Blog Game Design Games Nine Muses

Nine Muses design journal (Jan 23, 2022)

I’ve been designing Nine Muses for a couple of weeks and have found a general flow and tension in the gameplay. Right now, I’m working through some design problems:
• How many victory points should muses be worth?
• I’m trying to figure out how “owned” knowledge vs “unowned” knowledge works. In a 4-player game, there is no shared bank as every player gets a piece of all of the knowledge. This equates to 1 ethics (green meeple), 2 science (blue cube), 3 craft (gold coins) per player. It works out really well. HOWEVER, in 2- and 3-player games, I don’t know what to do with the excess. The game relies on forcing knowledge exchanges with other players but in those games I’m thinking of forcing the knowledge exchanges with a shared bank. I’m just worried it won’t be as fun.

Blog Game Design Games One Last Job

Updates on One Last Job

Back in September/November, I finished development in a game called One Last Job. I entered it into a 1-card design challenge on Board Game Geek. With it, I won 2nd place as best new designer. (Yay!) Now that I look at this game, I think there’s a lot of intrigue with the cyberpunk theme and 2-tone artwork that I made, but I think the gameplay could be much more fun.

That’s why I’m turning One Last Job into a different type of game. The goal of One Last Job has always been to recruit outlaws who can help you get through three phases of the “job to end all jobs,” with that big score to retire on. Originally, it was to collect energy cubes to get off a planet with no prospects. Now, it’s something different.

I’m still in development so I’ve got little to show, but One Last Job is going to turn into more of a stat-based game, where outlaws have different attributes and abilities that can counter opponent’s cards, but need to be played at the correct time, possibly adjacent to the right cards, to get full effect.

I’m going to somewhat take after strategy card games such as Magic: The Gathering, Hearthstone, Key Forge, and other trading card and deck-building games. One Last Job will nix the dice element and become an 18-card game with the possibility of future 18-card expansions.

My goal is to create a game that offers the feeling of fun strategy, but is quicker to play than the average deck builder/trading card game AND comes in a more travel-sized package.

More to come on this in the future. Stay tuned…

Blog Game Design Games Lingua Franca

Introducing Lingua Franca

Hello Otherworldly Beings!

I’d like to announce a fun project I’ve been working on for the past month. Lingua Franca is a 54-card co-op game with 2-4 players. You play two different alien species sent on a diplomatic science mission but there’s one catch, you barely speak one another’s languages! Can you create a Lingua Franca to succeed together in your missions?

This game has been entered in a 54-card game design contest. Check out the Board Game Geek thread with design log details, as well as info on how to play Lingua Franca. (PnP files and a digital version are available!)

Announcements Blog Game Design Games Nine Muses

Introducing Nine Muses

Greetings Otherworldly Beings!

I’m excited to announce another game in the Otherworld Games family, Nine Muses!

This is a 2-4 player 30-45-min euro-lite game designed with minimal components. This game is currently in the Board Game Geek 9-Card Nano Board Game contest. I’ll be making regular design log posts on the Otherworld Games site but for now, check out the Board Game Geek thread with info on how to play with print-and-play and digital.

Color Space Game Design

How I approached iterative designs for Color Space

Color Space has gone through several revisions to get to where it is now. Before it was Color Space, it was called A Colorful Game…

Imagine this folded into a double-sided card. You’d turn to reflect which color was active.

It was a 3×3 grid of cards that you shifted around to make your color, which you randomly drew at the beginning of the game. First player to make ten of their color won. It soon evolved to getting points for making combos of colors. First to score 30 points won. I designed it for one of the Button Shy Game’s 18 card game challenges. Don’t think they gave it more than a glance. They went with games that were far more visually attractive. But I knew I was on to something and I needed to take the board game design process from start to finish. From idea to a fun product that you can buy.

Then, I added hex tiles, representing primary colors, and roads, representing secondary ones. You had a hand of cards and you’d create a path of color combos, then play a card from your hand to collect points. Something wasn’t quite right, so I just removed the cards. You then just needed to create paths. Depending on the path, you could collect a certain number of roads. First player to collect five of each secondary color won. That’s when the game became Color Space.

I’ve been playtesting and working on design iterations of Color Space for a few months now. The game has progressed quite a bit in that time. I’ve changed the design aesthetic a few times, but for the most part it’s been a similar game across the board—no major changes. That’s always a good place to be.

With the trajectory I’m on, I should be able to put this game on Kickstarter this fall (2021). I’ve still got things to do. Videos to make; photos to take. I’ve got to publish ads about the game. Oh, and I’ve got to finalize the designs and make sure that I’m getting a prototype back from the manufacturer I’m working with that has the best quality.

I’ve also got to think of pledge tiers. I think the aesthetics of the logo and box art design are fantastic. I’d like to make some prints and t-shirts for higher tiers. Beyond that, I’ll likely reach out and ask what potential backers want to see.

After all this time, Color Space is almost ready to launch. I couldn’t be more excited. I hope that anyone reading this will be too, especially after seeing some of the gameplay videos.

…Speaking of which, I’m going to go work on that stuff. Until next time!