had seen lots of people do small 12 games in 12 months and the challenge really struck me.
Believe me I am enjoying the experience. I'm a hobbiest developer and if I wasn't enjoying it, I'd move on. This last game development was a really nice experience and I don't feel like this is a chore at all.
I will admit, the previous one, Dyadic, was less enjoyable, but I'm glad I went through the process - I learnt a lot from it. I know there will be some games that fall flat and other that work well, as long as it pushes me and I learn from it, then I'll be a happy man.
Ultimately I want to try out some ideas I have and see how they work. If I stumble across something that really sings to me, I'll take it forward at the end of this process. For now, I'm happy with how I'm developing and how the games are turning out.
I also love getting feedback.
Speaking of which; on to the specific points about this game:
I disagree here. Apart from the "matching" aspect, the games play very differently. The first game uses matching as area control, in this one, the matching is purely a scoring mechanism with hidden information. I guess you could say they both have 18 cards too, but then again all these games will have 18 cards. Whether they are similar or not, they feel different when you play them.
I agree. That's a weakness of mine that I'm trying to improve at. The rules were sub-optimal and I've updated them to add clarity and correct some typos.
I don't understand what you mean.
So you start the game with a single card in your hand. Most of the time, on your turn, you will draw a card (giving you 2 cards in your hand) and then you play a card (bringing your hand back to 1 card). If someone has PASSED a card on their turn, you will start your turn with 2 cards in your hand, draw another card (giving you a hand of 3) so you then play 2 cards, bringing your hand back to 1 card. The point being, passing a card gives your opponent(s) an advantage whilst you are able to adjust the sequence (hopefully) to score big.