Category Archives: Gaming

Netrunner: Weyland Meat-grinder

I’ve been playing Android: Netrunner a bit lately, so I wanted to post a couple of deck lists that I’ve evolved a bit. When I’m playing casually, I typically play the corp side, as it appeals to my lawful side. I also really like the hidden information aspect of the corp game – it’s always more fun for me to hide information than to be the one revealing it.

In choosing a corp, I initially gravitated toward the Weyland Consortium, and that is my primary faction. I’m most excited when they get a new identity or particularly cool piece of ICE. As my deckbuilding evolved, I eventually found myself with a deck that was very much in the Tag-and-Bag camp. Unlike other Tag-and-Bag decks though, this deck is less about one specific combo, and more about lots and lots of tagging with lots and lots of meat damage.

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Designing Ticket to Ride: Iceland, Part 3

In my last few entries, I talked about how I distilled the information from Ticket to Ride: Nordic Countries and designed the Ticket to Ride: Iceland board. In this post, I’m going to discuss the last part of the process, creating the deck of Ticket Cards. I tried to describe this to Cam last time he was over, and I completely flubbed it, so here it is written in detail.

First, on the card design, I used the back of the Ticket to Ride: Nordic Countries cards, and did a small modification to change “Father Christmas Tour 1910” to “Golden Circle Tour 2525”. I wanted to set this game in the future since there aren’t really any cross-country rails in Iceland currently. Instead, I projected some point in the future when railed mass transit is possible in Iceland and what that might look like. Finally, I love the song “In the Year 2525 (Exortium and Terminus)” by Zager and Evans, so it’s my own personal in-joke.

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Designing Ticket to Ride: Iceland, Part 2

In my last blog, I described how I broke down Ticket to Ride: Nordic Countries into a statistical model that I could use in the design of Ticket to Ride: Iceland. In this one, I’ll look at how I started to build up the board and what the main challenges were.

The first thing I needed was a base layer that approximately matched the proportions of the Nordic Countries board. I found a very nice physical map on wikimedia commons, which did the trick. The nice thing about this particular map was that it was not really high contrast, and would allow me to easily put place labels and other imagery that would stand out.

Before I even started placement of cities or tracks on the board, I did some research. I needed to know what the major cities of Iceland were, where they were located, what geologic features I should keep an eye out for, and what some of the major roads were. I should call out that Iceland does not have an extensive rail network – I knew this going in, but instead envisioned a future where the Icelandic people had developed a mass-transit system with zero-environmental impact, had the capability to withstand the geologic stresses of the region, and looked like classic trains.

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Designing Ticket to Ride: Iceland, Part 1

Ticket to Ride: Iceland was quite a departure from my normal comfort zone in game design. Previously, I have done construction of existing rules (Arkham Horror League play), play aids (Pathfinder ACG Location Card Holder) or small extensions of existing games (Breach: Pirates and Planets). This is really the next iteration on that path in that I had a rule set to follow (Ticket to Ride: Nordic Countries), but I was effectively creating a new game that followed that rule set. Therefore, the first thing I really had to do, was to try to understand the existing rule set and try to glean what made it interesting. To begin understanding the rule set, I needed a mechanism to organize and visualize the patterns of those rules – for me, the tool of choice for this task was Microsoft Excel.

I started by cataloging every length of track from Ticket to Ride: Nordic Countries. Namely, for each track, I cataloged: the two cities it connected, the length, the color, whether it shared the path with another track, whether it was a tunnel, and how many ferry segments it contained.

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Ticket to Ride: Iceland

My big project lately has been a redesign of an existing board game. My stated goal was to take Ticket to Ride: Nordic Countries and design a new board and ticket cards for Iceland. In this case, I wanted to use all the same common components (train markers, train cards, etc), but have a completely new game on the back of the existing board.

The following shows the results of the construction. I’ll describe the design work (read: spreadsheets) in a later post.

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Painting Space Ships

It’s been a while since I have done some painting, but I recently had some time off, and a real desire to paint some of my Firestorm Armada ships. I don’t really enjoy painting that much in most cases (I vastly prefer assembling models), but for some reason I enjoy painting my space ships. Part of it is that they are simple enough that I don’t have to worry about getting bogged down in the details. Also, they are not people, which, for me, is a significant bonus. While I haven’t really gotten to painting my tanks in Warhammer 40K, I do enjoy painting my warjacks in Warmachine. In any event, I have pictures.

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Enhancing Pathfinder ACG

One of the things that I have done a lot since I got my 3D printer is make game enhancements. There are oftentimes things that I can do to make a game smoother, easier to set up/tear down, or better organized. For Pathfinder, my group struggled a bit with location deck organization. Using the recommended setup, our group found that location decks took up a bit too much room on the table, and, inevitably, someone would need access to the deck on the opposite side of the table.

To help alleviate this problem, I designed location card holders.

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Pathfinder ACG

I recently started playing the Pathfinder Adventure Card Game, and, though I haven’t played it very long, I am intrigued by the design space it explores. In some ways it reminds me a bit of an MMO world, everything has a little bit of fluff, and they all interact to make a living world in a sort of fractally generated way (even if, at times, it’s somewhat chaotic or mixed up – but I don’t worry about that). Each card has a plot element associated with it, each location has a micro-story with mechanics to back it up, each scenario is the leg of an adventure with its own goals, and each adventure has an arc. While it certainly fits into the “role playing lite” segment of gaming, I’ve found it a nice reprieve from Descent with more of a focus on story, and less on the dungeon crawl.

Mechanically, I also find the game pretty sound. I was a bit worried going in that the combination of dice, player decks, location decks, and the blessing deck would get pretty chaotic and squash any meaning from player choice. However, after playing it, I found that they actually do a pretty good job of making choices matter (which, I believe, was one of the explicit design goals).

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…And I might as well play them

It’s been quite a while since I blogged, but I wanted to kick things off with a post about a new game that I got from a friend – StarDrive. This one has been on my steam wishlist for a while, but I’ve mostly been watching to see how it develops. However, I’m glad someone picked it up for me, because otherwise I might have missed out. Below is my impression learning the game, and my thoughts from 3 hours in.

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On Rogue-likes

I picked up Torchlight II as part of the Steam summer sale (ah, yes, that was a while back), and I immediately reinstalled Titan Quest. Titan Quest is probably my favorite Rogue-like of all time, so has become a benchmark of how I think about them. Now that I’ve played Torchlight II a bit, I thought I would take a stab at some of the things that I like about various Rogue-likes, in particular: Diablo II (with Lord of Destruction), Titan Quest (with Immortal Throne), Torchlight II, and Path of Exile.

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