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	<title>Evertide Games &#187; Design Notes</title>
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	<link>http://www.evertidegames.com</link>
	<description>A Multimedia Game Developer</description>
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		<title>Mr. Card Game at KoLCON</title>
		<link>http://www.evertidegames.com/2011/09/mr-card-game-at-kolcon/</link>
		<comments>http://www.evertidegames.com/2011/09/mr-card-game-at-kolcon/#comments</comments>
		<pubDate>Sun, 11 Sep 2011 17:10:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design Notes]]></category>

		<guid isPermaLink="false">http://www.evertidegames.com/?p=218</guid>
		<description><![CDATA[After about a month&#8217;s worth of effort putting it together and a couple of serious revisions, Jason and Graydon were finally able to take Mr. Card Game for a test run yesterday at KoLCON 8. Reports from the table indicate that it was well received by the players. Not only did the game manage to [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.evertidegames.com/wp-content/uploads/2011/09/photo.jpg"><img class="size-full wp-image-219 alignright" title="photo" src="http://www.evertidegames.com/wp-content/uploads/2011/09/photo.jpg" alt="" width="320" height="239" /></a>After about a month&#8217;s worth of effort putting it together and a couple of serious revisions, Jason and Graydon were finally able to take Mr. Card Game for a test run yesterday at <a href="http://forums.kingdomofloathing.com/vb/showthread.php?t=186027" target="_blank">KoLCON 8</a>. Reports from the table indicate that it was well received by the players. Not only did the game manage to feel like <a href="http://www.kingdomofloathing.com/login.php?loginid=294217ef363243569f534efba906897f" target="_blank">KoL</a>, it also played rather smoothly. Apparently, adding a few counters to the table helps players keep track of their totals, but otherwise, the decisions were straightforward enough to reduce turn time to two minutes per player. A few optimal strategies were already beginning to emerge among the players, but overall each class felt like itself. So, it appears to have captured the geist. Even the spectators wanted to give it a go afterwards. Good job team.</p>
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		<title>Nottingham Playtested (Again) at Spielbany</title>
		<link>http://www.evertidegames.com/2011/07/nottingham-playtested-again-at-spielbany/</link>
		<comments>http://www.evertidegames.com/2011/07/nottingham-playtested-again-at-spielbany/#comments</comments>
		<pubDate>Mon, 25 Jul 2011 22:05:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design Notes]]></category>

		<guid isPermaLink="false">http://www.evertidegames.com/?p=215</guid>
		<description><![CDATA[Nottingham version 4.5 was tested by six (then seven) players this past weekend at Spielbany. Results were disastrous; without direction from the designer, the organization of the gameplay required to manage all the interdependency of cards and actors quickly broke down. After two hours, the board advanced four seasons, five gold and one outlaw captured [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.spielbany.com/cms/?q=node/42"><img class="alignleft size-full wp-image-192" title="SpielbanyLogo140x100" src="http://www.evertidegames.com/wp-content/uploads/2011/07/SpielbanyLogo140x100.png" alt="" width="140" height="100" /></a>Nottingham version 4.5 was tested by six (then seven) players this past weekend at <a href="http://www.spielbany.com/cms/?q=rsvpsummer2011">Spielbany</a>.  Results were disastrous; without direction from the designer, the organization of the gameplay required to manage all the interdependency of cards and actors quickly broke down.  After two hours, the board advanced four seasons, five gold and one outlaw captured without any need for Robin Hood to intervene.  A more comprehensive <a href="http://evertidegames.blogspot.com/2011/07/why-you-dont-run-game-yourself.html">description of the session</a> and some ideas for new directions are posted in the designer diaries.  Thanks again to everyone for playing and giving your feedback.</p>
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		<title>Nottingham Playtested at Maxicon</title>
		<link>http://www.evertidegames.com/2011/05/nottingham-playtested-at-maxicon/</link>
		<comments>http://www.evertidegames.com/2011/05/nottingham-playtested-at-maxicon/#comments</comments>
		<pubDate>Mon, 30 May 2011 21:37:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design Notes]]></category>

		<guid isPermaLink="false">http://www.evertidegames.com/?p=196</guid>
		<description><![CDATA[A revised Nottingham was playtested at Enigma&#8217;s Maxicon XI this weekend. A full complement of seven players new to the design played a heavily modified version on Saturday afternoon in the upstairs guest room. With a simplified set of card effects, location based bonuses and a geographic component added to the game, the Usurpers successfully [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.popepat.com/maxicon11/m11.html"><img class="alignleft size-full wp-image-195" title="MaxiconXILogo" src="http://www.evertidegames.com/wp-content/uploads/2011/07/MaxiconXILogo.jpg" alt="" width="140" height="70" /></a>A revised Nottingham was playtested at Enigma&#8217;s <a href="http://www.popepat.com/maxicon11/m11.html">Maxicon XI</a> this weekend.  A full complement of seven players new to the design played a heavily modified version on Saturday afternoon in the upstairs guest room.  With a simplified set of card effects, location based bonuses and a geographic component added to the game, the Usurpers successfully worked as a team to capture Robin Hood and deliver all the gold to the barons they needed with plenty of time to spare.  People loved the artwork, layout and theme.  They also enjoyed the collective negotiation in the game and debate over card effects.  However, Robin Hood&#8217;s relatively early move to stop the team lead to him being effectively eliminated as a player half-way through the game and an somewhat anti-climatic result.  The game also dragged a little between turns, but overall, the test was a success with a general perception that Nottingham should be produced.  Thanks to all the Enigma playtesters.</p>
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		<title>Vote for Castles</title>
		<link>http://www.evertidegames.com/2011/05/vote-for-castles/</link>
		<comments>http://www.evertidegames.com/2011/05/vote-for-castles/#comments</comments>
		<pubDate>Wed, 18 May 2011 04:12:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design Notes]]></category>

		<guid isPermaLink="false">http://www.evertidegames.com/?p=186</guid>
		<description><![CDATA[Marbles: The Brain Store has selected Castles as one of the three finalists for their inaugural game design contest.  In order to qualify, entries had to redesign one of the four classic games of Tic-Tac-Toe, Checkers, Connect 4 or Venetian Solitaire for a more cerebral audience.  Castles, co-designed by Brad Phillips and Richard James, is a variant [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.evertidegames.com/wp-content/uploads/2011/05/MarblesBrainStoreLogoFooter.png"><img class="alignleft size-full wp-image-187" title="MarblesBrainStoreLogoFooter" src="http://www.evertidegames.com/wp-content/uploads/2011/05/MarblesBrainStoreLogoFooter.png" alt="" width="116" height="82" /></a>Marbles: The Brain Store has selected <strong>Castles</strong> as one of the three finalists for their inaugural game design contest.  In order to qualify, entries had to redesign one of the four classic games of Tic-Tac-Toe, Checkers, Connect 4 or Venetian Solitaire for a more cerebral audience.  Castles, co-designed by Brad Phillips and Richard James, is a variant of Checkers, but plays like Mancala and feels like Backgammon.  It&#8217;s a ten to fifteen minute game that brings Checkers to the next level of strategy.  And all you need is twice as many checkers as normal to play, so you can try it out yourself.  The other two competitors in the final round both look like pretty good designs, so Castles can use your support.  If you want to vote for Castles, and check out its competition, follow <a href="http://www.facebook.com/photo.php?fbid=10150198454002372&amp;set=a.10150198453927372.330901.25943667371&amp;type=1&amp;theater">this link</a>.</p>
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		<title>Nottingham Playtested at Spielbany</title>
		<link>http://www.evertidegames.com/2011/04/nottingham-playtested-at-spielbany/</link>
		<comments>http://www.evertidegames.com/2011/04/nottingham-playtested-at-spielbany/#comments</comments>
		<pubDate>Mon, 18 Apr 2011 20:59:01 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design Notes]]></category>

		<guid isPermaLink="false">http://www.evertidegames.com/?p=190</guid>
		<description><![CDATA[The very first prototype for Nottingham was tested this past weekend at Spielbany. On both Saturday and Sunday, Nottingham fielded a full complement of seven players in the front game room. Responses varied, but a couple people played both times, everyone was excited about the theme and most people liked it. After some rules adjustments [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.spielbany.com/cms/?q=node/42"><img class="alignleft size-full wp-image-192" title="SpielbanyLogo140x100" src="http://www.evertidegames.com/wp-content/uploads/2011/07/SpielbanyLogo140x100.png" alt="" width="140" height="100" /></a>The very first prototype for Nottingham was tested this past weekend at <a href="http://www.spielbany.com/cms/?q=node/42">Spielbany</a>.  On both Saturday and Sunday, Nottingham fielded a full complement of seven players in the front game room.  Responses varied, but a couple people played both times, everyone was excited about the theme and most people liked it.  After some rules adjustments from the first test and some strategic suggestions for the players to keep in mind, the second game culminated with dramatic victory by Robin Hood just as the villains were about to deliver the final shipments of gold they needed to win.  Thanks to everyone for playing and giving your feedback.</p>
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		<title>Cubic Shortlisted for Concurs de Creació de Jocs</title>
		<link>http://www.evertidegames.com/2011/01/cubic-shortlisted-for-concurs-de-creacio-de-jocs/</link>
		<comments>http://www.evertidegames.com/2011/01/cubic-shortlisted-for-concurs-de-creacio-de-jocs/#comments</comments>
		<pubDate>Thu, 20 Jan 2011 11:08:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design Notes]]></category>

		<guid isPermaLink="false">http://www.evertidegames.com/?p=200</guid>
		<description><![CDATA[Cubic has been shortlisted for Concurs de creació de jocs 2011. Based upon the design document submitted in December, Cubic was selected to be one of the 40 games playtested during this year&#8217;s competition out of the161 entrants. Selection of finalists for the competition will be held in May with the winner(s) announced at jugarXjugar [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://feriajugarxjugar.blogspot.com/"><img class="alignleft size-full wp-image-199" title="JugarxJugarLogo150x150" src="http://www.evertidegames.com/wp-content/uploads/2011/07/JugarxJugarLogo150x150.png" alt="" width="100" height="100" /></a>Cubic has been shortlisted for Concurs de creació de jocs 2011.  Based upon the design document submitted in December, Cubic was selected to be one of the 40 games playtested during this year&#8217;s competition out of the161 entrants.  Selection of finalists for the competition will be held in May with the winner(s) announced at <a href="http://feriajugarxjugar.blogspot.com/">jugarXjugar 2011</a> in June.  Go Cubic.</p>
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		<title>Simulating Unforeseeability</title>
		<link>http://www.evertidegames.com/2010/04/simulating-unforeseeability/</link>
		<comments>http://www.evertidegames.com/2010/04/simulating-unforeseeability/#comments</comments>
		<pubDate>Fri, 02 Apr 2010 21:58:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design Notes]]></category>

		<guid isPermaLink="false">http://www.evertidegames.com/?p=26</guid>
		<description><![CDATA[My former roommate and I are teaming up right now on a Black Swan game design. At the moment, it&#8217;s a(nother infamous Richard) card game that tries to parody the Survivalist mentality while simulating the collapse of global society as a consequence of the collective exploitation of Earth. I&#8217;m not exactly sure whether its supposed [...]]]></description>
			<content:encoded><![CDATA[<p>My former roommate and I are teaming up right now on a Black Swan game design.</p>
<p>At the moment, it&#8217;s a(nother infamous Richard) card game that tries to parody the Survivalist mentality while simulating the collapse of global society as a consequence of the collective exploitation of Earth.  I&#8217;m not exactly sure whether its supposed to be irreverent at this point or educational&#8230;maybe both&#8230; but my goal is to build a game where everyone is responsible for the destruction of world, but no one really knows what that catastrophe will be.</p>
<p>So, the game mechanic creates an information exchange where each player has an incentive to know even less about what is going to happen as a result of their desire to accumulate things.  As a result, it challenges the players to correctly balance the trade-off between knowledge of the future and having the correct resources for the future&#8230; with a gun toting, loot what you need, third option thrown in.</p>
<p>I&#8217;m hoping that there is enough depth to make it not only a quick (socially incisive) laugh, but also something that people would genuinely like to play for the strategy.</p>
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		<title>Stalled in Production</title>
		<link>http://www.evertidegames.com/2010/03/stalled-in-production/</link>
		<comments>http://www.evertidegames.com/2010/03/stalled-in-production/#comments</comments>
		<pubDate>Mon, 22 Mar 2010 00:12:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design Notes]]></category>

		<guid isPermaLink="false">http://www.evertidegames.com/?p=25</guid>
		<description><![CDATA[I think that Stones is my version of Mancala or Backgammon. It is a cafe game which requires a certain casual atmosphere and relies upon its tactility and portability. It could definitely work as a gambling game like Backgammon where people use the stones to represent real money, or as a quick multiperson activity for [...]]]></description>
			<content:encoded><![CDATA[<p>I think that Stones is my version of Mancala or Backgammon.  It is a cafe game which requires a certain casual atmosphere and relies upon its tactility and portability.  It could definitely work as a gambling game like Backgammon where people use the stones to represent real money, or as a quick multiperson activity for a group of people where traditional conditions make gaming difficult (out in the sun, where its wet/moist, in the wind or where the playing &#8216;surface&#8217; is irregular).  </p>
<p>The underlying mechanic of the game could be adapted into a number of different hobby games by making it more complicated, turn-based and adding a theme.  But, Stones itself is a game that I compare to Bones, Chess, or Playing Cards&#8230; an abstract game that is a possession of history/humanity.  As it can be played by anyone at any time with any set of components, it isn&#8217;t really a product of this time.  But, rather something where the real creator has been lost to time and where the issue of authorship is really immaterial.  </p>
<p>So, I know it won&#8217;t really sell well.  But, as long as it is replayable, sound and produced with quality components, I think that I&#8217;m happy with that.  Which at this point means getting a good bag, a good logo and some good stones.  Unfortunately, my motivation for following through on that part is limited as long as it competes for my attention with a number of other games where the possibility of monetization is better.</p>
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		<title>Houses of Orion: Re-Imagining Conceits</title>
		<link>http://www.evertidegames.com/2010/02/houses-of-orion-re-imagining-conceits/</link>
		<comments>http://www.evertidegames.com/2010/02/houses-of-orion-re-imagining-conceits/#comments</comments>
		<pubDate>Sun, 07 Feb 2010 02:20:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design Notes]]></category>

		<guid isPermaLink="false">http://www.evertidegames.com/?p=22</guid>
		<description><![CDATA[So, I&#8217;ve decided to rethink the game. I don&#8217;t have a new design yet, but I do have some thoughts. I have been thinking about the game more teleologically, asking myself what I want it to do&#8230; how I want it to feel&#8230; what kind of experience I&#8217;m looking to create. These questions have gotten [...]]]></description>
			<content:encoded><![CDATA[<p>So, I&#8217;ve decided to rethink the game.  I don&#8217;t have a new design yet, but I do have some thoughts.  I have been thinking about the game more teleologically, asking myself what I want it to do&#8230; how I want it to feel&#8230; what kind of experience I&#8217;m looking to create.  These questions have gotten me unsettled and pensive, but I think that it might be good to be so for the time being.  Here&#8217;s what I&#8217;ve been thinking recently:</p>
<p>I want the game to simulate the life of a baron in Orion&#8217;s Arm, in all its idiosyncracies.  Up until now, I have focused on game balance and a matrix of interactive features, and I have ignored its thematic quality and representational correspondence.  But, thematic depth is perhaps even more important than strategic depth in constructible games.  When I think back on why I enjoyed (or even got started) playing the CCGs that I did in the past, I realize that the wonder, majesty and reality of the theme was a significant component of my enduring fascination.  Most of these games were not just abstract numerical exercises but were simulations of worlds with psychological significance to me.  So, I think that I&#8217;ve been focused on the the wrong side of it.  Over the past weeks, I have been asking myself what life is like for a baron.  What are his or her problems?  Motivations?  Resources?  These questions and more have helped me rethink the game design as a bottom up creation, where the question is more about fitting a mechanic into a reality than the other way.  Suffice to say, I&#8217;m still working on it.</p>
<p>I also want to figure out a non-accumulative model for the design.  Whether it is a CCG, a Race or a Dominion, all these games that I have been using as models for my design concepts so far share a central accumulative mechanic.  Players start off with little and build up their army, their empire or their kingdom.  Then they overcome their opposition and win.  Without even realizing it, I have been recreating this model in my own designs.  No questions asked.  But, the model is well mined and probably the wrong direction if I truly want to do something original.  I know that I want to avoid &#8216;tapping&#8217; mechanics like the plague, and possibly renewable resource mechanics (or which &#8216;tapping&#8217; is a principle example) as well.  All these things seems to contribute to the build, grow and dominate flow.  But you don&#8217;t need build, grow and dominate to be interesting.  In Lords, you take periodic victories.  In Court, you try to deplete your opponent.  But, overall, the number of cards in your hand or on the table does not change very much.  But, I want to create a game which is constructible and expansive, so HoO cannot rely upon the simplicity of Lords or Court.  It needs a lot of complexity, but without being accumulative.  So, I have been spending a lot of time thinking about just how players might start and end with about the same numbers of cards in play, and how cards might be used for effects without being &#8216;tapped&#8217;.  As a whole, I guess it needs to be seen as a series of battles, each independent of each other enough that the principle mechanic isn&#8217;t build and kill but complex enough that a number of battles can be lost by a strategy that nevertheless can win the war right at the end.</p>
<p>Finally, I want the game to be political.  I don&#8217;t want the game to necessarily simulate politics&#8230; that would be boring.  But, I do want it to induce it.  Players should be making deals, acting coy, kabbitzing, taunting, bluffing and able to engage in all sorts of political games (tit for tat, MAD, escalation, gang up on the leader, chicken, etc&#8230;) without even knowing that that&#8217;s what they&#8217;re doing because the game permits it.  I think that Euro and hobby games miss out on the fun of politics because they don&#8217;t allow for direct confrontation in an effort not to upset people.  But, when I think back on my times playing CCGs, epic board games and fun experiences gaming, it is the interplayer intrigue that is the most exciting.  It also has the capacity to become quite frustrating as well&#8230; and there are definitely games that I do not like to play because they can become too political.  But I think it has less to do with politics as marginalization.  As long as players don&#8217;t feel marginalized, I suspect it doesn&#8217;t matter how political the game is.  It is one thing when players can stop you from winning and another thing altogether if you can never do anything because other people are picking on you or isolating you.  One thing is seen as a challenge and flattering to your skill, the other an issue of favoritism and unfair from the start.  So, I want to figure out how the game can be both highly political (with all that fun stuff) and feelings of effectiveness.  My sense is that this can be created as long as players continue to have a full range of choices throughout the game, the game plays quickly and there are plenty of ways to pull victory out of the jaws of defeat (perhaps with preconstructed decks).</p>
<p>To put all my thoughts together in one place, I have been thinking about a couple of games for inspiration.  On the one hand, Court of the Medici.  And on the other, a game called Hack! (Knights of the Dinner Table).  But I&#8217;ve also been reading through all the CCGs and trying to get my head wrapped around exactly what I want.  Something tells me that as long as I keep all these things in mind, my brain will actually pull something together that works.  After all, that&#8217;s what it&#8217;s good for.</p>
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		<title>Design Theory: Sanctions</title>
		<link>http://www.evertidegames.com/2010/02/design-theory-sanctions/</link>
		<comments>http://www.evertidegames.com/2010/02/design-theory-sanctions/#comments</comments>
		<pubDate>Fri, 05 Feb 2010 18:46:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design Notes]]></category>

		<guid isPermaLink="false">http://www.evertidegames.com/?p=21</guid>
		<description><![CDATA[Any type of strategy where you try to prevent other people from winning is going to fail in a multiplayer environment. It is far better to focus on winning yourself and let other players make the mistake of expending resources to deny another player resources. Of course, such a calculation when understood by all will [...]]]></description>
			<content:encoded><![CDATA[<p>Any type of strategy where you try to prevent other people from<br />
winning is going to fail in a multiplayer environment. It is far<br />
better to focus on winning yourself and let other players make the<br />
mistake of expending resources to deny another player resources. Of<br />
course, such a calculation when understood by all will turn into a<br />
game of chicken or gang up on the leader. So it is best to avoid<br />
making the strategy even possible, as most Euro games have done.</p>
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