Showing posts with label Kickstarter. Show all posts
Showing posts with label Kickstarter. Show all posts

Thursday, 20 February 2025

Usolli on Kickstarter

Usolli is on Kickstarter now! I played the probably final prototype in December, and greatly enjoyed the game. It is from fellow Malaysian designer Ahmad Salahuddin, and the game is about the Muslim daily five prayers. 

Click here to visit the Kickstarter page. 

Wednesday, 12 October 2022

Cthulhu Coinsides launching 31 Oct 2022


EX1ST GAMES will soon launch a new Kickstarter project for the Cthulhu version of Coinsides - a boardgaming accessory which looks absolutely stunning. This one coin can serve as 9 different dice. 

Friday, 17 December 2021

A Kindly World


I rarely support games on Kickstarter and other crowdfunding platforms. Over the years that crowdfunding boardgames has been popular, I've supported fewer than ten games. This year I supported A Kindly World from Japan partly because I like the art style. I like that it is a little quirky and has something a little different to offer. I have never played other games by the designer. I read the rules before deciding to pledge. 


I was a little worried whether my package was lost in transit. Some supporters in USA had received their copies when I was still waiting for mine. It was a relief when the game arrived. I rarely receive mail from Japan so I couldn't help feeling a little excited about it. The box was slightly larger than A4, more or less the size of a a standard board game. 


The actual game is quite small, as you can see above. It was well protected by the mailing box. The mailing box was big enough for the game rules and the clear holder. 


The rules were not stapled into a booklet form. They are in loose sheets. The rules don't fit into the game box. I later created my own rules summary and made it small enough to fit inside the game box. 

The rules came in three sheets of paper. 

The last page is the card manifest. 


The English version is actually just the Japanese version with an English obi, i.e. the black paper belt above with English text, and rules in English. There is only one version of the actual game and it is in Japanese. The cards do have Japanese text, but the game is very much playable even if you don't know Japanese. 

The back of the box (and obi).

The game is pretty small, and the cards too. 

The rules summary I made can fit inside the game box.

The Game

A Kindly World is a push-your-luck set collection game. You collect cards during the game, and you win by collecting 7 different types of item cards. Every player gets a role card. You can also win by completing the mission on your role card. 


The first row are the roles, the second row the items. The items have patterns along the edges, and this is how you differentiate them by type. In addition to the patterns, you can also tell them apart by the number at the top left corner. The number specifies how many cards there are of that particular type. The number of cards of the various types range from 5 to 9. Two types have 8 cards. In this case one type has the 8 written in a solid font, and the other has 8 written in an outline font. So you can still tell them apart using the number. 

On your turn, you must create a row of cards, and you try to claim these cards before any clash happens. Once there is any clash, you must end your turn and without claiming any card. All cards in the row are discarded. 


A player's turn starts like this. The top card of the draw deck is face-up. The rest still remain face-down. When I first read the rulebook I didn't understand why this was necessary. Only upon playing the game I appreciated why this was practical. The active player must move the top card of the deck to the right at least once. Cards on the right of the deck form a row, and these are what you try to claim before your turn ends. 


The card which was on top of the deck has been moved to the right, and the top card of the deck is now turned face-up. If you compare the patterns on the edges of the cards, they are different, which means there is no clash yet. They are cards of different types. At this point you may decide to claim the card on the right and end your turn. Or you may decide to be greedy and move the top card of the deck to the right again. 


Now the new top card of the deck is again a new type and does not clash with any of the cards on the right. Now you may take both the cards on the right, or you may gamble again and move the top card to the right. What all this means is if you want the top card of the deck, you will need to gamble and hope the next card doesn't cause any clash. This is tantalising. The exact card you want may be dangling right in front of you, tempting you. If the top card of the deck is not what you want, and the cards on the right include some which you do want, it may be a good time to stop and claim them while you can. 


If you continue to move cards to the right, you may end up with a situation like this. Now the top card of the deck clashes with the card immediately next to it. That means you have failed and will leave empty handed. All three cards on the right must be discarded. 

This is how you collect cards. Once you have all 7 item types, you win. 


The other way to win is to complete the mission on your role card. Everyone is dealt one role card at the start of the game. This is initially kept secret. The missions are related to collecting cards too, but the requirements vary. The child wants to collect three cards with toy cars. Mr Pumpkin needs 2 cards in one type, 2 in another type, and 3 in yet another type. You have two goals to work towards. 


These are the trees of light. There are 4 such cards in the game. The rightmost card is the final tree of light, and it is shuffled into the bottom 10 cards of the deck. The rest are shuffled into the rest of the deck. When the first tree of light appears, role cards which are unused are revealed. This helps you narrow down the possibilities of your opponents' roles. You know which roles are in play, but you may not know yet who's having which role. When the second tree of light appears, everyone reveals his role. Now everyone knows for certain what everyone else is trying to do. The trees of light are relevant to some of the roles, e.g. the city person needs to collect two trees of light.  


These above are all the cards with a solid 8. They all share the same border pattern. The drawings are all different. I like this and think it is lovely, even though it is not exactly practical. Three of the cards of this type have the toy car icon at the bottom right. In the whole game there are 8 cards with toy cars. 

These are the cards in the outline 7 series, and they are all related to music. 

If no one has won by the time the last tree of light appears, you follow a tiebreaker procedure to see who wins. You check for fewest trees of light, then the most toy cars, and finally the most cards. 

The Play

My first game of A Kindly World was a 2-player game with Chen Rui. The 2-player game is a variant and is a little more complicated. The game is primarily designed for 3 or 4, and having played both 2- and 3-player games, I would recommend first timers to start with 3- or 4-player games. In the 2-player game, the role cards are shuffled into the main deck instead of every player being dealt one before the game starts. You collect role cards in the same way you collect item cards. You can win be fulfilling the mission of any one of the role cards you have collected. The 2-player game may be slightly more strategic than the standard 3- and 4-player game, but I think A Kindly World is meant to be a light game. I prefer to play with the simpler standard rules. 

2-player game in progress.

The game plays briskly. This feels like a five-minute game. Both times I played, once with two players and the other with three, we played three games back-to-back. Otherwise it doesn't feel like we've sit down long enough to have played a game. Many games take longer to set up than this game takes to play!

Despite being a simple game, there are some clever bits to discover. It is useful to try to guess your opponents' roles. If you know what the next player is trying to collect, you will avoid leaving cards that will help him. Whether to move another card to the right seems like a brainless decision, but there are actually a few factors to consider. It is not just a linear decision of few cards meaning low risk and many cards meaning high risk. Sometimes you keep revealing cards and risk failing because you don't want to leave a good card for the next player. Sometimes you are happy to collect just one card. Sometimes you bet against the odds even when the odds are horrible. 

That pile at the top is the discard pile. Now three cards have been moved to the right and there is still no clash among all four visible cards. This is rare. 

My character was Mr Pumpkin. I was still far from completing my mission. 

In a 2-player game, role cards (rightmost in this photo) are shuffled into the draw deck. When you see such a card, you don't turn it face-up (unless the second tree of light has appeared). 

This many cards revealed and still no clash! This is a minor miracle. 

The role card is still kept secret since the second tree of light has not appeared. 

The village elder can substitute one tree of light as the 7th card type. I have 6 types now, but unfortunately no tree of light yet. I need a tree or the 7th card type to win.

Chen Rui was curious whether all the different drawings within one type of card can be linked together to form a story. She grouped the cards by type and tried to sequence them into stories. Kickstarter supporters will be getting a digital comic book. It is expected to be released in Feb 2022. 

This is a 3-player game. Everyone gets one role. 

The Thoughts

A Kindly World is novel. Despite being simple and light, it has some endearing quirks. Sometimes I feel I get more fresh ideas and experiences from playing these clever little games than those typical 2-hour point salad Eurogames. There is a market for such heavy Eurogames, so many companies continue to make samey stuff and they continue to sell well. 

One reason I like A Kindly World is this is the kind of game I am learning to create. Something that works for non-gamers and casual gamers. Something that works at boardgame cafes and non-boardgame gatherings. But it must also have something new and interesting to offer. There has to be a certain catch. A Kindly World feels super simple, but it is not as innocent as it looks. It is no deep strategic game, but it does have a little spark of genius. 

Thursday, 14 January 2021

Kickstarter: Ping Yao

 


Ping Yao is a game about the earliest bank networks in China, set in the Qing Dynasty. Ping Yao itself is the city where such bank networks started. This game is a medium-weight Eurogame with dice placement as the core mechanism. The artwork and production look amazing. It is on Kickstarter now. Quite many reviewers have reviewed the game and done videos for it. Check out their Kickstarter page.  

Wednesday, 18 November 2020

Kickstarter: Reckless Sloths (2 days to go)

The Kickstarter campaign for Reckless Sloths, by Sindri Leví Ingason from Iceland, ends 20 Nov 2020. It is 240% funded at the moment of this writing, so it will go to print. If you are into silly, funny games with some take-that, check it out. Yes it has noodle monsters. 

Friday, 13 November 2020

Kickstarter: Reckless Sloths

Sindri Leví Ingason from Iceland is running a Kickstarter project for a quirky card game about saving sloths. Whenever I hear of sloths, the first thing that comes to mind is always this sloth from the movie Zootopia.  


If you are into crazy, rowdy games, check this out: Reckless Sloths. It is already funded and will go to print. Kickstarter campaign ends 20 Nov 2020. 



Friday, 22 November 2019

Kickstarter: Doublehead Kids

Joerg Trojan and his children designed a children version of a popular card game in Germany, Doppelkopf. The project is on Kickstarter now - Doublehead Kids. I think it's great bonding to design a game with one's children.

I recently started designing a game of my own. I am thinking of recruiting * cough * (conscripting) younger daughter Chen Rui to do art work for me. She's good at drawing. Elder daughter Shee Yun is good at writing, but my current game idea doesn't involve much writing. I hope I can see this game design project through to completion. I have been listening to the Think Like A Game Designer podcasts by Justin Gary (designer of Ascension), and there are many interesting insights.

Saturday, 6 April 2019

Hammer of the Scots on Kickstarter

Hammer of the Scots is a game I enjoy a lot. A new deluxe edition is on Kickstarter now. I want to do my part to recommend this excellent game to people. Here are some of my older blog posts where I wrote about the game: link to posts.

Friday, 17 August 2018

Sunday, 10 July 2016

Twilight Struggle on iOS

When I first heard that GMT and Playdek were going to make an iOS version of Twilight Struggle, I was quite excited. I supported the Kickstarter campaign with no hesitation. Playdek had always delivered good products (Ascension, Summoner Wars and Agricola on iOS), so I had high confidence. I only pledged for the iOS version and not other items like the PC version or the physical items for the boardgame. The iOS version was originally scheduled to release in Mar 2015, 9 months after successful funding. It was eventually released in Jun 2016, much later than expected. Thankfully I wasn't actively waiting for it. It was a fire-and-forget decision for me. Otherwise I would have been frustrated by the long wait. Now that it's here and I've played a few games, I'm happy with it, and glad to have supported making it a success.

It is not easy to transfer such a complex boardgame onto the small iPad screen. I must admit I took some malignant pleasure in thinking about how Playdek was going to do it. Now that they have done it, I must say they did a pretty good job. The user interface is intuitive. I can easily see information that I need, or if it is not immediately visible, I can easily find it. When fully zoomed out, I can see 90% of the world map, which is nice. I can zoom in to specific regions. At the lower left and lower right corners (see screenshot above), the square buttons let you do this. CA means zooming in to Central America, SA means South America, and so on. Near the top left and top right corners, the symbols in squares are events which are in effect. If you press one of the symbols, the relevant card comes up.

Each region has a little meter to let you know how well you and your opponent are doing. The Europe meter is near the left edge of this screenshot. The left half being filled with blue means USA has achieved Domination in Europe. A quarter on the right being filled with red means USSR has Presence. If you tap the meter, you'll be shown a detailed breakdown of how the region will score. See next screenshot below.

This is the scoring details screen for Asia. How many points each side will score are shown in the two columns on both sides. The big red 05 in the middle means USSR will net gain 5VP if the Asia scoring card is played. The Twilight Struggle scoring is a zero sum game where only one side will have points. If the other side scores, the former needs to lose points first, until it reaches zero, before the latter starts gaining points. The 06 in the red box at the top means USSR is currently in the lead by 6VP.

This is the space race. USA (blue frame) is at Step 2 and USSR (red frame) is still at Step 0.

This is Central America. In this screenshot I have opened up the game log details. These allow you to see what has happened throughout the game. Other than the game log, you can also easily check which cards are in the discard pile (it is especially important to know which scoring cards have been played and which are still to come) and which cards have been permanently removed from the game.

The Help button on the left (the green circle with a question mark) is very useful. It is context-sensitive. When I press it, it shows me the rules relevant to the action or screen I am executing or viewing. This saves me much trouble in searching through the rule book. One thing I don't like though is the tutorial. Twilight Struggle is a complex game and it is not easy to make a rulebook-for-dummies. I tried reading through the tutorial and I didn't have patience to complete it in one sitting. Later when I came back, I found that I had to start from scratch and I could not continue from where I left off. Eventually I decided to skip the tutorial and just went ahead to play. Since I had played the physical boardgame before I still had a general idea of what I was supposed to do.

This is the overview screen. It tells you which Turn you are in, how many Action Rounds there are in the current Turn, and which cards have been played in previous Action Rounds.

So far I have played against the AI four times, and I'm now in my 3rd game against Han. I found that I am lousy at managing the DEFCON level. The DEFCON concept in Twilight Struggle determines how close the world is to nuclear war. The DEFCON level starts at 5, which is the best and safest level. Each time a player initiates a military coup, the DEFCON level drops. Some card plays also affect DEFCON. If DEFCON hits 1, nuclear war breaks out and the world is destroyed. The game ends, and the player whose turn it is is the loser. In my first three games against the AI, I lost all three because of DEFCON (screenshot above). In one game, I played a card which required both sides to roll a die to determine who gained points. The card also allowed the victor to adjust the DEFCON level. I had misunderstood and thought the active player was to decide how to adjust the DEFCON. The AI won the die roll, and since it was the victor, it decided to lower the DEFCON, which was already at Level 2 when I played the card. Nuclear war broke out, and I was blamed because I was the active player at the time. In another game, I played a card which gave the AI 1 operation point when DEFCON was at Level 2. I had neglected that the AI could use this paltry 1 ops point to start a coup, which it did. DEFCON went to 1, and I was blamed again for destroying the world. I was schooled by the AI! I now appreciate much better the intricacies in managing DEFCON.

Now finally, one game that I did win against the AI. I played USA and I managed to reach 20VP for an instant victory. In my 4 games against the AI so far, it seems the AI doesn't put much emphasis on the space race. In this screenshot you can see my USA is already at Step 5 of the space race, but the AI's USSR is still at Step 1.

Before the iOS version was released, I hadn't played Twilight Struggle for quite some time, despite owning a physical copy of the game. It is good that the iOS version got me playing this great game again. I enjoyed my plays. It felt good getting to know the game again, appreciating the beauty in its design and the tactics required to win. In the past, I had never got to learn this game well because usually there was a long gap between each play. By the time I played again, I had already forgotten the tricks I learned from my previous game. The iOS version helped me learn and enjoy the game much better.

As with all digital implementations of boardgames, there is a risk of burnout due to playing too much within too short a time. I feel this a little with Twilight Struggle. With a physical boardgame, you can't avoid the "work" required in managing the components and in doing calculations in your head. Despite calling these "work", they are part of the fun too. Digital implementations remove these. It is good in that you save time and you get straight to the crux of the game. However it can also be bad in that the experience is too blunt, too condensed and too naked. Suddenly you feel you have seen all there is to it, because the trappings of playing a physical boardgame have disappeared. I find that I am now intentionally not playing Twilight Struggle too much so that I don't burn out on it.

One thing I like about the digital implementation is before you roll the die for an important move, your odds of success are shown. So you can always change your mind before you commit to your move. With this, I don't need to memorise the rules related to calculating odds. I just need to have a rough idea of the factors which affect my odds. This is very convenient.

One thing I notice is I rarely get to the Late War stage. It might be because I keep losing by DEFCON heh heh... This is a pity because I don't get to experience what the Late War is like. There is a Late War variant scenario which comes with the iOS version, which I think is meant to address this problem. It starts the game in Turn 8 (of 10). Han and I are trying this now. It seems to be very tough for USSR though.

Update 17 Jul 2016: I just realised I had misunderstood the rules for the Late War scenario. I had played two complete games assuming the victory condition was the same as the standard game. I lost the first game due to DEFCON and never got to the end of Turn 10. In the second game, I did get to the end of Turn 10 and the final scoring. Han played USA and he had around 5VP after the final scoring. However the app said I won. I was puzzled. I had to look up the rules before realising that the victory condition was based on USA having 20VP. USA needed to have more than 20VP after the final scoring to win the game. Victory was no longer based on 0VP. No wonder when I played USSR it felt so impossible. I didn't realise I was actually doing well keeping USA from reaching 20VP. I had thought I really sucked at this game. Embarrassing...

The AI that comes with the digital version is decent enough, but it is not as interesting as a human opponent. It is sufficient if you want to learn the game or if you want to play a relaxed and casual game. Once you know the game well, it probably won't be much of a challenge. Despite my blunders with the DEFCON level when I played against the AI, I generally managed to outscore it because I played more efficiently. If I had lasted long enough, I'm sure I would have won eventually.

If Twilight Struggle is a game that interests you, the iOS (or PC) implementation is a good way to get into it.

.

Friday, 4 July 2014

Kickstarter: Speakeasy

I'm usually not a Kickstarter guy, or a party game guy, but this game sounds interesting - Speakeasy. A real-time, secret-identity, team game, probably best played in a party setting. Lasts 75 minutes. I rarely have a big group of players, so I may never have an opportunity to play this, but if this is something that can work for your group, check it out.

Saturday, 25 May 2013

Fleet

Plays: 2Px4.

Fleet is a Kickstarter game that I would not have had the opportunity to play if Allen hadn't bought it, because I usually don't follow Kickstarter games. It turned out to be a pleasant surprise for me.

The Game

Fleet is a card game and a development game. Like Race for the Galaxy and San Juan, cards are multi-purpose. A card can be used as money, to bid for licenses and to launch ships. A card can become a ship, if you pay the cost of the ship. You play the card in front of you. You can do this once per round. A card can become a captain. You are allowed to do this also once per round. You just put a card in your hand face-down, and slide it under a ship already launched. Manned ships can start fishing. Licenses that you own, ships that you launch, and fish that you catch all score points at game end.

Top left corner is the cost of launching this card as a ship. Top right corner is the victory point worth if launched as a ship. Bottom left corner is the monetary value if the card is used as money. The ship type depicted is only important for determining whether you can launch this ship. You must have a matching license for the ship type. Once you launch a ship, the ship type doesn't matter anymore. All launched ships behave the same way. They catch the same type of fish token (there is only one type), their maximum capacities are the same - four.

The core of the game is the licenses. These are large cards that form the license deck. Every round a number of licenses are available to be auctioned to players. You can buy at most one per round. A license has two purposes. First, it gives you the right to launch a specific type of fishing boat, e.g. a tuna fishing boat. You must have a license before you can do any fishing. Second, it also gives a special ability. This special ability is what makes the game. One license lets you launch two ships instead of one, and you get to draw extra cards when you launch ships. Another license gives you discounts whenever you buy another license or launch a ship. License abilities are enhanced when you own more than one license of the same type. So there is incentive to bid for a license even if you already own one of the same type. You do it not just to deny your opponent. You can benefit from it.

The tuna fishing license lets you launch tuna fishing ships. Its special ability is you can draw two cards at the end of a round, as opposed to one. If you have two tuna fishing licenses, you draw three cards and discard one. The more licenses you have, the stronger their effect becomes.

One particularly interesting license is the processing vessel license. It lets you move fish from your ships to the license card. Fish that have been moved to the license card can be spent to draw cards, and also can be used as money. This license is interesting because of the 4 fish per ship limit. When you ship fills up, you don't gain any more benefit from it. But if you have a processing vessel license to clear off some fish, you can continue to fish.

The game ends either when the fish run out, or when the licenses deck runs out.

The Play

I have only played with two-players so far, and I suspect the game will be better with more. The game is tight. There are not many rounds, and it feels like the game end approaches before you are ready for it. So every auction is important. Decisions are not just during the auction itself. You also need to think about how much money you will have going into the auction, and what licenses may be remaining in the deck. It is arguable that outside of the auctions, the game is multiplayer solitaire. In fact, outside of the auctions, the decisions are mostly straight-forward. However since the game feels so succinct, and the auctions are so critical, I feel that there is still a good decision-to-work ratio.

The need for cards is a constant pressure. Every round by default you only get to draw one card, right at the end of the round. You need to use your cards wisely, and you need to get an engine going to draw more cards into your hand. The licenses are mostly about drawing more cards, or saving money, which is basically saving cards. You constantly struggle to gain cards, and then you need to use them efficiently to score points. There aren't that many rounds in a game, and when you are short on cards, you may waste one or more rounds doing nothing other than drawing that one card per round. That is painful.

I wonder whether games tend to be shorter with two players, because there is a higher likelihood of rounds where neither player can afford to buy a license. In such situations the licenses on offer are discarded and new licenses are drawn for the next round. This speeds up the depletion of the licenses deck.

Ships launched in the early game will likely hit the four fish limit, so processing vessel licenses tend to be more desperately fought over. I am not sure yet whether they really are that crucial. I need to explore further whether there are strategies which would make them less important. I think if a game ends quickly, the processing vessel licenses would see less use.

Four ships launched, but only three have captains, so only those three can fish. Five licenses, two of which are processing vessel licenses.

The Thoughts

I quite enjoyed Fleet. It's crisp, condensed and tight. It's a tableau game, like Race for the Galaxy and 51st State. It's not as varied or rich as these games. There is less combo-making. However there is a certain succinctness that I like. It's no prolonged engine building. It's a quick knife fight where every moment and every decision is crucial, and you can't afford to make many mistakes.

Tuesday, 24 January 2012

Zoneplex on Kickstarter

The designers of Zoneplex contacted me about their game which is now on Kickstarter. Looks like a mid-weight Eurogame. It is for 3 - 5 players, plays in 60 minutes and is for age 11+. Check it out if you are interested.

You construct the pyramid as the game progresses.

I love the artwork.