game
Pushout Graphics Final
Monday, October 29, 11:47 PM By
Bryan

This is the last Pushout post for a while. I'll still be working on it, just not posting. I finally have the final graphics locked. It takes about 15 to 30 minutes to make a six-card page. There's 216 cards, so if I just make a page or two a day, I'll be done in under a month. It prints out nice and I'm also making the electronic versions of the cards.
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Pushout Half Graphics
Thursday, October 25, 11:08 PM By
Bryan

I've made 366 'half graphics' for the game. Each half is one half of the cards. I've also made only 36 of the 216 cards. It took over two hours just to make the 36 cards and I plan to scrap that and remake them because I didn't like the look. The half graphics took over five hours.
The game is creeping along.
Pushout Math
Wednesday, October 24, 01:39 PM By
Bryan
Every spare minute of every spare day between now and Saturday while I'm near the computer will be spent making the game. There's much more work to be done than I thought on this complete game overhaul. I probably won't have the rules finished in time or a downloadable PDF, but I should have all the cards made. There are 216 cards, each different. Today's Thing is designing those 216 cards. there was some math and chartwork involved and yet it may still be hopelessly broken. We'll see. The good news is I've also made a card making factory and have split the graphics into each half. I'll have, when I'm finished every possible card half available to cut and paste. There's 12 to a page and one page for each of th 28 mechanics, so that's 336 card halves for the 212 cards. Then I have to assemble the cards, eeek, back to work.
Card Ideas
Tuesday, October 23, 08:32 PM By
Shelly
So after I bought these giant cards a
while back, I kept thinking of what I could possibly make with
them. Here's the beginning of my list:
BlackJack mask
Queen of hearts 1/2 mask
Book cover
folded 1/2 small notebook cover
skirt if I could crochet
hat? taped
book mark
alt. book
line up poster
garage sale sign
two: small purse
several: tote
ceiling fan decoration
poster
signs for poker run
stepping stone
vase 3 connected
fly swatter
aquarium wallpaper
CD case
CD wallet
box
card holder box
dice box/rolling box
dice boot?
prize
several: lamp shade
archery target
puppet
birthday card-'you're an ace!'
knitting needle holder
one in circle: pencil cup
fan
name tag
photo frame
scrapbook page
luggage tag
coasters
no-see-um poker hat
match up game
family reunion organizer (if only 4 branches in family)
hop scotch markers
giant beads
tree star
embroider on card
bead embroidery
ruler
wallet?
postcard
bracelet
window shade
wallpaper boarder
earrings (cut just the number/suit)
tea tray
paint pallet
doll furniture
joke card trick
sticker book
tissue box holder
cutlery drawer organizer
cake decoration
BlackJack mask
Queen of hearts 1/2 mask
Book cover
folded 1/2 small notebook cover
skirt if I could crochet
hat? taped
book mark
alt. book
line up poster
garage sale sign
two: small purse
several: tote
ceiling fan decoration
poster
signs for poker run
stepping stone
vase 3 connected
fly swatter
aquarium wallpaper
CD case
CD wallet
box
card holder box
dice box/rolling box
dice boot?
prize
several: lamp shade
archery target
puppet
birthday card-'you're an ace!'
knitting needle holder
one in circle: pencil cup
fan
name tag
photo frame
scrapbook page
luggage tag
coasters
no-see-um poker hat
match up game
family reunion organizer (if only 4 branches in family)
hop scotch markers
giant beads
tree star
embroider on card
bead embroidery
ruler
wallet?
postcard
bracelet
window shade
wallpaper boarder
earrings (cut just the number/suit)
tea tray
paint pallet
doll furniture
joke card trick
sticker book
tissue box holder
cutlery drawer organizer
cake decoration
Pushout Graphics Overhaul
Tuesday, October 23, 01:29 PM By
Bryan

This weekend, there's a few small game cons in Lincoln. I'm hoping to completely overhaul Pushout to make it play faster, with more strategy and with an eye to a four player expansion. I hope to demo the game this weekend. Above is the new designed card with, as you can see, two new abilities. I'm rewriting the rules and changing a lot. I'm also preparing the game for an electronic version and redoing the way I make cards. Thanks to Jesse for helping me play test. I am leaving the game open for expansions. This one card represents a lot of work and thought.
Although, the final version will probably have a different font.
Card Houses
Monday, October 22, 08:23 PM By
Shelly
New Pushout Cards
Tuesday, October 09, 09:42 PM By
Bryan
I'm working on some new Pushout cards. I plan to have a
graphical overhaul of the game. (These graphics will be changed)
Plus I'm making 60 or more different cards. The guys at Lackey are helping
me port the game over so it can be played over the internet using
their super awesome program for playing CCG's. You can read about
it here. I hope to have a more formalized version of
the game by Monday or Tuesday. The old version is here.


Game Collection
Monday, October 08, 04:57 PM By
Bryan
Over
the weekend, I added all the games in the house to
Board Game Geek.
We have over 150 games, just in the house. We didn't even look
downstairs and I know I have some games at Kel's house. The goal is
to use this random selection to get us to play games we haven't
played in a long time. I can think of 10 games off the top of my
head I've never even played that I've bought. I admit it, I'm a
game-a-holic. So, take a look around, refresh the page and discover
some games you'd like to play.
I also added the random selection of games to the sidebar.
I also added the random selection of games to the sidebar.
Pushout the Game
Thursday, October 04, 11:34 PM By
Bryan

HERE'S the game. Pushout is under half a meg.
It's a nine page PDF with all the parts you need to play including 30 cards (printed off twice to make the 60 card deck), the card backs, the fully illustrated rules and a page of variations.
Download it now. It's not big and it's a full free abstract strategy card game for two players. Yea! I wrote a new game. And this one's pretty good.
An addition to the rules after play testing a bit:
A left/right movement may push itself off the board, lemming-like, leaving a hole. All normal side rules apply.
If a face down card is pushed off the side of the board, it comes under control of that player's side. The player has two options, discard the card or place back into the newly created hole in it's starting orientation. The player does not get to chose the card's orientation as all flipped and drawn cards onto the board are treated this way.
Skeleton Miniature
Thursday, October 04, 10:41 PM By
Shelly
Skitch and Games
Wednesday, October 03, 11:30 PM By
Shelly
So Bryan introduced me to a great
program today, Skitch. You can take a photo or a screen grab and
draw on it, type on it, goof on it, and then share the 'doctored'
photo. Very fun so far in the few minutes I've had to actually play
with it.
One of the gamers at Nuke Con put up a website with photos, so here's a couple borrowed and Skitched shots, to prove we were really there.
Click on the photo to go to the page they are from, and respectful thanks for the borrowed pictures.
Me at the 'Artist Jam'

And the youngens getting in their foam swords groove.

And I suppose, just taking a couple photos and messing with them isn't much of a Thing, so for an added bonus, a mini review of one of the games I played. (And also using Skitch!)
The game Vikings comes from the publisher Rio Grande Games, which told me right off the bat that I would probably like it. I've loved Rio Grande and Ravensburger since I got Labyrinth in '91. From watching some other folks play, I see there's little wooden dudes, and board bits, and it appears it doesn't take up the whole table, but yet has lots of cool parts.
When it was finally my turn to play, I learn that it is somewhat random (drawing the doods, and the shuffled stacks), and somewhat strategy (deciding if/when to buy things). The basic premise is to get the most points by making your own set up better, not specifically by messing up the other players, altho there are definitely times when helping yourself messes the others up. It's pretty quick to play, because there are only so many tiles, and it works as a 2 player game, tho our expert teacher said it wasn't quite as exciting with only 2. It looked complicated when watching, but was quick to learn and actually simple while having several things to keep track of. I only played once, but I came in tied for first. Awesome bonus, I tied with a friend that I hadn't seen in about 20 years, and we reconnected at the con.
Again, respectful thanks for the photos, and click on them to go to the web page I Skitched them from.



One of the gamers at Nuke Con put up a website with photos, so here's a couple borrowed and Skitched shots, to prove we were really there.
Click on the photo to go to the page they are from, and respectful thanks for the borrowed pictures.
Me at the 'Artist Jam'

And the youngens getting in their foam swords groove.

And I suppose, just taking a couple photos and messing with them isn't much of a Thing, so for an added bonus, a mini review of one of the games I played. (And also using Skitch!)
The game Vikings comes from the publisher Rio Grande Games, which told me right off the bat that I would probably like it. I've loved Rio Grande and Ravensburger since I got Labyrinth in '91. From watching some other folks play, I see there's little wooden dudes, and board bits, and it appears it doesn't take up the whole table, but yet has lots of cool parts.
When it was finally my turn to play, I learn that it is somewhat random (drawing the doods, and the shuffled stacks), and somewhat strategy (deciding if/when to buy things). The basic premise is to get the most points by making your own set up better, not specifically by messing up the other players, altho there are definitely times when helping yourself messes the others up. It's pretty quick to play, because there are only so many tiles, and it works as a 2 player game, tho our expert teacher said it wasn't quite as exciting with only 2. It looked complicated when watching, but was quick to learn and actually simple while having several things to keep track of. I only played once, but I came in tied for first. Awesome bonus, I tied with a friend that I hadn't seen in about 20 years, and we reconnected at the con.
Again, respectful thanks for the photos, and click on them to go to the web page I Skitched them from.



Pushout Graphics
Wednesday, October 03, 04:24 AM By
Bryan

Today's Thing is part one of a new abstract card game I wrote called Pushout. Today, I spent a few hours on creating the templates, formatting, design and layout of the 30 unique cards of the game. The picture you see is the set-up for a bigger variation of the game called Double Pushout. There are seven pages of printable cards, including a page of card backing for double-sided printers. The nut of this Thing for me was developing a system to make the cards easy to assemble in a factory-like way. This will make it easier to add expansions down the road.
When the game is finalized, it'll have graphic examples of game play and some game play variations. Tomorrow, I write the rules and will post the PDF.
So, warm up your printers for a free game tomorrow (probably late) and help me play test Pushout.
Game Theory
Tuesday, October 02, 03:26 AM By
Bryan
My biggest enemy is time for these daily Things. I have about 7 or 8 big ideas, but no time to really finish them to my satisfaction. Most of these projects actually have some work completed, but with the draining, but necessary work still ahead.
For instance, today I wrote an abstract card game based on a mutual player use of cards. It's got thirty cards in the game. I know what I'm putting on the cards and the rules aren't too complex. The problem is graphics. That's the time suck, making each card graphic for the PDF and the one or two graphic for the rules to show the table layout for the game. Here's a mock-up of one of the 30 different cards in the game. It took me fifteen minutes and it's not my final idea. Ugh.

So, today's Thing is a quick run down of some of my larger projects, mostly games.
1. The game you see above. It's a smallish card game.
2. The big game. It's a word/tile game with modular, scalable rules. This game, if it works, is the one I want to get published. There's 144 cards in the first expansion and 200 small tokens, 50 of four different colors. There's still a lot of math to do, plus writing the rules and the 20 or so variations we've already dreamed up, making each individual card in four colors.
3. My two-player RPG, still in the very early stages.
4. An evil office game that's mostly written. It uses a deck of cards and could get you fired. It's a social game to help spice up the question, "So, how'd work go today?" You can play by yourself even. It's less a game, than an organized prank.
5. A different fame/RPG based on the Dreamblade miniatures, adding a storytelling aspect to the game.
6. An RPG using CCG cards like Magic or The Spoils as a sort of GM for the game and character creation.
7. A Hybrid game using OctaNe and The Roach.
8. A fake TV Guide to the new season, I have the graphics finished and some of the comedy written. I hope that's done by Monday because comedy grows stale quickly.
9. An OctaNe adventure.
I know this is mostly gibberish, but it's a reminder of what I have yet to do. Most days it's easy enough to slap out a comic or create some goofy TTOTD web page or generate bad abstract art. I try to be finished in an hour or so, but the large projects still nag at me. Even the new podcasts take about 4-5 hours.
One last note, The Cashington Roach setting I made for The Roach of Al-Hib Shari was noticed and linked by the game creator, Jason Morningstar. It's HERE, cool. He posted it weeks ago and I finally noticed it, duh. I also posted The Walking Dead scenario to Board Game Geek.
Gamecon Bizcards
Thursday, September 27, 01:18 PM By
Bryan
Last Night on Earth Scenario
Tuesday, September 25, 12:53 PM By
Bryan
Shelly and I picked up a new game this
weekend to get ready for Nukecon, plus the game is one I've been looking
forward to for a while, Last
Night On Earth. It's a zombie game where one player plays the
heros and the other side are zombies. There's a real cinematic feel
to the game and you can play a game in two hours or so. Monday's
game even had the full plot of a B grade zombie movie. The four
heros arrive to town find the bio canisters that are causing the
undead out break. The drifter was lucky early on finding the first
canister in the hospital and getting to the truck. As the others
spread out, farm girl Jenny held off the zombies in the cornfield
and the sheriff came along as back up. Track star Billy was the
real early hero finding the other canister, but on the way to the
truck he was killed and turned into a super zombie. The zombies
swarmed around the remaining canister. The Drifter, trapped, died
in the hospital. The only female, Jenny, got to the canister as the
Sheriff died protecting her. The heros won, but only the buxom
Jenny drove away alive. Shelly won.
Ok, the rest is just for the nerds who have the game and I'll post this scenario to the Board Game Geek page. This is a rough draft.

The Walking Dead (20 Turns)
The Walking Dead uses the zombie rules found in the comic The Walking Dead. Basically, if you die, you come back as a zombie, period. This scenario is best with only two people and is meant to build and escalate. The hero player starts with only one hero. He's gotta find all the other heros, join up and save all the townsfolk, get to the truck and get out of town.
Set up
The board uses the Manor center with the four random L-Shaped pieces around the Manor AND the remaining two pieces forming a square in the middle of one of the edges of the large square. The truck is placed in the middle of the farthest piece from the Manor.
The hero player can if they want put all eight characters in any order in a pile to start the game. It's more fun if it's random. The hero starts with one character at the truck and draws three cards to start. A random building is with each of the 1-6 L-shaped pieces given a die number. The next Hero is placed in that building, but is not activated or able to play yet. How a Hero is activated one of two ways: either a current active player searches the building the dormant Hero is in or at the start of the third Hero turn after the dormant Hero was placed. When a Hero is activated, they may draw two cards and only two cards. When a Hero is activated, another dormant Hero is placed in a random building. You can have up to eight active Heros.
Zombie set-up
The Zombie player gets twenty zombies. At the start the roll only a D6 and place the Zombies. There is always Zombie spawning. It is equal to the number of active Heros.
The Objectives
The Hero wins if they rescue all eight townspeople and all the live Heros leave town in the truck. The Zombie player wins if all Heros are dead after turn five. Heros can replace their last character until turn five. However, once a character dies, it is removed from the game. The Zombie player cannot win on a Hero deck depletion, the cards are just reshuffled on the next zombie discard. To rescue a townsfolk, the Hero must guide the townsfolk into the center four squares of the Manor. Once in these squares, the townsfolk is safe and cannot be attacked for any reason. The townsfolk are items for the Hero. When a townsfolk is drawn, roll for a random building, that's where the townsfolk is. You must search in that building to find the townsfolk. If a hero is killed or chooses to leave a townsfolk, the townsfolk can survive on their own. The get to draw one card and keep any item, but must discard any events. They are a two wound character with no special abilities. If the townsfolk is killed, set aside their card. At the start of the next Zombie turn, the townsfolk is a Super Zombie in a random building. The Super Zombie must be killed before the regular townsfolk is placed again in a random building.
After all of the townsfolk are rescued, all of the Heros must make it to the truck. They are safer once on the truck square. Zombies can only enter the space on a roll of 4+. However, the game is not won until all active Heros are on the truck. The Zombie Player may play the Locked Door card on a remains in play card on the truck only. Then the Hero needs the keys.
Super Zombie
All Heros and townsfolk who die will become a Super Zombie. That's just how it is in The Walking Dead. However, as an extra action, a Hero in the same space with the newly dead may immediately use gasoline and fire to burn the body and prevent the change. The good news is the Super Zombie does not turn right away or even where they died. The new Super Zombie is placed at the beginning of the zombie turn.
I think that covers it for the rough draft. Enjoy.
Ok, the rest is just for the nerds who have the game and I'll post this scenario to the Board Game Geek page. This is a rough draft.

The Walking Dead (20 Turns)
The Walking Dead uses the zombie rules found in the comic The Walking Dead. Basically, if you die, you come back as a zombie, period. This scenario is best with only two people and is meant to build and escalate. The hero player starts with only one hero. He's gotta find all the other heros, join up and save all the townsfolk, get to the truck and get out of town.
Set up
The board uses the Manor center with the four random L-Shaped pieces around the Manor AND the remaining two pieces forming a square in the middle of one of the edges of the large square. The truck is placed in the middle of the farthest piece from the Manor.
The hero player can if they want put all eight characters in any order in a pile to start the game. It's more fun if it's random. The hero starts with one character at the truck and draws three cards to start. A random building is with each of the 1-6 L-shaped pieces given a die number. The next Hero is placed in that building, but is not activated or able to play yet. How a Hero is activated one of two ways: either a current active player searches the building the dormant Hero is in or at the start of the third Hero turn after the dormant Hero was placed. When a Hero is activated, they may draw two cards and only two cards. When a Hero is activated, another dormant Hero is placed in a random building. You can have up to eight active Heros.
Zombie set-up
The Zombie player gets twenty zombies. At the start the roll only a D6 and place the Zombies. There is always Zombie spawning. It is equal to the number of active Heros.
The Objectives
The Hero wins if they rescue all eight townspeople and all the live Heros leave town in the truck. The Zombie player wins if all Heros are dead after turn five. Heros can replace their last character until turn five. However, once a character dies, it is removed from the game. The Zombie player cannot win on a Hero deck depletion, the cards are just reshuffled on the next zombie discard. To rescue a townsfolk, the Hero must guide the townsfolk into the center four squares of the Manor. Once in these squares, the townsfolk is safe and cannot be attacked for any reason. The townsfolk are items for the Hero. When a townsfolk is drawn, roll for a random building, that's where the townsfolk is. You must search in that building to find the townsfolk. If a hero is killed or chooses to leave a townsfolk, the townsfolk can survive on their own. The get to draw one card and keep any item, but must discard any events. They are a two wound character with no special abilities. If the townsfolk is killed, set aside their card. At the start of the next Zombie turn, the townsfolk is a Super Zombie in a random building. The Super Zombie must be killed before the regular townsfolk is placed again in a random building.
After all of the townsfolk are rescued, all of the Heros must make it to the truck. They are safer once on the truck square. Zombies can only enter the space on a roll of 4+. However, the game is not won until all active Heros are on the truck. The Zombie Player may play the Locked Door card on a remains in play card on the truck only. Then the Hero needs the keys.
Super Zombie
All Heros and townsfolk who die will become a Super Zombie. That's just how it is in The Walking Dead. However, as an extra action, a Hero in the same space with the newly dead may immediately use gasoline and fire to burn the body and prevent the change. The good news is the Super Zombie does not turn right away or even where they died. The new Super Zombie is placed at the beginning of the zombie turn.
I think that covers it for the rough draft. Enjoy.
TV Big Shot
Monday, September 24, 11:32 PM By
Bryan
It's game week at TTOTD.
But, today's little Thing is a pointer to TV Big Shot---it's like Fantasy Football for TV Nerds. You buy shows, create a mini network and see how they do in the ratings. (BTW, I'm doing really well in the Fantasy Football league I was coerced into joining, who knew?) So, I bought some shows. I balanced cheap shows like Kitchen Confidential and Reaper which may pay off benefits in moderate ratings for a low price (Isn't that the modern TV programmers modis operandi? That explains the glut of reality shows.) with high profile shows like Private Practice and Ugly Betty. We'll see how it goes.

One show I picked is a drama I screened a few months ago, Dirty Sexy Money. I think this show might be big and have at least one big season. It's a big old-time soap with an okay mystery at the center, a great cast, fast pacing, clever writing and more edge-pushing than most soaps. There's really only one likable character, Peter Krause as the family lawyer, Nick George. As you've probably gathered from the promos, Krause is running around getting the evil, rich spoiled family out of trouble. The great thing about Krause, as he was on Six Feet Under, is he can be both a sympathetic and jerk character in the same scene. If he was a genuinely good guy, you'd be mad at him for putting up with the craziness. That's the other good part about the show, almost no one else is a moral, good person. It's a show of highly motivated, good looking Larry Davids without the apologies. Fortunately, one of the benefits of a highly capitalistic society is that seeing rich people suffer is almost a mechanism of the zeitgeist. In that way, Dirty Sexy Money almost fulfills a social mandate. Yeah, evil rich people is a cliche, but clever, spoiled, whiney, well-acted rich people transcends. The twist is that all these spoiled kids have their political, religious (a entitled New Yawk social climbing Minister) and talent-based jobs paid for by Daddy Evilbucks (Donald Sutherland in a great scene-chewing role). And it's by the people who brought us Arrested Development.
It's a good show. I put the show on my team. So, it'll probably get cancelled.
A quick mini-review: Pushing Daisies is a very pretty, cute show about a dark topic that could at any minute devolve into preciousness. Check it out, give it three episodes.
But, today's little Thing is a pointer to TV Big Shot---it's like Fantasy Football for TV Nerds. You buy shows, create a mini network and see how they do in the ratings. (BTW, I'm doing really well in the Fantasy Football league I was coerced into joining, who knew?) So, I bought some shows. I balanced cheap shows like Kitchen Confidential and Reaper which may pay off benefits in moderate ratings for a low price (Isn't that the modern TV programmers modis operandi? That explains the glut of reality shows.) with high profile shows like Private Practice and Ugly Betty. We'll see how it goes.

One show I picked is a drama I screened a few months ago, Dirty Sexy Money. I think this show might be big and have at least one big season. It's a big old-time soap with an okay mystery at the center, a great cast, fast pacing, clever writing and more edge-pushing than most soaps. There's really only one likable character, Peter Krause as the family lawyer, Nick George. As you've probably gathered from the promos, Krause is running around getting the evil, rich spoiled family out of trouble. The great thing about Krause, as he was on Six Feet Under, is he can be both a sympathetic and jerk character in the same scene. If he was a genuinely good guy, you'd be mad at him for putting up with the craziness. That's the other good part about the show, almost no one else is a moral, good person. It's a show of highly motivated, good looking Larry Davids without the apologies. Fortunately, one of the benefits of a highly capitalistic society is that seeing rich people suffer is almost a mechanism of the zeitgeist. In that way, Dirty Sexy Money almost fulfills a social mandate. Yeah, evil rich people is a cliche, but clever, spoiled, whiney, well-acted rich people transcends. The twist is that all these spoiled kids have their political, religious (a entitled New Yawk social climbing Minister) and talent-based jobs paid for by Daddy Evilbucks (Donald Sutherland in a great scene-chewing role). And it's by the people who brought us Arrested Development.
It's a good show. I put the show on my team. So, it'll probably get cancelled.
A quick mini-review: Pushing Daisies is a very pretty, cute show about a dark topic that could at any minute devolve into preciousness. Check it out, give it three episodes.
Game Week!!
Monday, September 24, 08:23 PM By
Shelly
The Cashington Roach
Wednesday, September 05, 11:55 PM By
Bryan

In June, I contacted Bully Pulpit Games about posting an audio recording of the rules to The Shab-Al-Hiri Roach. They were very nice about it. At Gencon, Roach creator Jason Morningstar premiered an add-on to the Roach called The Roach Returns. The expansions details two new settings for Roach-y mayhem to take place.
I had an idea for a new setting and that's today's Thing. Today's Thing actually took a few days.
The Roach always struck me as an evil, evil soap, so why not expand on that idea. It's Dallas meets American Psycho. The Cashingtons are not just merely rich, but unholy rich. And like most large rich families, the siblings are at each other's throats. You play a spoiled sibling out to harm your other siblings. This is BEFORE The Roach arrives. Greed is great, but bedlam is better.
The four-page PDF features character sheets, events, business interests and obsessions, descriptions, dice charts and play rules, plus a new rules page add-on to encourage deep, dark secrets to come to the surface. Most of the changes in setting can be inferred from the PDF and your imagination can fill in the gaps. I hope it's playable. I haven't play-tested it just yet. I just finished the new setting today. If you want to know more about this weird game, The Shab-Al-Hiri Roach follow the links below down the rabbit hole. The Roach, um, commands you.
Also, if you have any suggestions for improvement, leave a comment or email me.
Grab the Rules in handy audio form MP3 version HERE or AAC version HERE. The rules are slightly abridged and poorly read by me. Also, the card text was left out, so buy the game. Or come over to my house and play. This is a taste.
Download the new setting, The Cashington Roach HERE.
It's a small four-page PDF, handy for printing and usable with existing Roach rules.
Enjoy.
Games Not Gaming
Tuesday, September 04, 12:52 PM By
Bryan




After spending a weekend figuring out Fantasy Football, I've decided to start a faux advocacy group, Games Not Gaming. GNG is founded on the idea that if you have to bet on a game to play it, the game itself is boring. It's not an anti-gambling group, it's an anti-lame game group. There's no real game in Fantasy Football. It's just gambling dressed up and nerdified. Ever play Blackjack NOT for money. Bo-Ring. However, people play Monopoly, a game about getting money for free, with no bets everyday. The only betting game I can think of that's interesting is poker. And really, it's just mildly interesting. Playing for no money renders poker pointless. Slots ISN'T a game. Real games of skill and strategy are only played for money by hustlers and fools. Case in point, pool. And you can enjoy pool without money changing hands.
So remember, if you have to pay to play, the play is lame. Word.
See my Wist!
Monday, August 27, 08:48 PM By
Shelly
Have you ever made a wish list on
Amazon or somewhere like that? Forget all about those lists, this
is the ultimate wish list! You can 'wish' for anything on any
website, and it has a plugin for some browser windows, too, so one
click wisting is at my fingertips. Plus, when looking around at
others' wists, I found that some folks use their wist to list
projects they'd like to do. I may have to make a second wist for
all the tutorials! Come wist with me! (as always, my username is
seeshells)
Assimilation
Wednesday, August 15, 04:02 AM By
Bryan

Today's Thing is a game I wrote using those micromagnet sticks I played with on Monday. It's a build and fight combat game with a few simple variables. I'm sure the different values in the game will have to be changed to make it more exciting, but overall, I like the game mechanics. You assimilate various battling ships. Each ship has can have different strengths. Check it out and drop me a line or leave a comment. You need many magnet sticks of at least four colors and balls, a pair of dice and pen and paper.
You could probably play with Legos with some slight retooling. The PDF is three pages and the game is in Beta. This idea could certainly be made in the marketplace into a nifty bits full-sized game.
Grab the PDF HERE.
Awesome fun!
I am not the Zodiac
Monday, August 13, 06:00 PM By
Shelly
We watched the movie Zodiac
over the weekend. Seeing his cipher reminded me that I had made up
a personal cipher when I was a kid. Here is a puzzle made with my
very simple cipher, with a prize Thing going to the first person
who can solve it! Leave your guess as a comment.
Rolling For Kindness
Thursday, August 09, 05:49 PM By
Shelly
Thinking and talking with Bryan about
his game idea, made me think more about a couple games I had ideas
for. Here's one, sorry no fancy pdf.
Rolling for Kindness
Grab two dice, if you don't have any dice handy, you can use this. Roll to see what kind act you will be performing today. Finish the act before you go to bed.
2. Say 'hello' to a stranger.
3. Leave change in the pop or candy machine.
4. Roll again. Smile at that number of people.
5. Strike up a pleasant conversation with a coworker that you normally don't chat with.
6. Pick up trash as you walk.
7. Buy yourself a flower. You need to be kind to yourself, too.
8. Leave some reading material (book/magazine/paper) in a public place.
9. Give a really good tip to your server or cashier.
10. Send a card to someone telling them how much they mean to you.
11. Offer assistance to an older person.
12. Donate something to a shelter.
Rolling for Kindness
Grab two dice, if you don't have any dice handy, you can use this. Roll to see what kind act you will be performing today. Finish the act before you go to bed.
2. Say 'hello' to a stranger.
3. Leave change in the pop or candy machine.
4. Roll again. Smile at that number of people.
5. Strike up a pleasant conversation with a coworker that you normally don't chat with.
6. Pick up trash as you walk.
7. Buy yourself a flower. You need to be kind to yourself, too.
8. Leave some reading material (book/magazine/paper) in a public place.
9. Give a really good tip to your server or cashier.
10. Send a card to someone telling them how much they mean to you.
11. Offer assistance to an older person.
12. Donate something to a shelter.
Call For Play Testers
Monday, August 06, 02:17 PM By
Bryan
This week is a bit odd. I'm not sure
how much I can share with TTOTD'ers. Last week, I wrote a game,
Alphadice. After thinking about
that game, I've developed a new game of which I don't have a title
yet. I believe this game to have marketability. It's a simple to
learn word game with almost limitless variations and with many
different, scalable ways to play. I've already thought of an
expansion. The website for the game could host an electronic
version as well as home brew play variations. I would like to
market this game and TTOTD will mark the progress. I don't want to
share the full game, as I have not written it yet or developed the
cards, until I get a copyright. I'm also looking around to see if a
similar game/game mechanic is already on the market place. I've
never obtained a copyright or contacted game publishers. I hope to
have a polished playable version by Nukecon at the end of
September.
Right now, I'm looking for play testers. When I have a completed PDF, I'll e-mail you the PDF file. You'll have to cut out the cards and supply your own pennies for tokens and a pair of dice. You'll also sign a non-disclosure agreement. If the game gets published, you'll get, hopefully, a credit in the rule book and website as well as some other goodies. Right now, the game is planned to include 144 unique cards, either 200 or 400 small tokens of four colors and a pair of dice, possibly eight pair of dice of four different colors. I'd imagine the game would sell in the 15-20 dollar range.
I'f you'd like to be a play tester, e-mail me and let me know.
Shelly's been helping bounce ideas around and can vouch that I am fulfilling my TTOTD responsibilities, although the posts might be light, the work behind them isn't. The first hurdle is to work out all the math. Yep, math lies behind everything. Then to the graphics work. Then the rules writing. I hope to have a PDF to play testers within two weeks.
Right now, I'm looking for play testers. When I have a completed PDF, I'll e-mail you the PDF file. You'll have to cut out the cards and supply your own pennies for tokens and a pair of dice. You'll also sign a non-disclosure agreement. If the game gets published, you'll get, hopefully, a credit in the rule book and website as well as some other goodies. Right now, the game is planned to include 144 unique cards, either 200 or 400 small tokens of four colors and a pair of dice, possibly eight pair of dice of four different colors. I'd imagine the game would sell in the 15-20 dollar range.
I'f you'd like to be a play tester, e-mail me and let me know.
Shelly's been helping bounce ideas around and can vouch that I am fulfilling my TTOTD responsibilities, although the posts might be light, the work behind them isn't. The first hurdle is to work out all the math. Yep, math lies behind everything. Then to the graphics work. Then the rules writing. I hope to have a PDF to play testers within two weeks.
Alphadice
Wednesday, August 01, 12:48 PM By
Bryan

Today's Thing is a simple word game I'm surprised no one has written yet. Alphadice is a word game using dice and the cards I made in the PDF. It's simple, adaptable and easy to travel, like Boggle or Scrabble without all the fuss. All you need is two six-sided die, a watch, and some pencil and paper plus the PDF. The game can be played in fifteen minutes and is for 2 to 6 players. You'll also need to print out the last two pages of the PDF and cut out the cards. The PDF is small.
Hey, I wrote a game today!
Feedback is appreciated.
Download the PDF HERE.
One Continous Line
Friday, June 08, 01:04 PM By
Bryan
Dead of Night
Thursday, June 07, 12:40 PM By
Bryan

This free game cost me thirty bucks! A few weeks ago, I wrote about a free zombie game I ran across called Dead of Night. Today's Thing was to put the game together. At the time I downloaded it, Dead of Night was a free PDF with all the maps, cards, tokens, graphics in the PDF. I've found out theat the game is to come out commercially in a few months. So, I decided to print out the 40-plus pages and cut out all the bits.
In just ink alone, I must have spent 30 bucks. The cards are double-sided. There are over 30 rooms, 80 cards, 50 items, 100 zombies as well as other pieces and a 28 page rule book. The whole project took over three hours. I haven't played the game yet, but it looks like there's a lot of customization and turns in the game like a Zombie movie.
Looking at the commercial version online, if the game's any good, this free game may cost me another thirty bucks. The commercial version looks nice, if not exactly the same as the PDF version graphics-wise.
Attack of the Zombie Dogs
Wednesday, June 06, 03:11 AM By
Bryan
Okay, it's a
stupid title for a game. That's one of the zillion points that'll
change as this game develops. These are the beta rules, beyond
pre-alpha. This is version.002 of the rules, basically just a few
ideas strung together under a generic theme.
The basic idea is to combine a tile laying strategy game with a miniatures game. Do well in the first phase, you'll do well in the second, but a good war gamer could still prevail after a lousy set-up.
Much work will have to done during play testing, probably whole sections will be revamped and overhauled. This version also uses another game's tiles and pieces to play. Hopefully, I'll develop the playing pieces as I work on the game. For now, you'll need a copy of Zombies: The End, some other zombie figurines from other Zombie games (really any consistent token could work) and two decks of cards.
The rough rules after the jump.
Read More...
The basic idea is to combine a tile laying strategy game with a miniatures game. Do well in the first phase, you'll do well in the second, but a good war gamer could still prevail after a lousy set-up.
Much work will have to done during play testing, probably whole sections will be revamped and overhauled. This version also uses another game's tiles and pieces to play. Hopefully, I'll develop the playing pieces as I work on the game. For now, you'll need a copy of Zombies: The End, some other zombie figurines from other Zombie games (really any consistent token could work) and two decks of cards.
The rough rules after the jump.
Read More...
Drakon Review
Tuesday, June 05, 01:34 PM By
Bryan
Two weeks ago, Shelly and I joined a
gaming league. The league hasn't started yet---this weekend--- but
soon. The idea is you play a different game each week throughout
the summer and earn points for how well you do against other
players. I look over at our wall of games and see about 20-25 games
we've never even played. I've read the rules to all of them and
oogled over the crunchy bit goodness, but time is a monster. This
gaming league, hopefully, will spurn some more game playing. It's
also a chance to meet some new people---people nerdier than
myself.
To celebrate joining the league, we, of course, bought a game. Recently at a game con, we played Tom Jolly's Cave Troll. It was a fun, relatively easy to learn game that mixed luck, strategy, player interaction and game engagement. Lots of fun and although I lost the one game I played, I wanted to play again and the game felt close, even against a much more experienced player.

So, we bought Tom Jolly's other game, Drakon. Cave Troll was sold out. While I like Drakon okay, Cave Troll was the better way to spend 25 bucks for a game that plays in about a half hour. I'm doing a Drakon review because I've only played Cave Troll once. We've played Drakon three times, two two-player games and on four-player game. The two-player games were more satisfying because you could develop some small plans and see them through. In Drakon, players lay dungeon tiles and move around the newly created board gathering gold. The first player to 10 gold wins. As you enter each new tile or room, different room abilities are activated. These abilities are the heart of the game. Each room has different arrows out of the 2.5 square inch tiles, so tile place really determines where players can go. A giant dragon can be released and crush you, but in all three games, the dragon wasn't a threat because the rooms that activate him are too few. I'd like more dragon action. Early on, each player figured out a gold loop, a set of tiles to maximize gold collection. By the third game, stopping these loops became a focus. The best way was to limit the amount of choices the others have in tile laying. Because of the new strategy, the last game was much longer than the other two. Plus, having an out tile to win greatly increased the enjoyability. Drakon's a decent game if you like to play to screw over other players instead of just focusing on winning yourself. It's not a Munchkin level screw-job, but this element seems to be prevalent in most modern games.
This bits and piece are nice and worth the 25 bucks. It'd be nice to have painted figures---no game does, except Marvel Heros. Also, the large tiles are a pain to shuffle and manage, but that's mostly unavoidable. There's no dice-rolling and all the luck comes from the draw of the tiles.
Overall, Drakon is a six out of ten. It's a decent game to play in a half hour, not too much of a brain drain, but a bit easy to fall into predictable patterns of play. 'kay?
To celebrate joining the league, we, of course, bought a game. Recently at a game con, we played Tom Jolly's Cave Troll. It was a fun, relatively easy to learn game that mixed luck, strategy, player interaction and game engagement. Lots of fun and although I lost the one game I played, I wanted to play again and the game felt close, even against a much more experienced player.

So, we bought Tom Jolly's other game, Drakon. Cave Troll was sold out. While I like Drakon okay, Cave Troll was the better way to spend 25 bucks for a game that plays in about a half hour. I'm doing a Drakon review because I've only played Cave Troll once. We've played Drakon three times, two two-player games and on four-player game. The two-player games were more satisfying because you could develop some small plans and see them through. In Drakon, players lay dungeon tiles and move around the newly created board gathering gold. The first player to 10 gold wins. As you enter each new tile or room, different room abilities are activated. These abilities are the heart of the game. Each room has different arrows out of the 2.5 square inch tiles, so tile place really determines where players can go. A giant dragon can be released and crush you, but in all three games, the dragon wasn't a threat because the rooms that activate him are too few. I'd like more dragon action. Early on, each player figured out a gold loop, a set of tiles to maximize gold collection. By the third game, stopping these loops became a focus. The best way was to limit the amount of choices the others have in tile laying. Because of the new strategy, the last game was much longer than the other two. Plus, having an out tile to win greatly increased the enjoyability. Drakon's a decent game if you like to play to screw over other players instead of just focusing on winning yourself. It's not a Munchkin level screw-job, but this element seems to be prevalent in most modern games.
This bits and piece are nice and worth the 25 bucks. It'd be nice to have painted figures---no game does, except Marvel Heros. Also, the large tiles are a pain to shuffle and manage, but that's mostly unavoidable. There's no dice-rolling and all the luck comes from the draw of the tiles.
Overall, Drakon is a six out of ten. It's a decent game to play in a half hour, not too much of a brain drain, but a bit easy to fall into predictable patterns of play. 'kay?
The Roach Commands You!
Monday, June 04, 11:28 PM By
Bryan
It's a week of game-related Things. Monday kicks off with a whole damn professional game for you to enjoy, minus the cards. About a year ago, I recorded the rules to The Shab-Al-Hiri Roach for Shelly to listen to on her ipod at work. Last week, I contacted the nice folks at Bully Pulpit Games and they said I could share the recording on this website. Hooray!
The Roach is a rules lite, GM-less tabletop role playing game. It's not the nerdy elf 'n swords RPG new players think of when they think of RPG's, but a weird Lovecraftian mix of pompous, back-stabbing, dark humored, egotistical college professors and the hotbed of turn of the century small-town college politics. Oh, and alien roaches that infect you and guide your actions. It's eeevvviiiiiilll, I tells ya!
From the website:
So, you get the idea. The game's got a mean funny bone. The setting is Pemberton college, a small northeast college in 1919. Each player in the game plays a full or associate professor just trying to get ahead. You have your enemies, other players, and your friends, also other players. You create the ever-increasing crazy plot lines around six events of a school year with the help of other players, other characters you create, and cards you draw. The cards are the genius of the game and I think open the game up to people who aren't fully comfortable playing a full-on stats-heavy RPG. The cards tell you if your infected and give you a general guide what to do each setting. And you can learn Sumarian. Think of the game as improv with dice. Act-ING! The game can be played in an evening and actually has an end and a winner. Although winning really isn't the point, it's the journey. The emphasis is on characters, black humor and just plain strangeness.The Shab-al-Hiri Roach is a dark comedy of manners, lampooning academia and asking players to answer a difficult question - are you willing to swallow a soul-eating telepathic insect bent on destroying human civilization?
No?
Even if it will get you tenure?
You'll need a variety of multi-sided die, from 4-sided to 12-sided and that's about it. Visit the Bully Pulpit Games download page and pick up a character sheet, a 1919 events cheat sheet, a comic, a short movie and some extra rules errata. You can check out a 14-page preview before you download the audio file as well. The game does need the cards to play which come with the game, but you could make up your own cards or better yet, go out and buy the game!. You can buy it here. The Roach is twenty bucks and if you buy the game, you also get a rubber roach. Cool. I think as a future Thing, I may try to make some more Roach cards to add to the game. Also, roam around Indie Press Revolution, there's a bunch of imaginative low-cost games both in soft back and the much cheaper PDF's.
About the audio file, it's an AAC file best played in itunes. The file is about 30 megs, contains chapter breaks, royalty-free sound effects and music and a picture you can see in itunes. The rules run a little over an hour. I admit since I didn't expect to be sharing this sound file with the world, I used my crappy microphone, didn't use my super professional broadcasting voice and have a few vocal flubs. Also, I didn't add in the rules errata. I enjoyed reading the rules and, as a future Thing, may rerecord them with some more professionalism and better equipment. Hey Bully Pulpit people, do you need an audio version of your other game Drowning and Falling? Let me know. Love your games, love to help. They've got a free version of Drowning and Falling up.
You can download the rules HERE or click on the third roach.
The Roach commands you!
Read More...
Yahtzee! pt 2
Thursday, May 31, 10:32 PM By
Shelly
The second 'thing' that my thrifted game
is, is a submission of my photos to Board Game Geek. An awesome site where you
can talk about games, review games, list all the games you own,
post pictures of
games. I updated my profile some while I was there, but I don't
have half the games I own listed yet.

Yahtzee! pt 1
Wednesday, May 30, 11:57 PM By
Shelly
Two things I love are gaming (that is to
say, the playing of games) and 'thrifting' (the art of finding
something really cool at a thrift store, garage sale, or auction).
So combining the two is pure bliss for me. (Combining a third thing
I really love, crafting, into the mix, will be nirvana. Stay
tuned...)Today I thrifted a game. And the first 'thing' that it is
is a photograph:

Blame the Name, A Game
Thursday, May 17, 03:49 AM By
Bryan
In my never ending quest to goof off
at work, I've been trying to develop 'work games,' that is, games
you can play with little or no set-up at work, maybe during a break
or while doing other mundane activities.
At work, we were having a discussion about names and their meanings, so I thought up this social game for three or more players in three short phases. This game works best with people you have a casual relationship with, such as coworkers or people at a party.
Blame the Name
Sometimes, names can feel like destiny. For example, as a kid, every Kevin I knew was a bully. So, I have a slight suspicion of all Kevins. It's irrational, of course, but the basis of this game. The basis lies around the simple fill-in phrase, "All (name)s are (adjective)."
To play the game you'll need a few scraps of paper, pens or pencils and a list of baby names. You can find a list here, but there are lots of lists online. It's a good idea of sticking to a list of 100 as the names will be chosen at random. Also, pick how many rounds you plan to play. Each round consists of the three phases.
Phase One-Picking a Name
Choose a new name. If you have a two lists---one for girls, one for boys---flip a coin, heads for boys and tails for girls. Then have a player pick a number. Match the number to the list and there's your name. In the rest of the rules, I'll refer to this name as the 'named person.' After the name is announced, each player writes down an adjective to describe the main quality of every person with this name. It's intuition-based, so your first reaction is usually the best. This descriptive word will be the basis of Phase Two, the storytelling phase. Some descriptive word examples include any adjective you can name---sexy, model, prissy, butch, brainy, weakling, etc. Stereotypes work well. All the players then reveal their descriptive word. Each word that matches with another player receives one point. Multiple matches count for multiple points. For example, if three people all have the same word, each of those people would receive two points, one for each other matching word. Keep a running score of points on a separate piece of paper.
A variant---Instead of one descriptive word, each player writes down three descriptive words, but this means three different stories, one for each word, in the storytelling phase.
Phase Two-Storytelling Phase
Each player will take turns telling a story about the Named Person and how they are like your descriptive word. When deciding a story to tell, remember your story must fall into one of three categories:
A. Real----This story happened to you with the named person and all the details being true, as you remember them.
B. Bluff----You made this story up. It's a fabrication. A bluff may also be a real story, just one that did not happen to you and the Named Person. For example, if the name was 'Babe' you could say 'All Babes are gluttons' and tell a story about how this 'Babe' you knew used to eat 20 hot dogs before every baseball game. The real Babe Ruth used to very often pig out on hot dogs before games, so this is a bluff. If the story is about you, but your saying it's about the named person, it's also a bluff.
C. Fictional---This is a story involving you and a fictional character. For example, using 'Babe' again, you could say 'All Babes are filthy' and tell a story about this 'Babe' you knew who used to literally roll around in the mud. Of course, I'm referring to the fictional 'Babe the pig' from those kids movies. You wouldn't mention the pig part in the story, but could place him on a farm and match up other details from the movies. Don't mix up fictional names with other named persons. Use the same fictional name always.
Each story only needs to be a few minutes or so. This is also a great way to work in that great story about so-and-so, you know, that great story you're always trying to shoehorn into normal conversations.
Start each story with, "All (Named Person) are (descriptive word), I knew a (Named Person) and they....."
Phase Three-Voting
After all the stories, each player is up for voting. The first storyteller is first. All of the other players chose whether they think the storyteller's tale is Real, Bluff or Fictional. Each story, if multiple adjectives are played, is voted on separately. After all the player have written down their guesses, the storyteller reveals the nature of the story. If the story is Real, tell the other players the full name of the object of the stories and any other details. If the story is a bluff, reveal if it's a total fabrication, happened to a real person and name them or if it happened to you. If the story is fictional, name the fictional character and source.
Each player who guessed correctly receives one point. If the player is incorrect, the storyteller receives a point. Repeat voting process for each storyteller.
Optional rule---After the main voting is finished, each player votes for the best story. They can not vote for themselves. Each vote delivers one point to it's storyteller.
Tally up the points and declare a winner. In case of a tie, the player with the most Real stories and highest score wins. If no Real stories, have another round of best story votes for the tied players. If still a tie, the game ends in a tie or play another round.
At work, we were having a discussion about names and their meanings, so I thought up this social game for three or more players in three short phases. This game works best with people you have a casual relationship with, such as coworkers or people at a party.
Blame the Name
Sometimes, names can feel like destiny. For example, as a kid, every Kevin I knew was a bully. So, I have a slight suspicion of all Kevins. It's irrational, of course, but the basis of this game. The basis lies around the simple fill-in phrase, "All (name)s are (adjective)."
To play the game you'll need a few scraps of paper, pens or pencils and a list of baby names. You can find a list here, but there are lots of lists online. It's a good idea of sticking to a list of 100 as the names will be chosen at random. Also, pick how many rounds you plan to play. Each round consists of the three phases.
Phase One-Picking a Name
Choose a new name. If you have a two lists---one for girls, one for boys---flip a coin, heads for boys and tails for girls. Then have a player pick a number. Match the number to the list and there's your name. In the rest of the rules, I'll refer to this name as the 'named person.' After the name is announced, each player writes down an adjective to describe the main quality of every person with this name. It's intuition-based, so your first reaction is usually the best. This descriptive word will be the basis of Phase Two, the storytelling phase. Some descriptive word examples include any adjective you can name---sexy, model, prissy, butch, brainy, weakling, etc. Stereotypes work well. All the players then reveal their descriptive word. Each word that matches with another player receives one point. Multiple matches count for multiple points. For example, if three people all have the same word, each of those people would receive two points, one for each other matching word. Keep a running score of points on a separate piece of paper.
A variant---Instead of one descriptive word, each player writes down three descriptive words, but this means three different stories, one for each word, in the storytelling phase.
Phase Two-Storytelling Phase
Each player will take turns telling a story about the Named Person and how they are like your descriptive word. When deciding a story to tell, remember your story must fall into one of three categories:
A. Real----This story happened to you with the named person and all the details being true, as you remember them.
B. Bluff----You made this story up. It's a fabrication. A bluff may also be a real story, just one that did not happen to you and the Named Person. For example, if the name was 'Babe' you could say 'All Babes are gluttons' and tell a story about how this 'Babe' you knew used to eat 20 hot dogs before every baseball game. The real Babe Ruth used to very often pig out on hot dogs before games, so this is a bluff. If the story is about you, but your saying it's about the named person, it's also a bluff.
C. Fictional---This is a story involving you and a fictional character. For example, using 'Babe' again, you could say 'All Babes are filthy' and tell a story about this 'Babe' you knew who used to literally roll around in the mud. Of course, I'm referring to the fictional 'Babe the pig' from those kids movies. You wouldn't mention the pig part in the story, but could place him on a farm and match up other details from the movies. Don't mix up fictional names with other named persons. Use the same fictional name always.
Each story only needs to be a few minutes or so. This is also a great way to work in that great story about so-and-so, you know, that great story you're always trying to shoehorn into normal conversations.
Start each story with, "All (Named Person) are (descriptive word), I knew a (Named Person) and they....."
Phase Three-Voting
After all the stories, each player is up for voting. The first storyteller is first. All of the other players chose whether they think the storyteller's tale is Real, Bluff or Fictional. Each story, if multiple adjectives are played, is voted on separately. After all the player have written down their guesses, the storyteller reveals the nature of the story. If the story is Real, tell the other players the full name of the object of the stories and any other details. If the story is a bluff, reveal if it's a total fabrication, happened to a real person and name them or if it happened to you. If the story is fictional, name the fictional character and source.
Each player who guessed correctly receives one point. If the player is incorrect, the storyteller receives a point. Repeat voting process for each storyteller.
Optional rule---After the main voting is finished, each player votes for the best story. They can not vote for themselves. Each vote delivers one point to it's storyteller.
Tally up the points and declare a winner. In case of a tie, the player with the most Real stories and highest score wins. If no Real stories, have another round of best story votes for the tied players. If still a tie, the game ends in a tie or play another round.
The Spoils Screensaver
Thursday, May 03, 02:47 AM By
Bryan

Download the zip file here. It's 58 megs. Can you spot the MST3K joke in the card?
Mana Free Magic
Friday, April 13, 03:50 AM By
Bryan
Here's a broken Magic variation for lazy and cheap gamers. This variation can work for most card games. Read More...
AAAAAYYYYYY!, Hip Check, Cha-chi.
Wednesday, April 11, 02:44 AM By
Bryan
Today starts a few days of game
related posts. I've been thinking about non-traditional games and
trying to create games you could do anytime, anywhere-often without
the other players even being around. Workplace shenanigans, pranks,
dares and just plain ways to keep your mind entertained. Yea, some
of it is a tadmean, but slight displaced hostility at the workplace
is how our economy runs.
I've got a CCG-game variation for lazy nerds tomorrow and a more ambitious idea for Thursday or Friday. I think games should generate talk between players.
In some ways, this website is so Shelly and I have more ideas to explore and talk about before all the necessary 'maintenance' talk that seems to suck up so much time.
The two shortish, gamish games today can easily be adapted to your own taste.
Created out of boredom, underwritten in haste...
Read More...
I've got a CCG-game variation for lazy nerds tomorrow and a more ambitious idea for Thursday or Friday. I think games should generate talk between players.
In some ways, this website is so Shelly and I have more ideas to explore and talk about before all the necessary 'maintenance' talk that seems to suck up so much time.
The two shortish, gamish games today can easily be adapted to your own taste.
Created out of boredom, underwritten in haste...
Read More...
Battle Chess
Friday, April 06, 03:56 AM By
Bryan
Here's a Chess variant I wrote that
incorporates some modern gaming ideas into Chess. I think it adds a
few more levels of strategy to the game. I haven't play tested the
game yet, so let me know if any of the rules are unworkable or
confusing. I think they're pretty straightforward.
I'm pretty proud of the rules and I hope Chess Heads have fun with it. Feel free to download the PDF and pass it around.
Here's the PDF.
(Update: After talking with Jed at work, I've slightly changed the game and PDF to match the point system used in traditional Chess. Thanks for the feedback. I always got my butt kicked in Chess, so I know little about strategies or the finer points of competition rules. Hey, I still call the Knight piece, "the horsey piece." Oh, if you don't like the point system, change it to match your taste, no big deal. Open Source Gaming is all about customization.)
I'm pretty proud of the rules and I hope Chess Heads have fun with it. Feel free to download the PDF and pass it around.
Here's the PDF.
(Update: After talking with Jed at work, I've slightly changed the game and PDF to match the point system used in traditional Chess. Thanks for the feedback. I always got my butt kicked in Chess, so I know little about strategies or the finer points of competition rules. Hey, I still call the Knight piece, "the horsey piece." Oh, if you don't like the point system, change it to match your taste, no big deal. Open Source Gaming is all about customization.)






























