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

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Protospiel Madison 2015 Recap (Andrew)

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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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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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Scatterball –> Visual Update

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Scatterball is an interesting experience for me. I think it’s a great game, but it always seems to me like the people who play it like it more than I do. Don’t get me wrong, that’s an awesome feeling! This change has come about by popular demand. After a few publisher showings and a number of playtests, it has come time to give Scatterball a face-lift. Scatterball is a free-for-all dodgeball-inspired card game of weak alliances, backstabbing, and cheap shots. Players use equipment, ball, and intervention cards to knock out other players. Standing players fight to be the last man standing, while those who are out struggle to get back in.

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