Archive for Games

Play Test #10: DYKYN?

Tonight we played another 7-person game of Do You Know Your Neighbors? and it went well.

Our seventh player hadn’t seen the game before and we explained it to her and she was off asking questions about strategy in no time.

The game lasted ~25 minutes but only because our new player hadn’t realized that her team won earlier because of the instant-win condition based on her character’s area of interest. She played her character well and Phil misidentified her which ended up revealing his own identity and rendering his sleuthing abilities inactive for the remainder of the game.

Game Tip
It’s important to attempt an identification when you are as certain as you can be but before you are identified by anyone yourself.

Play Test #9: DYKYN?

Tonight we played with 7 people, 2 of whom were new to the game. It was fun, despite someone having a terribly painful brain malfunction mid-game. 🙂

We’ve decided to increase the number of points required to win the game because we once again ended the game in under 20 minutes.

Everyone enjoyed the game again.

Play Test #20: Turf Wars

Today we introduced another person to the game.

The 2nd of our potential graphic artists met with the first one and the two of them played with Josh and me.

They both liked the game and were both interested in moving forward and working on art for the game.

Josh and I are quite excited and can’t wait to see what they produce.

We should have the turf graphics that will allow us to produce the game board and their corresponding event, action and secret win condition cards by the end of July. It’s very exciting!

More Play Testing: Turf Wars

Tonight we played games #18 and #19 with another friend who hadn’t yet played.

It was an interesting set of games for a few reasons, the first of which was that one game ended quickly (in 5 rounds) and 3 secret win conditions were triggered.

Plains Guardian triggered because no one was in a Plains turf.

Then the conditions Steadfast and Undefeated were also triggered.

However, no one had engaged in a turf war and so we’ve adjusted those other two conditions so that you cannot be considered undefeated if there was never a risk of being defeated.

There were some bits of feedback that we decided to add which probably captures some potential issues for people who may not be able to understand implication and such. It never hurts to be painfully, redundantly clear. 🙂

Play Test #8: DYKYN?

A couple of weeks ago we play tested the game with 3 people and we uncovered a truth that I had suspected would be true:

This game is NOT recommended for under 5 players. Period.

We haven’t yet played with 4 people either and I am violently opposed to ever trying. 🙂

We played with 5 players tonight and it worked. I think it’s more fun with 6 players but the game is definitely playable and still fun with 5. If the same 2 players, however, continue to be on missions with each other, they immediately know the type (kind, wicked or fickle) of the player’s neighbor even if not immediately identifiable.

We got some good feedback and we tried out playing multiple action cards (1 or 2) despite the fact that you only recover 1 action every round.

Still fun…

Play Test #5-#7: DYKYN?

We implemented the name changes so that there’d be no confusion when asking if your name starts with a __.

There were some other suggestions made but all in all, everyone enjoys playing the game and it seems like it’s going to be a decent party game.

It doesn’t take that long to play after you get familiar with the rules and it can be fun if you get into trying to identify the other players.

Play Test #17: Turf Wars

Today we play tested the 6-player team version of Turf Wars. This is a planned mini-expansion that introduces two new factions that are potentially a little more powerful than other factions. They are the leaders of the two sides and are accompanied by two factions with plains home turfs and two with swamp home turfs.

I wanted us to play this version of the game to see if it truly was a team-based version of Turf Wars that made sense on its own and wasn’t just a contrived version of it.

I’m happy to say it went really well. We were able to weed out events and secret win conditions based on their not making sense for teams.

I will need to write up the official rules for the 2v2 and 3v3 team versions of the game. I think this will be a very worth-while expansion or stretch goal for the eventual Kickstarter.

Play Test #3 & #4: DYKYN?

Tonight we played two games, 6 players both times, and it went well. Some feedback was given regarding names. Since we have clues that ask about letters but the neighbor names have different letters for their first and last names and that could be confusing.

In watching how the clues were played and the high number of extra clues that were available (using a certain miscellaneous action card) we also decided we should limit it so that clues can only be asked to any given player once in a round.

Without that change, there’ll be repeats of what happened tonight. I was identified before the first round even started because someone was able to give me 5 clue cards. That makes playing the game pretty difficult because it’s obvious what you’re trying to do.

Open Call in Massachusetts for Play Testers

Josh and I have created (Fantasy) Turf Wars, a strategy-combat game that makes use of well-known fanstasy races that are each vying for domination over the land.

We have played it 16 times (as of 5/28/12) now and it has progressed to a point where we’re hoping to get it played by many more people.

If you are interested in being involved in play testing, please respond to this post. We’ll likely get you on a Saturday (or Sunday) as week nights are difficult to coordinate and the location will either be Quincy or Malden.

All of this is in preparation for a KickStarter.com campaign we hope to launch just after Labor Day.

Play Test #16: Turf Wars

Today we played with 3 new people all of whom are not really game players. And one of the new people won with the secret win condition: strength in numbers (having 35+ troops)

Game play was fine after a while. The non-gamers asked some questions that no gamer would need to ask and that was helpful in terms of trying to have things be a bit more clear for that audience.

They liked the game but it is probably not something they would gravitate toward.

And now we know. TW is more of a game for gamers… and that’s fine. 🙂