WARP Update – Shiney New Prototype

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WARP is continually developing to be a solid piece of work! Better icons, more clarity, class guidelines and an action board! I had a chance to play it a couple of weeks ago at a designer colaboration event called Protospiel in Madison Wisconsin with nearly 200 attendees.

The most exciting part of playing it there is that players did not complain about the main things they used to. No feedback is often the best feedback! I’m excited to show you the main changes!

Card Update:
A lot of love has gone into the card’s appearance. The core of the game-play revolves around card use, their development is of utmost importance. Here you see a lot of color has been added to the new card (on the right).


Reading the card is a lot simpler using the icons and colors. A lot of squinting from across the table is mitigated by this.  You may have noticed that the icon regarding ammo has been removed entirely. While thematically having limited ammunition for items made sense, time and time again I was finding players struggling with the reloading mechanic, and sometimes if the issue comes up too consistently; the best solution is the clip it out entirely! Probably the thing that had the most impact is that the initiative (C:2 on the old card) has been changed to be much more visually prominent, so there’s less time wasted on determining the next player! Streaming player actions has been a struggle for me, so the success of the Action Board is most encouraging!

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After players choose their actions, they now place them in order on the action board, so all players can easily see which actions belong to who and who will be acting next. Eliminating this downtime of asking around the table to find who is up next dramatically increases how quickly each round progresses.

Better game aids are great! On the action board above, you’ll see listed actions that anyone can make without playing a card. Having them on the main board, once again creates a focus of attention during the action phase, so everyone has their heads up together.

Speaking of Aids, the new player mats have the reference sheet condensed on them:

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along with tokens to match the Hand and mobility points a player spends for each phase. This encourage easier tracking of player resources and more condensed rule explanations since all of that is together!

The are some other substantial changes that I’d like to share (especially with game setup), but this post has grown long enough! I will most definitely be talking about how setup went from overwhelming to being enjoyed by players. I feel most accomplished from that compliment from a first time player!

I’ve recently put up a facebook page for WARP, please click here to like the page and see progress pictures of WARP!

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Thanks for reading!
~Andrew Voigt

Follow me on Twitter! @gamestothetable
Facebook.com/andrewrvoigt
Youtube

 

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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.

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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.

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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

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.

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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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Perspective: Getting Published!

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In September 2010 I had a month being unemployed. To fend off idleness I started making a board game and have hardly gone a week without working on a game project since. Today, 4 years and 7 game designs later… I signed my first contract with a game publisher! Minion Games has agreed to publish Perspective!

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