Wednesday, 31 October 2012

Game design notes: The Board, Part One

So what's this all about then?

A bit of Scandinavian myth and legend, some sagas, chuck in a bit of Scottish mythology and maybe a dash of real history. Don't take the theme too seriously,do treat the game mechanism with seriousness and avoid pomposity, oops, blown that already.

I started with the board / map / playing surface.

The board was inspired by stain glass seen on various holidays and, in particular, this image:


I found it on the web somewhere, but haven't been able to find it again to reference it (if it's yours, let me know so I can credit you, link properly or remove it if you are unhappy with it being here). The colours here are too dark and strong to be a background for playing pieces, so anything I produced would need to be lighter and with less intense colours.

Also, the idea I had was of a blending of the Icelandic, Scottish and Scandinavian lands and islands to make composite continents This map shows something similar to what I imagined:

 Source image: http://en.wikipedia.org/wiki/File:Septentrionales.jpg


But messed with in combination like this:



This led to the first board:

The first Board and playtest of what was then Mists and Magics
In Part Two - the final board design...


Tuesday, 30 October 2012

Final Draft Version 1

After a lot of messing about, playtesting and reducing the original version down in complexity, I've now got a Final Draft for people to look at.

The Magic Maelstrom game entry is on boardgamegeek.com, but is a bit sparse just now (October 2012).

I'll be doing separate posts on the game design, graphics etc.

I've managed to get the basic rules down to a two-page summary, plus a one-page unit/card player reference sheet. I hope these have enough information for playing the game without reference to the 'full' rules (in preparation).

Magic Maelstrom Two Page Rules
Card and Units Player Reference Sheet

The map has been revised to have white sea areas to match the sea colour used on the cards.  Whilst the blue was nicer looking, the white is better for game function I think. Perhaps a final tweak to a pale blue?


Here are a selection of shots from a recent play test, to give an idea of what the game looks like. The board is large (about A0), but I think this allows for decent sized counters and some space to put them in.

Firstly, a shot of the board.  This was a three player game (no Fire player).


The Dark player perspective, showing the Resource cards. 


A selection of Fate cards and Fate card generated units.


And some Character cards.