When Christina Regina was simplified, one of the changes was that the unique scoring, where you
earn victory points for all colors picked by the Queen, was replaced by
graded scoring where you earn victory points only for your own color depending on how late it was picked by the Queen.
The other changes were welcome by the players but some couldn't help missing the old scoring and it's more complex deduction game.
However, the simplified version doesn't exclude the old scoring so the next edition will see it return. The players will now
play different colors in different chambers and thus their interests will be much more entangled.
The next edition of Christina Regina will become what the game wanted to be from the very beginning.
Find the Bug! - Project is an old idea of a blame game with competing project interests (time, cost and quality) that eventually turned
into Gulag. However, due to the interest in the two first Find the Bug games,
Find the Bug! and Find the Bug! - Agile, it's now time to make a more serious
game about IT projects, where the players allocate roles to projects or send them to training and engage in steering group meetings -
all with the object of outperforming each other in relation to shifting project goals.
The game will feature mechanics like role cards, which may added through recruiting and upgraded through training,
project tasks, where the roles may be contributing with time, cost and quality, and voting, where the contributing players will
vote whether a project is ready or not. The victory point will be based on a formula based on each player's performance,
the project's total performance in relation to budget, and the weight given by the current steering group to the performance parameters
time, cost and quality.
Our first game Nova Suecia was recently reworked with an innovative system
simulating the interdependent economy of the colony. Now it's time take the next step and break the rather
long turns into shorter actions. The idea is to separate the buy actions, sell actions and
reset actions without compromising with the interdependent economy that is the heart of the game.
As the name tells, the original Iconoclasm was about temporary alliances in the context of religious strifes.
However, player feedback turned it into a more abstract alchemic affair where the mechanics got more disconnected to the theme.
The next edition will rectify this by returning to the old theme, where the players once more play Gods manipulating their
followers to sometimes ally with each other, sometimes prosecute each other, until only one religion remains.
Mount Chess is a kind of chess variant invented in response to claims that ordinary chess need more "compound pieces"
(combinations of rook and knight and of rook and bishop), pieces I personally find bizarre. Mount Chess' response is to let the players
start with generic pieces (moving only diagonally or only orthogonally) and allow them to compound if they wish.
Suecia returns to the early Nova Suecia Series games set in the 17th century Sweden. In this game,
the players produce basic domestic goods that are first sold to foreign merchants to be refined but
later refined in own shops. Using the refined goods, the players finance economic development to
produce refined goods directly, which will be further refined and used for royal missions.
In essence, the game tells the story of how Sweden grew from a poor farming country, via trading with
the Hansaetic League and establishing own trade routes across the Baltic Sea, to become a major
European power engaged in overseas economic, military and religious expansion. What is particularly interesting about Suecia is
that all resource transactions and conversions take place on a city grid where all players are present
so the players may both engage in mutually beneficial trades (or piggy-backing if you want) as well
as beating each others to the best deals.
A first version of Suecia was designed in 2018 and will be further tested and developed in 2019.
During the design of Peoples, I got the idea of making it a double
game, where the components could be used to play both the current migration game and a new civilization
game. The latter game was eventually abandoned but the idea of finding the "holy grail" of a simple
civilization game remained.
The challenge of a civilization game is either that it gets too long
(like the classic Civilization) or that it has to sacrifice elements necessary to create an epic
feeling (like the card-driven games Historia and Nations). Peoples - Civilizations attempts to
overcome those challenges with the following elements:
Modular map: The players start on their own tiles but as they expand, their tiles will merge with
other players' tiles and eventually form a world map.
Swift actions: Each round, players act with 1 unit at the time, starting with the largest player and ending when
a player has acted with all units. This creates a rubber band mechanism, where bigger civilizations only
get one more action than smaller ones.
Engine decisions: In their actions, players can choose to produce resources on the tile or
forego production to move and expand for higher production in the future.
Grain is used to feed the population, with surplus used for adding new citizens
Resources are used to build buildings
Money is used to advance on development tracks
Historical interaction: When the players' civilizations meet, their development tracks
(similar to four of the tracks of Peoples - Migrations) will determine the result.
Military can conquer weaker (and use citizens as subjects)
Religion civilizations can convert weaker (and replace citizens with their own)
Culture can influence weaker (and use citizens as their own)
Economy can trade with weaker (and take their resources)
Map interaction: When the players' civilizations act on the map, their development tracks
(similar to the other two tracks of Peoples - Civilizations) will determine their abilities.
Civics can build cities and increase production by producing from several tiles in one action
Science can move faster and influence on a distance across several tiles
Combinations of development tracks also allow the acquisition of buildings for additional bonuses.
Properly implemented, those simple rules can recreate historical events, like the fall of the Roman Empire
(citizens taken as slaves due to military convert their enemy citizens from within) or the colonization of
the New World (cities take up all space in existing tiles but new tiles get revealed) in a limited playing
time. Exactly what I'm looking for in a civilization game!
A first version of Peoples - Civilizations was designed in 2018 and will be further tested and developed in 2019.
Le Morte d'Arthur has the ambition of becoming an epic game. The word "epic" does not mean a long or a complex game but rather a game that conveys a feeling to the players, a feeling of a story being told and of characters rising and falling as the story evolves. The game would have to be a combination of a board game and a role playing, rich enough for an epic feeling but smooth and simple enough for a game play of less than 2 hours. Le Morte d'Arthur is still only an idea but the following elements are considered:
Theme: Le Morte d'Arthur used as "bible" for game components, aiming at using as much as possible from the book
Story: Events are randomized to build a story of wars and quests that the players will have to respond to
Characters: Knights and damosels gain arms/craft and virtues/skills that make them stronger
Realm: Knights and damosels gain land to develop in terms of economy and military
Simulation: Enemies and quests are simulated to to create a common goal
Motives: Players are rewarded with positive courtesy points and punished with negative courtesy points that eventually will cause a split between good and evil
Rotating roles: Rotating roles assume "game master" functions so that game secrets may be kept (such as how much each player is rewarded)
Cooperation: Player cooperate to accomplish wars and quests and are rewarded (or punished) based on their contribution and may even marry to increase power
Competition: Players may challenge each other and even wage wars against each other
Final judgement: Good and evil players fight a final battle to determine the winner
Le Morte d'Arthur will mainly be an extension of Knights & Damosels (theme, story, characters, rotating roles, final judgement) but also include elements from Nova Suecia (realm), Tre Kronor Infernum (simulation), Vasa Regalis (cooperation) and Bellum se ipsum alet (competition). Feedback from the old games will be collected and used in the development of this new game. Just like the game session is supposed to evolve slowly, the game design will evolve slowly until all parts are tuned to fit and the whole is mature.
Do you have a game idea that you would like to see realized? Contact us at
firstname.lastname@example.org for a discussion!