MIND IS SOFTWARE – Porting SUPERHOT from the screen to the table

Agent Decker, boardgame, boardgame prototype, crowdfunding, designer tips, game design, Superhot, Talks

Every so often I look for talks about the process of designing games and only found a few. Maybe I’m spoiled by all the postmortems that happen in the videogame medium but I’d love to see something similar from boardgame designers, especially about working with IP or adapting games from one medium to another.

So when Gamedev Camp invited me to do a talk and let me pick the topic, I knew what I had to do! I went with the design process of adapting SUPERHOT from a videogame to a card game.

I hope you find it insightful!

Return to Fortune Tellers

boardgame prototype, Fortune Tellers
The second prototype for Fortune Tellers, 2013

Fortune Tellers is a game I’ve been thinking about for eight years.

Back then I tried two different prototypes. The concept had potential but the gameplay had flaws that I didn’t know how to solve at the time. It was enticing and intimidating, much bigger than the ones I had made before. Shortly thereafter I had to move out of the country and left it behind.

I still think of it regularly because the theme makes me laugh and because – as far as I know – there hasn’t been another game like it. Since it’s something I’d still like to play, I guess I’ll have to make it myself. I hope the added experience will help to cross the gameplay bump.

So, what is this game about? Here is the synopsis:

You are the village’s fortune teller. For years people have come to you in search of insights about health, relationships, business and more.

…until there was something you didn’t see coming: a second fortune teller set up shop in the village and your steady stream of clients has turned into a drip. It’s time to put your skills in practice and regain your reputation!

The only way to make points is by correctly predicting the future. You’ll write predictions, place them face down on the table and then will try to get the other players to do the things you wrote. When they come true, you get to say “Aha!”, show them the prediction and get to feel very smug.

The main design challenge in this project is that there needs to be another game to make predictions about. One lives inside the other and they need to work together. The game needs to have actions that can be predicted, but can’t feel too constrained.

I’m swapping the worker placement mechanic of the original for a rondel and an area majority game to emulate word of mouth around the village. Just like with Cortiça, I started by making a mockup “screenshot” of what it could look like during play to help visualize the full game and how many components it would require. This is what it currently looks like:

Current mockup for Fortune Tellers, 2021

The next step is to turn it into a prototype so it can be playtested. Since the pandemic is still going it will have to be digital, which is a good excuse to finally learn my way around Tabletop Simulator to playtest online. Maybe you’ll get to play it!

Stay tuned!

Analog catch-up

Agent Decker, Blight Chronicles, boardgame prototype, competition, Cortiça, event, Fortune Tellers, media, Talks

Hello, how are you?

So much has happened since the last post, I thought I’d do a couple posts to catch up. This one is about my analog projects, in chronological order:

January 7th: I gave my first talk! I was one of the speakers at Run for the Border 2020 in Dundalk along with Jordan Bradley, Pete Mc Nally and Donal Philips. It was a short talk called “So, you’ve designed a board game. Now what?”. It was about the different paths you can follow in order to get your game published, with the suggestion of using print and play as a way to grow an audience before either showing it to a publisher or trying to release a full/premium version of your game.

I’m not used to public speaking so I must have made all the newbie mistakes but the reaction was very positive and I would like to do it again.

Thank you Ellen!

May 13: Agent Decker was featured by Shut Up & Sit Down! During the quarantine they’ve started looking at both solo and print and play games and they noticed mine! I’ve been a fan of theirs since their first video nine whole years ago, so this was an honor.

“On the off chance that you’ve not played a deckbuilding game before I would say print off Agent Decker immediately.” – Quintin Smith

July 27: It was a long journey but I finally have my copies of Blight Chronicles: Agent Decker. Nine months after the backers got theirs so I might have been the very last person to get one. Board & Dice decided to make it a kickstarter exclusive after the campaign was over so unfortunately you won’t find it in stores but there is the option of getting the print and play version online.

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They even sent extra goodies like the add-ons, playmats and the smaller version!

On the same day I submitted my first entry in a Button Shy design contest, but that deserves its own blog post. Soon. 🙂

Oct 2: Recently I felt inspired to go back to Fortune Tellers. This is a prototype I was working on 7 years ago. At the time the mechanics had some issues but I was enamored by the theme. Now that I have a bit more experience I might be able to do something with it, even if it means I have to scrap the mechanics and start fresh.

This is what it looked like back then.

I can’t stop thinking about this game. I don’t know of others like it, which makes me feel like I am on the verge of creating something original and that feeling is so great that I want to share the process with you. Step one was bringing the blog back to speed.

Can’t wait!

One step forward, two steps back

boardgame, boardgame prototype, game design, playtest, Public Squares

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Want to know what’s been happening with Public Squares?

1 – Rules and scoring systems

I’ve been experimenting with sets of rules and scoring conditions to motivate the players to create patterns, and it’s dawning on me why I haven’t really seen other games attempting this. Even though the brain is great at spotting patterns, turning them into an elegant, intuitive rule set is not easy. If you’re not careful there will be optimal patterns and every grid will end up looking very similar.

Ideally the players should be able to rotate shapes and patterns, even mirroring them across the grid. I created a few rule sets which do this in theory, but scoring them at the end of a game took as long as the game itself and resulted in three digit scores. Exhausting!

 

2 – Shapes

One of the core concepts for Public Squares is to use the pips of standard six-sided die as the shapes that fill the grid. When you take a die you can use a hammer to chip away blocks you don’t want, and then draw the remaining shape.

publicsquaresdie.JPG

After playing just a couple games, I began to notice a pattern. My largest area was ALWAYS composed of repeated X shapes.

Looking at the die faces it’s obvious why. Out of the 6 possible shapes, 5 of them help you make an X! Even without modifying the shapes, you can get an X by combining 1 and 4 or 2 and 3, making it a safe bet.

It would be easy to create six new shapes which correspond to the numbers, but then the game would lose one of its unique features. Fortunately I have a few ideas on how to deal with this one!

 

3 – Other Games

One of the ways to test rules systems is to cut most of them and bring them back one by one, to see where they break. I always learn something when I do this, and would suggest you to do the same.

While experimenting I stumbled on a couple of rule sets which were a lot simpler but showed promise. I tried them out and they were fun!

That evening I found not one but TWO games which use the same concepts:

  • Criss Cross (Reiner Knizia): Roll two dice, draw the resulting symbols orthogonally adjacent on your grid. In the end, check how many times each symbol appears in each line and column to know how much that line/column is worth. Add them up to know your score.
  • Mosaix (Christof Tisch): Roll four dice, arrange them into a shape (reminiscent of a tetramino). Every player fits them in their grid. Their goal is to create several big areas composed of the same symbol.

This was eye-opening. These games are so close to my goal that I’ll have to take a few steps back and find a new direction for it.

Glad I found them so early in the process!

Public Squares

boardgame, boardgame prototype, game design, playtest, Public Squares

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Last week I woke up at 5 in the morning with an idea for a roll and write game about Portuguese cobblestones. How could I ignore it?

In Portugal the ground is paved with limestone, often in intricate patterns that go from geometrical to historical. These are so common that, in their routine, most people forget to look down – myself included.

I only started appreciating them when I left the country and saw how grey and monotonous foreign sidewalks were.

calçada portuguesa

The main concept of the game is:

 

Each player is in charge of their own square, which they will decorate using the patterns they rolled. Players take dice, chip pips away using a hammer and draw them on the sheet. Negative space is important, as players score by creating patterns.

How does that sound?

I’m calling it “Public Squares” for now, a suggestion from Carlos Leituga!

This is very different from the other games I’ve designed so far but that’s part of the appeal for me. So much hinges on the scoring system, but that’s a topic for a future post.

Stay tuned!

Game news!

Agent Decker, Blight Chronicles, boardgame, boardgame prototype, Multiuniversum, Project Cthulhu, Superhot

Hello everyone!

Here’s a recap of news that have been shared in other social media over the last months:

SUPERHOT: The Card Game has been released in China thanks to Super Banana Games! It’s amazing to see my games travelling to countries where I’ve never been.

 

Multiuniversum: Project Cthulhu was reprinted! When the Kickstarter launched it was meant to be exclusive, but it sold out rather quickly due to its great reviews. You no longer have to go insane looking for the last copies, just check Board & Dice’s shop!

 

One of my favorite things about print and play is that it allows (and even motivates) the players to get creative and if they love the game some players take their copy to the next level. Look at BGG user BulldogBite’s awesome Agent Decker build!

 

Blight Chronicles: Agent Decker

As for the progression of the development and design perspective, we’re almost there, and we can see a bright light there at the end of the tunnel. On that note, we’re working hard with David Decker while Zoe and Hideaki are waiting for their turn since we want to have a solid base game before inviting other agents on the mission.

Since working on a game with multiple paths is challenging and we had to develop our own tools to be able to work together from different countries. One tool allows us to access an editable version of the cards at any time, without depending on software licenses and the other allows us to save the game. Saving allows us to “load” the game from that point instead of having to restart every time, and helps us see which cards we picked on our most successful runs.

Now let’s get back to work!

Blight Chronicles Designer Diary 2 – Your Mission

Agent Decker, Blight Chronicles, boardgame, boardgame prototype, crowdfunding, designer tips, game design, Superhot

Missions are a key part of Agent Decker.

The original game had a fixed sequence of five missions:

Agent Decker (full art version) by Sara Mena

For added variability SUPERHOT: The Card Game ditched the fixed sequence and instead had a deck of goals to draw from. The further you are in the levels, the more goals you draw.

SUPERHOT: The Card Game by Paweł Niziołek

Due to its heavier focus on story and progression, Blight Chronicles needed a new system.

First let’s clarify the terms: in this game “Mission” refers to the whole campaign, which is divided into “Stages”. Stages define the goals you’ll have to complete in order to progress through the Mission.

One of the challenges of letting the players customize their own deck throughout the game is that, depending on the player’s choices, some goals might become too easy and there’s even a risk of them being solved instantly once the setup is done. This, combined with our motivation to make the goals more challenging and engrossing, lead to the current system:

Multi-goal stage cards!

Blight Chronicles (work in progress), artwork by Ramses Bosque and graphic layout by Paweł Niziołek.

As you can see, the goal is “Discard 6 Mixed resources to jump over the fence”, but did you notice the 1-star requirement before it? That means you can’t complete it right away.

You see, before the start of the stage a briefing will inform you that you’ll need a pair of Night Vision Binoculars in order to keep a low profile when infiltrating the enemy complex.

Blight Chronicles (work in progress), artwork by Ramses Bosque and graphic layout by Paweł Niziołek.

As part of the setup for the stage the binoculars are in the Obstacle Deck and will eventually make their way to the line. When you manage to eliminate the Guard House you get two things:

  • The Night Vision Binoculars, an item that you can use from now on.
  • A star token (currently named Event), which is placed on the Stage Card.

Now that the requirement is met you can finally complete the goal!

I won’t spoil the other goals but I hope you can see the potential of this system! We’re having a lot of fun coming up with different ways to use it.

“Special Setup”? “Visibility”? What could those other icons mean? Stay tuned for the next Designer Diary!

Blight Chronicles Designer Diary 1 – Expanding Agent Decker

Agent Decker, Blight Chronicles, boardgame, boardgame prototype, crowdfunding, designer tips, game design, Superhot

Welcome to a series of posts about the design and development of Blight Chronicles: Agent Decker, the expanded official release of Agent Decker, published by Board & Dice.

Agent Decker’s campaign is designed around a sequence of five missions.

The good part is that they give the players new objectives along the way, forcing them to adapt as they’re gradually forced outside their comfort zone. The bad part is that this only works once. Once you know the missions and how to beat them the mystery is gone and you can prepare for them in advance.

– From “SUPERHOT: The Card Game – Designer Diary 3

The design for Blight Chronicles started from that very problem and arrived at different solutions, for three reasons:

  • Story: While it seems subtle on the surface level it is an important part of the process because it informs the design of every card.
  • Progression: The feeling of progression where you’re gradually facing stronger obstacles as your gear (hopefully) improves.
  • Relevance: The original Agent Decker files are still available online and Superhot: The Card Game is in stores, so why would you play this one instead?

The obvious solution to increase replayability was to leave the obstacles deck untouched and simply increase the amount of goals you need to complete. Instead of a fixed sequence of 5 missions you would have multiple goals for each mission. During setup you shuffle their pile and draw one for each – face down so you can’t fine tune your deck in advance.

Simple!

The thing is, this time I am not designing alone.

This is a co-design with Matt Dembek, who was so inspired by the original game that he wanted to expand it in pretty much every aspect. I can’t wait to tell you what we’re working on, starting with how we changed the missions.

Blight Chronicles: Agent Decker is coming to Kickstarter soon!

Game News!

Agent Decker, Blight Chronicles, boardgame, boardgame prototype, crowdfunding, Multiuniversum, Superhot

Hello everyone! You won’t believe how much has happened since my last post. Here are the highlights, one project at a time:

Multiuniversum

sealofapproval.pngZee Garcia from The Dice Tower reviewed Multiuniversum and gave it a Seal of Approval. What an honor! I’ve been watching their reviews for years and this was a definitely a career milestone.

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As if that wasn’t enough, it also got the Silver Medal at Gamelympics’ “Best Hobbies of the Future” category in Boardgame Blender (39:20)!

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Thanks to Grey Fox Games Multiuniversum is making its way to the USA, featuring a new cover and these cool new scientist meeples. I want one!

BGG user canglingy wrote this fun thematic interpretation of Multiuniversum.

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BGG user Thorin2001 created a Microbadge on BoardGameGeek!

 

SUPERHOT: The Card Game

I demoed Superhot tirelessly at Essen 2017. It has been getting a lot of reviews both in video and in text but this is my favorite so far.

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BGG user jorl created a Microbadge on BoardGameGeek!

 

Agent Decker

852f391935273ba7b0a428605cfaa39d_original.jpg2f08d96390f626e540342c7056901a02_original.jpg3a7f4b0f8a8fe08859d23b963113a837_original.jpg

Board & Dice released a version of Agent Decker with brand new art by Paweł Niziołek. You might recall it was one of the stretch goals from SUPERHOT: The Card Game’s Kickstarter campaign and the fans are loving it online! It’s at 768 downloads at the moment. The number went up as I wrote this post.

Meanwhile the original version of Agent Decker has been downloaded 10.103 times from the itch.io page! What’s your favorite version?

 

Blight Chronicles: Agent Decker

pic3914269_lg.jpg

My next project was announced and its name is Blight Chronicles: Agent Decker. It’s my first co-design, along with Matt Dembek from Board & Dice. I’ll be revealing more information about this one soon and you can get the latest news by subscribing to its BoardGameGeek page.

Now let’s get back to work!

SUPERHOT: THE CARD GAME – DESIGNER DIARY 3

boardgame, boardgame prototype, crowdfunding, designer tips, game design, Superhot

superhot_setup

Agent Decker’s campaign is designed around a sequence of five missions.

The good part is that they give the players new objectives along the way, forcing them to adapt as they’re gradually forced outside their comfort zone. The bad part is that this only works once. Once you know the missions and how to beat them the mystery is gone and you can prepare for them in advance.

Being a print-and-play game the players would have to assemble it before playing, so I wanted to keep the card amount fairly low. Instead of adding more goals I added a high score system. The first goal is to beat the campaign and the second, if the players want to, would be to beat their previous high score.

This lack of replayability was one of the first things I wanted to address in SUPERHOT: The Card Game.

In the original videogame the main objective is to kill every enemy in the level. That’s where my design started, but I quickly ran into three problems. First, it’s easy to lose track of how many enemies are left in the deck, and I didn’t want the players to stop playing to flip the deck over and count.  Second, being a deckbuilding game there was the risk of a player simply adding all the enemy cards in his/her deck in a previous level, preventing the completion of the next one! Third, having a single objective got very repetitive, even if the enemy total would increase throughout. It nudged the players towards building one specific type of deck, ignoring everything else you could do in the game.

To fix this I had to steer a bit away from the original game. Varied goals were added, aimed at exploring the game’s mechanics and obstacles while keeping within the focus of the game: manipulating the level, the enemies and the flow of time. The goals can now be shuffled to give the players a different sequence every time, keeping players on their toes.

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This meant I had to rethink each goal’s difficulty. Agent Decker’s fixed sequence let me control the pace at which the difficulty increases. This system doesn’t. The goals have to work whether they show up at the start of the game or further along, when the challenge is meant to have ramped up.

The solution was simple: more goals!

  • Draw 1 goal for Level 1
  • Draw 2 goals for Level 2
  • Draw 3 goals for Level 3

The difficulty comes from the time flow mechanic and the bullets.

The core structure of the game had to change as well. Once a planned sequence of goals where from time to time new cards are added to the deck, now the obstacle cards had to be designed for versatility.

To extend the replayability that ramp had to be replaced by a more open design. The cards became a series of dots which the goals ask you to connect into different shapes.

SUPERHOT: The Card Game is on Kickstarter right now! It was funded in the first three hours and is currently at 703% of its goal.