The Dark Forest: An Overview.

The Dark Forest is a Narrative Horror game where you experience the story of your character, influencing it based on what objectives you complete or fail. Through the night, when you unlock the listed prerequisites, you’ll unlock additional pieces to your story. Below is an example of Theodore’s Character page. The event text for each event is in the character’s booklet.


Each character has several endgame resolutions they can achieve. Most of which include one where they’re successful in their quest, and two others, sometime resulting in an unpleasant end, other times ending up being something that’s worse than death for the character

Game play:
Players will be wandering through a map of disappearing forest tiles, trying to locate the landmarks they seek for their character’s objectives. Working together to help clear paths and explore the dark corners of the forest. These woods are untrustworthy though!

14691142_686971274796544_627881758864717069_nThe night seems to shifts the paths in the dark. Every Time a player steps too far away from an explored tile, it disappears from the board. Making it so no path is entirely reliable! As unreliable the forest is, it’s even more dangerous! Each tile corresponds to a different difficulty of encounters that the poor lost players must navigate through.

These encounters set up the situation and require the player to choose how they want to address the challenge, using their character’s skills to test against what is brought before them.

 

As the night goes on players are pressed with dropping stats and ticking time to strain for their objectives before the dawn comes.

It is my goal to evoke the feeling of being lost in the woods, and your mind creating its own fears about what could be lurking behind every shadow!

I’m revamping a lot of my encounter mechanics and making them tie into the forest map better. Stay tuned, I hope to have that together by the end of November.

Thank you for reading! Please visit my Facebook and YouTube channels if you want to be kept up to date on the development! 

Follow me on Twitter! @gamestothetable

 

Facebook.com/andrewrvoigt


https://www.youtube.com/channel/UCklJwa7TroVLxd25ODLFYlA

Perspective is Out to Backers with New Ways to Play!

It’s been so exciting watching people respond to getting their copies of Perspective! I have really enjoyed the tweets, posts and messages people have been sending as they are breaking open their games. There’s been a variety of posts of pictures and praises, and it’s truly excited to see that so many people are enjoying my design! Above is the pile of copies I had the joy to sign for backers. I am truly honored by all of the support from backers, friends and family!

NEW MODES!
– 4 player without partners
– 5 player
– 6 player partners

During the KS campaign, one backer (Rachad) had asked if we could play with more players if you had 2 copies of Perspective. Because of this, I have been working around and have found good ways to do this. For those of you who got the 3 pack, try these out and let me know if you think of ways to improve the larger player count ways to play. I’ll list the cards you need to add in order to play each mode.

4 player without partners:

Cards to add: (6 cards total)
Red/Blue, Red/Yellow, Red/Green, Blue/Yellow, Blue/ Green, Yellow/Green.

IMG_4922

Set up goes as pictured, and the game plays identical to the 2 player game. The only difference is that the center card belongs to both sets of cards in the center. All 5 cards count as part of a single shared hand.

ADVANCED: simply remove the goal cards and each player’s goal is determined by the 3 card hand parallel to them.

5 player:

Cards to add: (10 cards total)
Red/Red, Blue/Blue, Yellow/Yellow, Green/Green, Red/Blue, Red/Yellow, Red/Green, Blue/Yellow, Blue/ Green, Yellow/Green.

IMG_4924

Set up is as shown above with each player sitting at the base of one of the cards, like the 3 player game. Each player will have a goal card in front of them (not pictured). If the game feels to short, you may want to play for 2nd or 3rd place.

ADVANCED: Each player’s goal will be determined by the 3 cards in front of them. From the perspective of the picture the goal would be Blue, Red, Yellow. OR whatever is on the bottom side of those 3 cards.

6 player with partners:

Cards to add: (10 cards total)
Red/Red, Blue/Blue, Yellow/Yellow, Green/Green, Red/Blue, Red/Yellow, Red/Green, Blue/Yellow, Blue/ Green, Yellow/Green.

I don’t have an image for this one, but setup will be like the normal 4 player partner game, but with 6 players. Distribute the 6 goal cards from one set. There will be 2 teams of 3 partners. Be sure to have people sit so that players on opposing teams sit next to each other, so that the teams will alternate turns. Play continues until one team has had all 3 players claim their goal.

(note: you could play this with 3 teams of 2 as well, feel free to decide that based on your group.)

Please try these modes out and let me know what you think about them! I would love to hear your feedback. I’m excited to watch this game grow. As always, reach out to me on twitter or facebook!

You guys are great! I’m glad you love Perspective!
~Andrew V.

@gamestothetable
Facebook.com/andrewrvoigt
Email: gamestothetable@gmail.com

Protospiel Madison 2015 Recap (Andrew)

Video

Last weekend Marcin (another local designer) and I headed over to Madison, Wisconsin for a designer peer review event call Protopiel, hosted by The Game Crafter. I made a quick video highlighting some of my takeaways and my time there! Enjoy!

A brief recap of my time at a game design peer review event in Madison Wisconsin. 10/23/2015 – 10/25/2015

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What’s Next for Andrew?

With the Perspective Kickstarter finished, my role in its completion is pretty hands off. From here on out I will have very small involvement in its process as Minion Games goes through the manufacturing and distribution process. That being the case, I have had a number of people ask “What Now?”, well here’s what I intend to be working on for the next 6-12 months.

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How a Game Grows Up! (Scatterball)

I wanted to give you all a brief look into how a game grows and changes over time, specifically with Scatterball. Now, every game and designer is going to go through this process, but I find that whenever I mention the words “Testplay” or “Prototype” my friends aren’t sure what to think. Hopefully this will help you have a fuller understanding on what those words mean. I find that there are three hesitations people usually have about playing a prototype game:
1:The components are ugly.
2: The game won’t be fun and the mechanics/balance will be bad.
3: They will be too busy thinking about feedback to enjoy the game.

sellsheetScatterballSmall
All three of these are legitimate concerns, but normally only in the earliest versions of the game. I want to walk through some of the changes of Scatterball to help explain this some. I’ll focus primarily on the first one (Components), but I’ll touch on the others as well.

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Perspective: Where it came from.

Perspective: Where it came from.

One of the reasons I enjoy designing board games is because I get to make all the rules, and that means that there are no rules. This is part of the reason why it’s so rewarding when people react to a game and say “that’s really cool, how did you come up with it?” Because I had no constraints in designing it, each of my games truly is an extent of my mind.  That being said it isn’t unusual for people to want to hear the process, so here it is:

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