Results tagged “card games” from The Gameshelf

RFTGScreenSnapz001.pngTurns out that both of the card games I wrote about Monday have officially sanctioned online versions. Dominion’s had an internet-playable implementation on the beloved BrettspielWelt for some time, but I only today got around to trying Race for the Galaxy’s computerized counterpart (pictured here). Both games are perfectly functional and free to play, but have a cost in… well, let us say that a polished user interface is not the top priority of either effort.

The brazenly unstyled HTML of Keldon Jones’ Race for the Galaxy page lets you know from the start that he isn’t out to impress you with a razor-sharp UI. But if it’s Race practice you’re after, I find his solution far more satisfying than the solitaire variant that comes packaged with the card game’s first expansion set. Keldon has been developing this AI in the sunshine for nearly a year, updating it frequently, and it’s very good. It consistently kicks my butt, anyway, whether with the base deck or any of the expansions — every one of which the programmer has implemented, and which you can mix in or out before each game.

In the tradition of one-hacker game-adaptation projects, obsessive focus on the rules and AI leaves the UI a secondary concern. Even with the simplest setup, it’s hard to tell with this Race board when anyone draws cards, for example, or which turn-phase is active. However, it quickly earned my trust that it wasn’t skipping any of the growing pile of interacting rules-exceptions that build up over the course over a single game. The requirement for every player to perform their own bookkeeping represents the weakest part of the physical game’s UI — one that I mess up all the time, to the annoyance of my friends, who grudgingly allow me to draw the bonus card I forgot to draw two phases ago. But this computer game quietly makes a non-issue of it, and I like that.

The day I skunked MacCribbage

If you’ll permit me a bit of silly personal nostalgia:

skunk.png

I came across this screencap, dating from the summer of 1994, while pawing through some old files. Apparently I managed to skunk my Mac at Cribbage — that is, I crossed the 121-point finish line before it hit 91 points, which my dad taught me counts as a double-win, especially if you’re playing for stakes — and was so thrilled with my achievement (and perhaps chagrined that the final scoreboard didn’t acknowledge the mustelid nature of my victory) that I took a screenshot and filed it away.

Please note that the size of this image was the size of my entire monitor at the time, at least in terms of resolution — when projected upon my screen via jet-age electron-gun technology, it measured 12 inches along the diagonal.

Incredibly, MacCribbage’s homepage still exists. Despite the page’s year-one webdesign (and, indeed, an on-page timestamp reading 3/14/95), you can still download the game there, though it’s been many years since any Macintosh computer has shipped with the means to run it.

Meanwhile, the game’s author, Mike Houser, has carried his work into the future with an iPhone version. My heart aches to see the stylistic differences in those two pages’ screenshots, comparing the pixel-perfect artwork of his 1990s work with the flat, anti-aliased color fills of the 21st century adaptation. Fortunately, he still sells a handful of Mac OS X-friendly solitaire games that make use of his charming original deck art, including those smileymac-visaged court cards.

The Race to Expand your Dominion

expanding colony028.jpgThe only thing worse than a flawed expansion to a good tabletop game is listening to some know-it-all groan about it. Complaints about expansions, after all, suggest their own unbeatable counterargument: So, don’t play with the expansions, then! It’s not like eschewing an expansion makes the basic vanilla game suddenly stop working, right? Perhaps we don’t enjoy Knightmare Chess, but we don’t therefore conclude that the original game is forever spoiled.

So, in an attempt to turn such grumbling into an essay worth reading, let me turn it around: I hereby declare that it is not just desirable but possible to design an expansion set for a good game in such a way that actually improves the game as a whole, rather than simply making it larger. So this fact makes it that much more disappointing when a solid game releases an expansion that adds stuff, but fails to add an equal-or-greater amount of fun. Fair enough?

As it happens, I can find one example of each between two often-compared games of recent vintage. Dominion (Donald X. Vaccarino) and Race for the Galaxy (Tom Lehmann) are both quick-playing card games that have earned tremendous cachet from tabletop gamers in the last two or three years. (The Gameshelf has itself ruminated about both games, via Kevin and Zarf, respectively.) Both proved successful enough to spawn several expansions apiece; Race got its third such set into print earlier this year, and Dominion — despite being a slightly younger game — will see its fourth in stores by the holidays.

Let’s look at Race for the Galaxy’s general expansion philosophy. What comes in each of its little boxes?

Anomia

I went to a game night this past week at my FLGS (friendly local game store). One of the new games I played was Anomia. It’s a fun little quick-thinking social word game. It’s pretty similar to Jungle Speed but with words instead of grabbing. If that doesn’t tell you everything you need to know, read on.

In Anomia, there is a face-down draw pile of cards. Each card contains one of 8 or so symbols and a category (“Shampoo Brand”, “Restaurant”, “Radio Station”, etc.). On your turn, draw a card and place it face up on top of a pile in front of yourself. If at any time the symbols on two players’ top-most face-up cards match, those players race to name something from the category on their opponent’s card. Whoever manages to get something out first gets to take their opponent’s card as a point. Play continues until the decks run out.

There’s a nice tension between your turn and everyone else’s turn. When it’s someone else’s turn, you know what symbol is face up in front of you, so you’re just looking to see if that one symbol turns up. But on your turn, once you turn up the card, you have to see if your new symbol matches any of the other three. Switching back and forth between those modes, especially if everyone is playing quickly, is very mentally stimulating. And there are a couple of twists thrown in, in the form of wild cards (where it declares two different symbols as matching in addition to the normal matching rules) and lower cards being revealed when a card is taken for scoring (we had a chain of three scores in one of the games we played).

There was quite a bit of laughter in the game, and I think everyone had a good time. The game comes with two different decks, and after we played two games in a row with the same deck and found some of the same answers coming up, we made the rule that you couldn’t say something that had already been said, which made it even more interesting. And I can’t pass up the opportunity to mention that one of the points I scored with the category “Palindrome” was “Able was I ere I saw Elba” (generally, the shorter the response, the more likely you are to score a point, since we were awarding the point to the person who finished first, not started first).

And since I’m known as the person who hypes local things on this blog, I’ll mention that the game was self-published by someone living in Boston.

Sevendeck now on sale

A plug for a little bit of local craftiness:
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The Sevendeck is a deck of playing cards containing seven suits of seven numbers each. The suits are ranked both by color (ROYGBIV) and by the number of angled corners ("points") on their pips. As with a regular deck of playing cards, there are several games that can be played with a Sevendeck, with more on the way.

Sevendeck's designers are fellow Bostonian game fans Andrew Greene and Denis Moskowitz. You'll recognize Denis as an occasional poster here, and also as a frequent face on the show (he was Germany in the Diplomacy episode).

I have had the pleasure of helping them playtest some of the games posted on the 7deck.com website, and playing with a prototype deck. The new decks cost eight US dollars each, and they're accepting orders for this first print run only through Nov. 30, so hop to it if you'd like one for the holidays!

Game Design Concepts | Free Games

Ian Schreiber posted his last blog entry for the Game Design Concepts course today. My Russia trip followed by actually working derailed my plans to work along with the whole course, but I plan to go back and finish it some time soon. And you can too! He's leaving the course up, and there is a lot of valuable information in the 20 posts. In his last post, he says that he plans to do a class with a similar structure next summer, but this time on game balance.


I just won my second free game from Out of the Box. They have a contest in each monthly newsletter (you can have it emailed to you or you can grab it from their website), where you usually have to solve some kind of puzzle associated with a game. They have 25 winners each month, either the 25 best answers or randomly selected from all the correct answers. I won a copy of Letter Roll a few months ago, and I was just informed that I won a copy of Super Circle Stacking. I'm not sure how fun either game is yet, but, hey, free games!

Wishing Well

Last weekend, I visited my FLGS and picked up two games. Both were expansions, Dominion: Intrigue and Citadels: The Dark City Expansion (an older expansion, but not one I'd run across before for some reason). And there was a bit of interesting synchronicity: both games include a card called "Wishing Well". I did a brief search but couldn't find any other card games (collectible or otherwise) that contain a card called "Wishing Well".

Does anyone know of any other games with a "Wishing Well" card?

Games in Russia

I'm in Russia for 2 weeks. I thought it would be relatively easy to find a game shop in Moscow, find some nice games that haven't been released elsewhere, and bring them back home to play.

It turns out that adults in Russia play three games (if they play any): chess, backgammon, and a card game whose title translates to "Fool". I asked a number of people about other games, the kind of European strategy games I was hoping to find, and they were all baffled, suggesting that I should check out stores for children.

Well, there are games in stores for children, even some things like Settlers of Catan and Carcassonne. I didn't see any games that seemed to be Russian originals (except for uninteresting-looking games for little children). I saw a few that might be, but my Internet access has been almost non-existent here, so I couldn't easily check things out.

Someone asked me the other day if I could see myself living in Moscow. I had to answer that I couldn't, and one of the reasons is the lack of gaming culture among adults here (at least that I could find; I imagine there might be something among some small subsets of university students).

We gave a couple of games as gifts to people we were visiting: Modern Art (which I just recently played for the first time) and Coloretto. I doubt that the copy of Modern Art will ever get played. We managed to play several games of Coloretto with the people we gave it to (relatives), and they seemed to really enjoy it, but I imagine that the next time they will play it will be the next time we visit.

I'll have to investigate Russian gaming culture more once I get back home, so that I'll be prepared for my next trip here (probably in two to four years).

Game Design Concepts: Level 2

I'm not necessarily planning on doing a post for every lesson (twice a week for ten weeks), but I thought I'd post today since I made two games.

Today's lesson talked about what game design is, the iterative process, and the benefits of paper prototyping. The readings were the second chapter in Ian and Brenda's book and an article by Doug Church.

At the end of Chapter 2 of the book are five challenges. The first challenge is basically the same as the challenge from Monday, so I decided not to repeat that. Challenge 2 is to make a territorial acquisition game, and Challenge 3 is to make an exploration game. I did both of those, and I'll present them next. Challenge 4 is to make a game with the mechanic of picking up things by passing over them, like you would in many video games. I have the germ of an idea, but I want to think about it a bit more, since this is a bit tougher than the previous challenges. Challenge 5 is an "Iron Designer Challenge", similar to Iron Chef, where two teams are supposed to work on the same design. I may or may not get to this, as it is fairly specific (make a game about a Civil War battle without using territorial acquisition or destruction of the enemy as the primary mechanic), and I think this kind of specificity would make the resulting game interesting only if there were others to compare it to. Of course, there are 1400 people taking this course, so I may end up doing it.

Now, on to the games I made today. I welcome any feedback on the games.


The first game is a territorial acquisition game. I couldn't come up with a good name, so I'm just calling it Outgrow.


(Pictured above: The endgame of Outgrow. The four players were blue/purple, green/yellow, red/orange, and white/clear.)

Game: Outgrow

Players: Two to four

Theme: Each player represents a fungal colony, trying to outgrow the other colonies in the limited space available.

Materials: chess board, two Icehouse stashes for each player (10 each of small, medium, and large pieces)

Setup: Each player places a medium piece from his stash in a corner of the chess board. Randomly determine the first player.

Gameplay: A player may make one action per turn. There are four allowable actions:

  1. Grow a small piece into a medium piece.
  2. Grow a medium piece into a large piece.
  3. Make a medium piece spawn. Place two small pieces orthogonally adjacent to the medium piece, then replace the medium piece with a small piece (if you run out of small pieces, use a medium on its side to represent a small).
  4. Shoot off a spore from a large piece. Place a small piece up to three spaces away from the large piece in a straight line, either orthogonally or diagonally, then replace the large piece with a medium piece.
The one constraint is that you may not occupy a space that is already occupied.


Game end and winning: The game ends when there are no more empty spaces on the chess board. The winner is the player occupying the most squares. If there is a tie, then the winner is the tied player who has the larger pip count (small = 1, medium = 2, large = 3). If there is still a tie, then the winner is the tied player who had the fewest number of turns.

Analysis:I played one test game with four sides, and the final scores ended at 17, 17, 16, and 14, with one of the 17s having a medium while the other one had all smalls. Interestingly, the tied players started out by spawning their medium, and the other players started out by growing the medium to a large.


The next game is an exploration game. I've been interested in games that use a tarot deck where each major arcana has a different special ability (and this is now the second time that I'm mentioning that I intend to post about that here at some point, and maybe this will actually inspire me to do so), so I decided to make this game with a tarot deck. I didn't manage to get a special ability for each major arcana, but I think I got a decent selection of abilities. I may come back to this game idea and flesh out more powers (feel free to suggest some!).

Game: Tarot Dungeon (I couldn't come up with a decent name for this game, either)

Players: Two to four

Theme: Each player is a representative of one of four major powers who are working together to explore a dungeon and loot its treasure. Of course, each player has received secret instructions to get out first and seal the rest of the players inside.

Materials: tarot deck (can use a regular deck plus counters in seven different colors)

Setup: Separate the tarot deck into the major arcana and the minor arcana. Shuffle them separately. Put the minor deck in the middle of the table and set the major deck off to the side. Each player should choose a different suit (cups, disks, wands, swords, or whatever your deck uses). Randomly determine the starting player.

Gameplay: There are two phases to the game, going into the dungeon and leaving the dungeon. In the first phase, the starting player flips over the top card of the minor deck. If it matches his suit, he sets it in front of him and draws the top card from the major deck (he's found a treasure!); otherwise, he puts the card in the discard pile. Play continues clockwise until the minor deck is exhausted. (In the unlikely event that the major deck is exhausted, then play continues as normal, but new treasures are not drawn.)

This is the end of the first phase. All of the treasure has been found, and so players must race to the exit.

The first player of the second phase is the player with the least number of treasures. If there is the tie, then the first player is the tied player who went closest to last in the first phase. Reshuffle the minor discards (but not the ones that the players have kept) to form a new minor draw deck. The first player flips over the top card of the minor deck. If it matches his suit, he keeps it (separate from the cards drawn in the first phase); otherwise, he discards it. Play continues clockwise.

Game end and winning: The game ends when one player has collected five cards in the second phase. That player is the first to escape the dungeon, and he triggers a collapse, sealing the other players in the dungeon.

Treasures: Each treasure has a special ability. On a player's turn after he has flipped over a card (or sometimes before; see the list of abilities), that player may discard a single treasure card in order to activate its special ability. Once the active player has played a treasure card or passed on the opportunity to do so, each player in turn order has the option of playing a treasure card or passing. This continues until every player has passed in turn (i.e., there have been four passes in a row). A player may play more than one treasure card (assuming he plays one, then someone else plays one), and a player may pass but play a treasure card later in the round (assuming someone else plays a treasure card).

There are seven abilities, as follows:

  • Flip 2 - The player flips two cards instead of one. This is played before flipping. (Assign to major arcana 0-3.)
  • Denial - This is played when the active player flips a card that matches the active player's suit. That card is discarded. (Assign to major arcana 4-6.)
  • Leavings - This is played when the active player flips a card that matches your suit. You get that card. (Assign to major arcana 7-9.)
  • Counter - Nullifies the effect of the last-played treasure card. Note that a counter can be countered, which would let the original treasure card stand. Also note that Flip 2 can be countered (you go around playing or passing after a Flip 2 just as you would after a card is flipped). (Assign to major arcana 10-12.)
  • Double - If the card flipped is the same suit as the last card flipped, take the card that was just flipped. (Assign to major arcana 13-15.)
  • Weak Force - Take a card that you just flipped, even if it does not match your suit. (Assign to major arcana 16-18.)
  • Strong Force - Instead of flipping a card, simply take the top card. This may not be countered (but you might end up taking a card of your suit, thus wasting this treasure). (Assign to major arcana 19-21.)

Analysis: The idea is that the player with the most treasures will be bogged down the most, so they will be slower in getting out. For the second phase, in the minor deck, there will be the most cards matching the suit of the player with the fewest treasures. So theoretically, that player's lack of power will be balanced by their being more likely to flip a card that matches their suit. In the two test games that I played with four sides, one game was won by the player with the most treasures, and one game was won by the player with the fewest treasures. It's unclear whether the players in the middle are at a disadvantage.

Humor in Boardgames

After playing a game of Galaxy Trucker last night, I was pondering "funny" games. The post-game discussion consensus was that GT is "funny like RoboRally" as opposed to "funny like Munchkin.

In Munchkin-funny games, the components are funny. The cards have funny names or flavortext, and it's amusing to be attacked by thousands of orcs while you have a duck stuck to your head. I'd put Illuminati and Chez Geek in this category as well (not that Steve Jackson Games has a monopoly on these). These games are very funny to begin with, but (to me at least) become less amusing as you become more familiar with the cards. It's probably no coincidence that Munchkin and Chez Geek have a lot of expansion sets.

In RoboRally-funny games, the gameplay is funny. You make plans, you have an expectation of what will happen - and then something completely different actually occurs. Instead of sprinting along the conveyor belt and jumping off just as you reach the flag area, someone accidentally pushes you onto a turning block and you sprint in the entire wrong direction, jumping onto the conveyor belt that throws you into a pit. I'd also put Wiz-War and maybe Fluxx in this category. These games don't sound as funny on first glance or on a read-through but in actual play both the players and bystanders were laughing raucously as our Galaxy Trucker ships got blown to pieces by asteroids and pirates. These games stay funny as you play them.

A funny subject or cards, like in Munchkin, can be applied to a very strategic game (I'm sure there's some way to make Go funny) but RoboRally-funny games are by definition not strategic at all. I'm sure some people would be too frustrated by this to enjoy the game but I really like them.

Dominion and Race for the Galaxy (but mostly Dominion)

I went to a game night last week at my FLGS, Eureka! Puzzles and More, and I played Dominion. I had such a good time with it that I went and bought it immediately following the game night. I then played it the very next night with the same people I'd played it with at the game night, and then again quite a few times at a party last weekend instead of being social. It's one of my current favorite games.

Everyone starts with an identical small deck of ten cards consisting of money and victory points (worthless until the end of the game). You start out by drawing five cards, and then each turn you use some of them, discard all five, and then draw five more. So after the second turn, you're left without a deck. No problem! Just shuffle your discard pile, and that becomes your new deck.

The fun part comes with what you can do with your money. There is a common supply of cards in the middle of the table, each with a cost. Besides being able to buy victory points and money, there are also 10 types of action cards chosen from a set of 25. The rules list a suggested set of 10 cards to use for your first game, and they also list four other sets that you can use. There are 10 of each of these cards, more of each of three denominations of victory points, and more of each of three denominations of money. The game ends when any three of these piles are empty (i.e., people have bought the cards).

So what do you do when you buy a card? You put it in your discard pile. So you're adding it to your deck, but you don't get to use it right away. What you're doing, then, is slowly building your deck up so that it becomes able to do more and more, eventually letting you get victory points so that you can win the game.

I would almost describe this game as a multiplayer solitaire. Yes, there is indirect interaction with the other players in competition for the action cards (if you buy up most of one type, that leaves fewer for the other players), as well as some bits of more direct interaction through several of the action cards (there are action cards that attack other players, doing things like messing with the top of their deck, making them discard cards, and giving them curse cards worth negative victory points). However, mostly you're just playing your own game, trying to keep your deck balanced between action cards and money—you can only play one action card per turn (although there are action cards that give you more actions) and can only buy one card per turn (although there are action cards that allow you to buy additional cards)—while trying to decide when to add some space-wasting victory point cards (remember, you only draw five cards each turn, and every victory point you draw is a slot in your hand that's not something useful).

Most of the games I've played have ended up being races to get your deck working well enough for you to buy victory point cards worth six points. Six points for one space-wasting card is the most efficient way to do things, but it can take a while to get your deck to a place where you're able to buy those cards, the most expensive in the game. There is a second way to end the game, emptying the pile of six-point victory point cards, and this is how most of the games have ended.

Of course, one way (and the most fun way, in my opinion) to decide on the 10 action cards out of 25 to use is to do it randomly. It's almost like you're playing a different game with each combination. There are over three million ways to choose 10 cards from the set of 25 (and of course there are going to be expansions to add even more action cards), and some of those ways can be very different from each other. For example, some games you can have lots of money. The "Big Money" suggested set of cards in the rules is certainly not misnamed, as you can sometimes buy two six-point victory point cards in one turn. In other games, however, it can be a struggle to do anything. A recent game I played included three attack cards and no defense cards (the set of 25 only has one defense card). One of the attack cards gave every other player a curse card, which is bad enough that it gives you negative victory points at the end of the game, but it also takes up space in your deck. Another of the attack cards allows the player the chance to steal money from other players. With those two cards in each player's deck, there was only one six-point victory point card bought the whole game (there are a total of 12), decks didn't grow very large at all, and the total number of victory points in the game at the end was the same as at the beginning (i.e., the total number of curse cards given out exactly balanced the extra victory point cards players bought).

Having played close to 20 games of this so far, I think I can safely say that there's high replay value, and I will certainly be buying the expansions when they come out.


I've read a number of reviews for Dominion, and many of them mention another game, Race for the Galaxy. Most of the mentions are along the lines of, "Dominion is not like Race for the Galaxy." I suppose this is because some people have compared the two, and it's easy to see why. They're both card games, they both have you building up your own little world (in Race for the Galaxy, it's a tableau of planets and developments rather than a deck), and they both severely limit interaction between players.

However, Race for the Galaxy feels much more like a multiplayer game than Dominion does, even though the player interaction seems less important. Whereas in Dominion you can do some limited messing with other players' decks, in Race, you can't effect other players' tableaux at all. For those unfamiliar with the game (and I assume people are more familiar with Race for the Galaxy, since Dominion is much newer), in Race for the Galaxy, there are five phases (explore, develop, settle, consume, produce), and at the beginning of each round, each player secretly picks a phase. Then everyone plays each phase, but any players who picked that phase get a bonus associated with that phase (drawing more cards, spending less on developments, etc.). There can be times you want to do things in two or three different phases during your turn. Being able to only pick one phase yourself, however, gets you to playing the guessing game, trying to figure out which phases your opponents will pick so that you can pick another phase and get the bonus. It's possible, for example, that you want to play the develop phase, but you don't need the bonus associated with it. If you are reasonably certain someone else will be picking the develop phase, then you can safely pick, say, the explore phase, thus getting the bonus where you get more cards. However, if everyone thinks the same way, you could all end up picking the explore phase, and then you will have to hang onto your development card until the next round (when, of course, everyone else picks the develop phase . . . or will they?).

This form of player interaction, being able to do something based on which phase other players pick and giving other players the opportunity to do something in the phase that you pick, makes for a game with a lot more significant player interaction. Now, maybe I'm wrong about this. I've only played three or four games of Race (if you don't count the dozen or so games I've played of the solitaire game, which comes with the first Race expansion—I'd go into that, but this post is already long enough, and this is mostly a post about Dominion), but they've definitely felt much more interactive than any of my games of Dominion.

However, I'd be hard pressed to say which of these games I like better (and their BoardGameGeek rankings are currently 8 (Race) and 9 (Dominion)). The higher level of interaction makes Race for the Galaxy more mentally stimulating, but the constantly changing selection of action cards keeps Dominion very fresh, forcing you to reevaluate the strategy for each set of 10 action cards. Dominion is also quite a bit more friendly to people who aren't into games that are more complex, which means I'm a bit more likely to find people to play Dominion. I haven't bought Race for the Galaxy yet, but if I don't get it as a gift in the next month or so (I've dropped several hints), I will definitely pick it (and its expansion) up. Even if I don't get as much chance to play it with other people, the solitaire game is enough to make it worth the purchase.

I wonder what a solitaire version of Dominion would be like . . . (OK, after typing that, I went and checked BoardGameGeek. There is indeed a thread about solitaire variants, but none of them seem compelling enough for me to want to try, especially when compared to the quality of the Race for the Galaxy solitaire play.)

Games Canon from Creating Games

Disclaimer:I am an editor at A K Peters, the publisher of this book. Sales of this book help my company; thus, I benefit from the sale of this book. However, I don't get any kind of commission or bonus based on sales of this book, so the benefit is not a direct one. Besides being an employee of the company, I also worked on this book, so I am not necessarily unbiased about it.

9781568813059.jpgA K Peters is publishing a book called Creating Games: Mechanics, Content, and Technology by Morgan McGuire and Odest Chadwicke Jenkins. From the authors' website for the book (which contains a full TOC):

"This book is a comprehensive introduction to the process and theories of game development. It is written for academic games courses, professionals new to the games industry, and indie development teams. The book includes worksheets and exercises that cumulate in a game design document."
Basically, it talks about each area of video game development (much of which can be, and explicitly is in parts of the book, applied to board games), in enough detail so that you know what's going on in that area and are able to talk to the people who do work in that area. There's a lot of good stuff in there (I've read the whole book word-for-word, which, contrary to what might be generally believed, is not something an editor in technical publishing does for every book he or she works on), and I think it's something that might be interesting to people who read this blog, even if they never intend to develop a video game.

So, I wanted to put an excerpt up here, and I debated putting one of the meaty chapters of the book up, but I decided that the games canon that appears as an appendix of the book might actually be more interesting for the blog. So, here's the canon. I'll just note that this book is copyrighted by A K Peters, 2008, and used by permission (I asked the publisher). All rights reserved. The book should be out around Thanksgiving, and you can preorder it from the A K Peters website or from Amazon.


The Games Canon
(Appendix F from Creating Games: Mechanics, Content, and Technology by Morgan McGuire and Odest Chadwicke Jenkins)

Famous, infamous, radically innovative, critically acclaimed, or blockbuster successes, these are games everyone in the field should know about. They form the base of prior art. In any field, professionals work within a mainstream culture that references important previous work. These form the critical jargon (e.g., "this painting references Van Gogh's Starry Night") and the cultural context for new ideas.

Research is important in any field. It is how we build on the successes of the past and avoid their failures. You wouldn't try to write a book or create a car without first learning about the ones that preceded yours. When creating a game, you should research previous games. This list summarizes some of the most important games. It is intended as a jumping-off point for further research if a game sounds like one you'd like to make. Read through it to familiarize yourself with the previous work. No game designer would be taken seriously without at least passing familiarity with these titles, and most designers have studied several of them in depth.

For brevity, only the most critically acclaimed (or derided) and popular games are listed. In many cases, a previous game introduced a concept (e.g., Crystal Caverns predated Wolfenstein) but had a minor impact. These also include the games that designers often list as their major influences.

For additional cannon lists, see Lowder's book for an excellent recent review of major board games by famous game designers, boardgamegeek.com for up-to-date Internet ratings, and Wikipedia's best-selling (if not best) video game list at http://en.wikipedia.org/wiki/List_of_best-selling_video_games.

Minicanon

The minicanon contains the bare minimum set of games that you should be familiar with to appreciate the examples in this book and start making your own games. A games course should offer these or equivalents to students at a minimum, and anyone serious about games should own them. Most of these games are explained in more depth in the following sections and referenced throughout the text (see the index for references). Note that these aren't necessarily the absolute best games in their class, according to one specific design criterion, but they are likely the most widely acclaimed, easiest to acquire, and successful.

  • Carcassonne by Klaus-Juergen Wrede is a board game that features tile-laying and semicooperative mechanics. It has multiple ways of earning points, relatively low variance, and deep strategy and is supported by a series of expansions and alternative rule sets.

  • Settlers of Catan by Klaus Teuber is a board game with trading and building mechanics. Settlers and Carcassonne cover most of the mechanics found in modern strategic German board games and clarify the differences in mechanics and business models that distinguish them from ancient games and twentieth-century American games. They have also both successfully been converted to Xbox 360 video games. Puerto Rico is a good substitute for Settlers and features similar mechanics and theme but more advanced play and better balance.

  • Chess is representative of ancient strategy games. It is played internationally from casual to tournament levels and features rich emergent play. Almost everyone is immediately familiar with the basics of the game, and the knight and king playing pieces are challenged only by the six-sided die for the iconic status as the symbol of gaming in general.

  • Go beats chess in complexity (due to the large board), age, and elegance (there are only two rules to the game!). Although less popular in America than chess, many classic mechanics and strategies arise directly from the rules of go, including encirclement, flanking, captures, and variable board size.

  • Poker is a gambling card game that rivals all other games in terms of tournament popularity and purse size. It is exemplary as a classic card game and relies almost exclusively on bidding mechanics, which can be studied in depth through the many variants on this game. Poker is familiar to most gamers and requires only a standard deck of cards to play.

  • StarCraft, or any other major RTS/TBS video game (e.g., Warcraft, Civilization, Populous, Master of Orion, Empire Earth), is a requirement for any game developer. We have a slight preference for the Age of Empires series, which combines some modern RTS UI conventions and elements of casual gameplay to make the games more accessible to new players (and also has a free demo of the latest version). These play like a board game but with mechanics so complex that you need a computer to resolve them, nicely showing the transition from strategy to tabletop wargame to computer game. The character-building RPG mechanics made famous by Diablo and Dungeons & Dragons all appear in RTS games, but the "character" is the army or civilization. Mechanics are at the forefront of RTS games, and these are a celebration of complexity.

  • Half-Life 2 stands out among FPS games. It is exemplary as a shooter, and the engine supports the other popular shooters Counter-Strike and Team Fortress, but HL2 also pushes farther toward storytelling than any other FPS and is among the most technically sophisticated of its time in terms of technology and Internet distribution business model. We believe that the original Half-Life had a better quality balance (HL2's graphics and physics advanced substantially, but the puzzles, mechanics, and story were at the same level as HL1) but believe that new gamers would appreciate HL2 more because they are accustomed to modern graphics and audio.

  • Tetris is iconic as a puzzle and casual game, and decades after its introduction is still considered the standard to meet. The elegant gameplay, tremendous commercial success, and geometric twist on dominoes meets Connect Four make this game a classic. Bejeweled, Hexen, Maki, and other popular arcade puzzle games are directly inspired by Tetris.

  • Guitar Hero and its sequels were neither the first rhythm games nor the first guitar games, but they took the genre to perhaps its natural acme. Guitar Hero 2 and Rock Band (by the same developer, Harmonix, and the moral sequel to GH2) are the best of the series. By combining a physical prop with popular music, these games offer broad casual gamer appeal and have consistently been among the best sellers every year since their introduction. Reasonable substitutes are Dance Dance Revolution (DDR), Karaoke Revolution, PaRappa the Rapper, and Guitar Freaks, although these do not have the same mass appeal.

  • Super Mario Bros. and its many sequels (e.g., Mario 64, Super Mario 3, Super Mario Galaxy) stand out as best-of-breed platformers. These have tight arcade controls for hardcore gamers combined with cartoony content for casual players. They are polished to a shine by Nintendo's development team and feature a Japanese experiential aesthetic that is still grounded enough for mainstream Western audiences. The Mario games are consistently among the best-selling games of all time, and Mario is probably the most recognizable (and longest lived) video game character—the video game equivalent of Mickey Mouse. As with most of Nintendo's most popular games, the Mario games were designed by Shigeru Miyamoto.

  • The Sims 2 and its sequels and expansions are the best of breed (and best-selling) of the god game/pet-raising genre games. These feature most of the mechanical complexity of an RTS, but that complexity is buried behind fiction so compelling that the player's mental model invariably aligns with the artificial characters and not the mechanics. The Sims series is often considered the best-selling video game of all time, taking sequels and expansion packs into account. The game was designed by industry veteran Will Wright, who dedicated it to the memory of Dan Bunten, author of M.U.L.E.

  • Indigo Prophecy is deeply flawed in its action sequences, and the plot goes haywire halfway through the game, yet it is one of the best examples of the potential for interactive fiction. This arcane mystery game features characters that the player will really empathize with and scenes that inspire true anxiety, fear, desire, and awe. Although few narrative games can touch Indigo Prophecy, some other well-respected narrative games include Dreamfall and Jade Empire. The older Lucas Arts games (many by Tim Schafer and with writing by Orson Scott Card) feature rich characterization, humor, and fantastic scenes but only occasionally gripping narratives: The Secret of Monkey Island, Grim Fandango, Full Throttle, and The Dig.

(Read the rest of the games canon, which lists games by category.)

Homebrew tabletop mashups

I have many clever and creative friends who like games. One or another of them will regularly host game-playing gatherings at their homes, where we sink a few hours or more into various tabletop contests. But sometimes, some of these clever and creative people will find themselves a little tired of the well-worn titles, and that's when the combinatory experimentation starts.

quiddler_texas_holdem.jpgI took this photo last weekend, during one such event. The card-based word game Quiddler (published by Set Enterprises) is an old favorite of many-perhaps-most of my gamer friends. My pal Marc, one of the weekend-long game-gathering's hosts, led a groggy Sunday-morning group in inventing the mashup of Quiddler and Texas Hold Em depicted here. Players each held two of Quiddler's letter-cards, and as community cards appeared according to the standard flop-turn-river pattern, players bet on wether they held the highest-scoring Quiddler hand. This photo shows the final round's winning hand in the lower left; it allowed Marc to spell ZITHERS.


One especially memorable mashup I enjoyed several years ago, via the same group of friends, was "Apples to Ideas", a collision of the increasingly well-known party game Apples to Apples (Out of the Box Publishing) with the rather more obscure party game The Big Idea (Cheapass Games). It essentially involved pitching pairs of the green and red apple cards instead of using the standard Big Idea cards, and otherwise playing according to the The Big Idea's rules, which involves rapid-fire pitching of cockamamie startup-company ideas based on the cards you play. We found that this not only led to a much larger pool of cards, but players had to get more creative coming up with (at least vaguely) legitimate-sounding business models based on cards not tuned for this purpose. During this one game, I scored big by playing the card pair [Industrious] [Industrial Revolution], selling it with the slogan The socioeconomic paradigm shift so nice, we named it twice!â„¢

Have you seen, pondered, or even invented and playtested any game-mashup ideas, yourself?

Aquarius drifting into the ether

According to the game's official mailing list, Looney Labs is letting Aquarius drift out of print for the time being, so that they can concentrate more on their core products, like Fluxx and Icehouse Treehouse.

This is kind of a bummer; when I first became a Looney fan around 1999, the game was their most recent release, and so it's always been closely tied to the company itself in my mind. It's the single game that best visually personifies the Looneys' "Hippie Game Company" self-image, with its colorful, Peter Max-esque artwork. And, while a lot of hobbyist-gamers I know roll their eyes at its many random factors, it's definintely the only Looney game that I can consistently get anyone in my family to play!

But, business is business, and I totally understand their decision. In the meantime, you can take Aquarius for a spin online at Volity.net, or via Kory Heath's Javaquarius. If you dig it enough to want your own real-life deck, your best bet is to grab one from the Labs' online store, since they've stopped distributing it to retailers.

Episode #5 - Hidden Roles

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This episode's games:

This show was produced between September 2006 and and March 2007, and prior to that we hadn't done any shooting since the end of 2005! I hope to pick up the pace quite a bit in 2007, producing at least four or five full shows. I think we've gotten better at it; you can see a real jump in quality between this episode and the last one, and I think that the next episode will be better still.

Episode #4 - Tile Games

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[info]prog and [info]mrmorse look at three tile-placement games.

  • Carcassonne, a game of communal map-building and sneaky claim-jumping. We look at the basic set, which was published in the United States in 2000 and remains widely available.

  • The Very Clever Pipe Game, a Cheapass "Hip Pocket" entry that delivers on its title for under five bucks. The two- and four- player variants play quite differently, and we examine both.

  • Pipe Dream (et al), a classic computer game about laying pipe on a grid against a liquid timer. It was a commercial title in the 1980s, but due to its simple concept it's seen many shareware and freeware clones since then. The ones featured on the show include Federico Filipponi's MacPipes and Adam Doppelt's untitled Java applet (which you can find all over the place, in case that link ever goes bad).

The players inlcude [info]cthulhia, [info]ruthling, [info]rikchik, [info]grr_plus1, [info]radiotelescope, marymary, and [info]prog.



This episode features even more music ripped off from Star Control II / The Ur-Quan Masters (a game we reviewed two episodes ago). Our opening song is once again the goofy Orz Theme, and the clangy-bangy number that plays while Matt introduces The Very Clever Pipe Game is the Zot-Foq-Pik Theme. Frungy frungy frungy etc.

The airy music underscoring the opening skit is a composition by the great video game soundtrack composer Yuzo Koshiro for a version of Zork that was released only in Japan for the Sega Saturn. You can find the game's entire soundtrack here.



So, you may have noticed a nine-month gap between this episode and the previous one. The short explanation is that I launched a startup company based around the Volity Network last year, and in December got so deeply involved with it that work on it pretty much precluded every other activity, including any Gameshelf work. All the live footage from this episode was shot at the beginning of December, right before things became crazy.

I would have at least completed editing this episode that month, but at the time I was quite discouraged by the quality of the footage, especially the host segments. Matt and I were mediocre at best in our attempts at scripted skits or game introductions - if we want to keep doing this, we need to either practice more or have a better cueing system. Also, I was dressed terribly; that T-shirt managed to accentuate my programmer's gut, while the clip-mic's drag delicately exposes an off-center hint of pasty white throat-flesh.

While the content of the gameplay segments was great, they also made me sad due to technical problems. The sound levels were way off and at some points barely audible, and sometimes the light was off as well, giving a weird grainy appearance to the Carcassone footage. I fixed what I could in editing but I am not an expert in either, so it's still not very good. You can also hear the players' voices "skipping" during some scenes. At least some of these problems were probably due to the fact that the camcorder I use to export footage onto my computer had been accidentally dropped during one of the shoots, rendering it still working but a bit cockeyed and possibly wonky. So, yes, many small sadnesses.



What's next for The Gameshelf? I'm not sure. I'm still running the company, but have a better handle on my time than I did at the start of the year. On the other hand, I'm going to be taking a day job of some sort soon because the startup ain't paying the bills. I will therefore say nothing now, except that I very much want to continue the show, and am full of ideas about how to make it better. I'll figure something out. Stay tuned. Better yet, stay subscribed through iTunes or something, and you'll get a pleasant surprise sometime in the future. (Which, indeed, may have been the case with this very episode for you.)

If you'd like to watch a video blog about games in the meantime, there is Board Games With Scott. It is different from my show in many ways - it concentrates solely on board games, for one thing, and also focuses more on explaining gameplay than actually showing it in action. But he does a much better job at explanations than we've done so far. Look for future Gameshelfs to gleefully rip off techniques from him.

Episode #3 - Wargames

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Jmac and guest host Joe Johnston take a look at some fairly recent wargames.

  • Memoir '44, an accessible yet rich modular game of tactical engagements between Allied and German forces in World War II.

  • Gnostica, an abstract wargame played on a shifting deck of Tarot cards. Players use colorful Icehouse pieces to represent their forces.

    The players on the show use my copy of the Aquarian Tarot, which, with its pretty but low-key imagery, is my favorite deck for gaming. I marked up this deck with Gnostica stickers [pdf link], which helps tremendously in remembering all the cards' powers and point values in this game.

  • Warsong, a very deep, story-driven wargame released for the Sega Genesis video game system in 1991. I spent much of the summer of 1993 playing this, and now you too can while away the hours on your computer through a Sega Genesis emulator. Finding the ROM is an exercise left to the viewer cough cough.

I did not like this episode as much as a the previous one, mainly because our regular director, Joe Constantine, had to miss the game shoot. (We currently split the show's footage collection over two shoots: one for games, another for the host segments.) Lee Stewart, who usally does camera, did an admirable job filling it as director for that shoot, and I took over camera duties. My camerawork was rather mediocre, though -- check out the vertigo-inducing focal plane misplacement in some of the Memoir '44 shots -- and I didn't get to play any games!

I need to position the cue cards closer to the camera -- that's why I keep looking to the side -- and have a better idea of what I'm going to say. Until then it's the Umm uhh uhhhhm show, at least during my monologues.

Other than all these technical complaints, I think that the episode content is pretty good. And hey, we used the green screen correctly for the first time (for that intro bit with me yelling at the camera). Looking forward to having more fun with that later.

Episode #2 - Space Games

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Jmac and guest host Joe Johnston take a look at space-themed games.

This episode looks a lot better than the previous one, don't you think? It was entirely shot in the SCAT studio with an excellent crew. It actually doesn't make use of a "board-cam" we rigged up to continuously film an overhead shot of the table during games. Maybe I'll edit some of those shots in later, but Joe Constantine did such a good job directing the player-cameras that I didn't really feel the need to do the extra work.

I also mention The Interactive Fiction Competition, a.k.a. the IFComp, as an aside before the first segment. If you want to see (and maybe help judge) the latest efforts from the amateur text adventure creation community, do have a look.

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