I dreamed a lot last night. This included two boardgames which occurred either the evening before or at an event like BoD or KapCon
The first was actually card-based, but was played a scored on a board. I remember that the board and art on the cards were of excellent quality and I felt it was good value at $40, although I may also have found it on a sale table. Rarely, it was one I had purchased without plying before. I also remember explicitly calling out what company it was made by although I can;t for the life of me remember who now. The cards (in the deck I was playing with) had names like "Plague of Orcs", "Gravediggers Curse", "Troop Levy" and "Tower of [something]" (the picture was a dark, square-crenellated tower on a hill).
The mechanics were that there were 3 slots on the tableau (per player) where you played cards, and each card had three abilities, which one activated depended on which slot it was placed in.
- the first slot was purely for the point value on the card
- the second slot modified the first card played - usually either multiplying the points or changing the card type. These weren't always beneficial.
- the third slot could retain it's card between rounds (so you didn't always play into it). The card here would affect something else about the game - the only explicit two I remember were giving you an additional scoring stack (then discarding), and forcing your opponent to clear his 3rd slot. I suspect others might include extra points for particular types of cards, a larger hand/draw size or forcing the opponent to discard/draw fewer.
Once all three slots were full the first two cards went to a scoring stack and points were recorded. This was the most recent scoring stack and the top card of any other scoring stack in the line was also scored again.
It seemed there were two ways to handle drawing cards (agreed before the game) - draw one, consider, pick a slot, draw second ... kind of ala Biblios, or from a hand of 5 drawn up to full at the beginning of the turn.
I'm not clear what the winning conditions were but probably most points once both decks (two players) were exhausted.
At some point instead of physically we started playing this pseudo-electronically using an overlay - it wasn't even an interface yet more of a wireframe - developed by
morbid_curious. The focus shifted away from the game to feedback on the wireframe which then became intended for a study examining how the order in which questions were asked - or more specifically how the images accompanying earlier questions affected peoples answers to later questions in the series.
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The second game had an outer scoretrack (scores started at 100 for reasons which will become apparent later) and an inner numbered track winding its way from on end of the board to the other. On this track each player had 3 or four tokens starting at various points and there was a dragon token which started at 0. The mechanic was rolling two dice each of which you could use to move one of your tokens and the sum of which your scoretrack marker moved, and another dice which moved the dragon token.
- if you managed to land one of your tokens on another of your tokens you could thereafter move them as one
- if you managed to land one of your tokens on another player's token you could have it removed from the game.
- If the dragon landed on or overtook a token it was removed from the game and if it was another player's token the person who rolled the dice moved back the number of spaces on the scoretrack that the token had reached on the inner track.
- The game was be won by having the
lowest score when there was only one (or fewer) surviours or the dragon reached the end of the inner track (I've an idea that if you got a token off the end of the inner track it was "safe" but that's not clear. At one point it also seemed there was a way for the dragon to get onto the outer track and nom on your score markers.)
My opinion on this game was that it was probably too snakes-and-ladders-y and dice driven, and wouldn't stand up to much replaying.
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I was able to pick out the influences for most of the mechanics in these two games, including the little card game M is developing and brought along to SAGA on Thursday to playtest.
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Other dreams for the night that I remember parts of featured some form of mechanical trade fair or show, getting my hand nicked by the tail rotor of a helicopter just starting up (just a scratch - mmm nommy blood), missing a couple of phone calls and some very pleasant encounters with willing young ladies.