10 x 10 List

What is a 10 x 10 list?

A 10 x 10 list is a list of 10 board games that I am committing to play each 10 times over the course of the next year. I’ve seen a lot of avid gamers and designers do this in the past and it really intrigued me.

Why am I doing a 10 x 10?

I decided to do this as a way to get to know 10 games better. And I mean this from a design aspect. If I commit to really playing a game then I will get a better feel for the mechanics and simple nuances of game-play. I am really excited to play 10 games 10 times as a gamer but also as a designer. I am excited to learn more about how other designers design games.

What games are on my list?

This was harder than expected. We own 100+ board games so narrowing that down to 10 games that I really want to explore more was a little difficult. Did I want to explore games that I hadn’t really played much? Or should I start with games I love to play? Should I pick games with interesting mechanics? Should I include games that I don’t like?

I really didn’t know which games would be best to start with. So I decided on a mix. I picked a few games that I really love, a game that I normally pass over in favor for other games, a few games that I’ve only played a few times and a few with a mechanic that I want to know more about.

The games:

  1. Power Grid
  2. Clank! In Space
  3. Stone Age
  4. Ticket to Ride
  5. Axis & Allies D-Day
  6. Eminent Domain
  7. Suburbia
  8. Merchant & Marauders
  9. Tzolkin
  10. Terraforming Mars

 

Initial Thoughts:

Before I get started on the list I wanted to add some thoughts that I am having right now. I then want to come back at the end of it and compare the experience to my hopes.

The games that I picked because I really enjoy them are :

  • Stone Age
  • Ticket to Ride
  • Tzolkin

I am a big fan of worker placement games, especially two player. I mainly play games with my husband and don’t get to play with a lot of different people very often. Worker placement games are usually a great pick because they don’t have very much conflict between players. I really don’t like hurting my opponent at the expense of my gain. And worker placements usually scale really well down to a two player game. I know that is not true for every game but it seems to work for us. Both Stone Age and Tzolkin are worker placements games. I included Ticket to Ride because it is a really fun game.

The games that I picked that I normally wouldn’t play are:

  • Axis & Allies D-Day
  • Eminent Domain

I am not a big fan of the strategic war games. I really don’t like to play games like Risk or Axis & Allies usually. I have played Axis & Allies before and enjoyed it but it isn’t a type of game that I usually want to sit down and play. I have played Eminent domains a few times and it was okay. I didn’t love or hate it. It kind of gets lost in all the other games I want to play. I would like to try to play it a little more and really explore the game and mechanics.

The games that I want to know more about the mechanic are:

  • Power Grid
  • Merchants & Marauders
  • Terraforming Mars

These are games that I both like and dislike. But the mechanics are ones that I like or want to know more about. My husband loves Power Grid, I don’t feel like I LOVE the game but it is pretty good. I like the auction in the game and how it affects the player dynamic. I don’t get to play it very much because it doesn’t have a two player variant. I think someone told me that the new Power Grid does have one but I will have to look into this more. I like Merchants & Marauders but it is a long game and I usually won’t pull it out because of the size and length of the game. It’s really fun when I do pull it out though. I really want to learn more about this game. I actually play Terraforming Mars a lot because my husband and his friends always want to play it. And you know, majority rules. I don’t think Terraforming Mars is a particularly great game. It is okay. But overall I usually have fun playing it. And for this I am going straight base game because the expansions over complicate the game and add to much. I think I really want to get to know the original game and learn more about the game on the base level.

The games I haven’t played very much are:

  • Clank! In Space
  • Suburbia

I have played both of these games before but only once or twice. My husband loves Suburbia but can’t ever seem to win at it, which I think is funny. The game is fun, from what I remember. I am interested in playing it again and learning more about the catch up mechanic in the game because I think it is one of the better ones I have seen. Clank! In Space is a lot of fun. I really like how it is a race, and I love the deck building mechanic on it. I hadn’t seen a board game driven by a deck building mechanic before it. I really just want to play it and learn more about how it works.

 

Game Design Challenge: Ball Game

Last week in my introduction to game design class, we were presented with a challenge. The challenge being to make a game that involves a ball, but you cannot throw, kick, shoot or flick the ball.

At first glance this seemed to be almost impossible. I actually thought that the assignment was designed to set us up to fail. How can you possibly make a game using a ball with out doing any of those things?

Well, it turns out it is possible. And after thinking about it in a new way, I came up with the most unique game in the class.

Here is the guidelines that we had to follow:

ball-challenge-constraints

First thoughts:

My group went in an obvious direction with this at first. I had three ideas before the teacher had turned us lose to brainstorm. They all involved a game where you physically play with the ball, in a sports like fashion.

  1. The first Idea was basically a variant of tug of war. You cannot physically touch the ball but you have to push the ball across the line to the opponents side of the table. My thought was that players could use straws or something to direct their breath and blow on the ball to move it.
  2. This was a balancing game. The idea is similar to chicken, where you push a person off of the shoulders of someone else. One player would balance the ball on their head and the other person would have to knock it down. If after a certain number of moves the opponent could not knock it down the player with the ball would win.
  3. This is one involves pushing the ball into a cup without touching it. The idea was to set up an obstacle course of sorts where you could throw an object and bounce it off stuff to hit the ball and knock it into the cup.

Ultimately these ideas got shot down. The more we thought about the challenge the more it felt like we shouldn’t use the ball as the main component of the game. So after brainstorming for the rest of class and no new ideas, I headed to pick up my husband from work and my daughter from school.

The ball challenge taunted me in my thoughts. It beckoned me to create a game but I didn’t know how to use the ball in a non-obvious way. I talked about it with my husband a bit on the car ride home and he shifted my perspective.

He said something along the lines of thinking outside of the ball. Which got me thinking that the game doesn’t have to be about the ball but instead just another component. So I had some new ideas.

When I got home, I jumped on Discord and messaged my group my two new ideas.

  1. Use the ball as a “box” for the game we create
  2. Use the ball as a score marker for the game we create

These were some cool ideas but they weren’t a game, or even a semblance of one. I was feeling pretty stumped. But the next day, it hit me.

A few days prior, my husband and I were working on a game together. And the theme idea came up for a mummy in a tomb. This immediately got me thinking about Indiana Jones and I laughed as said, “Is a boulder going to get us?” And we chuckled and moved on.

But as I thought about my game design experience and how to make the ball game, I thought back to that moment. And Bingo! I had an idea for a game.

Boulder Dash (Working Title):

Heavily inspired by the famous scene in Indiana Jones, I set to work designing Boulder Dash. boulder-dashThe goal of the game is to make it to the end of the track with the most treasure.

Each round the players may take four actions, of the three actions available.

Actions:
1. Run
a. Move 1 space forward on the board
2. Search for treasure
a. If your current space has a treasure marker        (the colorful circles) on it you may search for          treasure. Simply take the treasure marker and        flip it over to reveal your treasure. If it is a              treasure you keep it for end game scoring. If it        is a booby trap symbol. You lose one action.
3. Trip Opponent:
a. If you are on the same space as another player, as an action you may trip them,              causing them to have one less action on their next turn.

After both players have taken their actions, a player rolls the dice and moves the boulder the corresponding number of spaces towards the players.

If the boulder moves on to or past a space that a player is currently on, the boulder crushes them and they lose they game. If the players are on the same space when this happens it is a draw. If both players die, but one player was further ahead, they are declared the winner.

If both players survive, the treasure is added up and the player with the most treasure wins the game.

The Design Process:
My first design was a piece of paper on it with the numbers one through 20 down the center. Each number was considered a space. I grabbed 3 of my daughters toys that were small enough to fit on the page.

My first thought, was to make two decks of cards. One for the boulder movement and one for the treasure. So on index cards I put in varying amounts of treasure and boulder movements.

In the boulder deck, there were cards with a number 1 – 3 written on it. There were more ones than two and more twos than threes.

In the treasure deck, I had 16 cards with 0s written on them, 8 cards with 1s, 4 cards with 2s and 2 cards with 3s.

In the first play through it was vary obvious that it wasn’t going to work. The boulder didn’t move fast enough and it was very hard to get treasure. Plus, the players started way to close to the boulder.

boulder-dashv1

As you can see from the photos, the version I presented in class is much further than my first iteration.

The main changes I made were moving the players starting position up on the board. I also took away the boulder deck because it wasn’t working quite the way I wanted and instead opted to use a d6 for the boulder movement. This got the boulder going more quickly but still kept the players fairly safe because of the probability on the die roll. I really love this because it gives the illusion of imminent doom but the numbers are still on the side of the players. I also took away the treasure deck and added booby traps. The current distribution is 3 booby traps in the game. It feels like it works pretty well for now but it might be something to come back and look at if I continue working on this game.

Overall, I think I was pretty successful at creating a game that involves a ball that uses it in a unique way. Once I started to think more laterally it all fell into place.

I would love to see the games you designed using the same constraints! Post a picture of your game and the rules in the comments. I can’t wait to see what you come up with!

 

 

A Warm Hello

Thanks for joining me!

My name is Jacquelynne and I am a game designer.

I am currently working on a board game with the intent to self publish it on Kickstarter. This blog is meant to document my progress and serve as a teaching tool for other designers out there looking for advice. Here you can see how I approached it and learn from my mistakes.

A little bit about me:

I am currently earning a degree in game design as well as video game programming. I didn’t know that I liked designing until September 2019. I had dabbled in it with my husband a few times but I had never sat down with the serious goal of creating a game.

The first class that I had to take at UAT is an intro to game development class, in which we had to create a board game. I knew that I wanted to pitch so I went home and started thinking about what games I could make. I first thought a lot about the games I liked and why. I then started thinking about interesting themes that I might want to pursue and at some point during all that an idea dropped into my head.

I pitched the idea to my classmates. A team formed almost immediately and we began working right away. This blog will outline my journey through creating that game and follow me as I work on updating the game and make new games.

I decided to start this blog as a form of documentation for my journey but also to help other aspiring designer out there. We gotta stick together!

I hope you enjoy my blog!