Welcome to the new weekly update where we’ll be showing progress on our free to play games available from our Patreon page, our playtesting updates and any other exciting news!
Firstly we have released two games for August, downloadable here.
- Emotions is a family friendly matching game designed for families with cute custom artwork made specifically for it.
- Cat Academy is another family friendly game, but this time competitive with players trying to score the highest points before every player has 5 cards or more. With no way to discard except passing cards it can become frantic fun.
A new poll is up ready for September for Patrons too, let us know what you would like to see released for September. Currently were looking at Social Deduction September and we’ve got an awesome game being finalised for it – Mystery on the SS Sandbrook – a game that’s been in development for over 2 years and playtested over 200 times.
Playtesting – as you may know the club is closed over the summer break so little playtesting gets done – however we have been playing Village Life on TableTopSim quite a bit this week, which is coming along well!
Interested in a physical copy if any of our upcoming board or card games? Let us know here. Thanks!
Finally a massive thank you to Paul for helping us out by joining the Patreon! Every dollar we get each month helps to provide free resources and keep the tabletop club running as a space for kids to be safe and have fun. Keep up the good work!
Frleatured blog of the week! Take a look here for an interesting review of a cool game!
How to play – Version 0.4
Cards are randomly laid out from the village centre outwards, with players exploring one connected piece each turn.
Players move one space from the village center each turn, and may build an appropriate building on their new land. Players start with 1 coin, so can only afford to build farms, foresters or mines.
Play then continues out with players exploring and building.
Here players have been lucky – finding mountains and forest early.
As players develop their economy and spaces for building runs out, players begin building more advanced economies, with upgraded farms (estates), and buildings that convert base materials into goods. Finally buildings such as the Keep will turn these goods into Honour, which is how you win the game.
In a short game the player with 15 Honour first is the winner.
Let have a look at some of the buildings:
Of course as some make legitimate profit, others make money in more illicit ways. Players can also invest in building up from a (not so) humble thieves den, to become robber barons with the Robbers Keep, which earns more money the more players that are in the game.
A more legitimate way of earning may be through the market. In longer games there becomes a demand for an easy way to swap between food wood and ore. Once upgraded the market building allows the controlling player to swap between goods – giving them control later in the game.
Similaly finding and building the temple building gives a little regular income, but once upgraded later becomes a powerful regular way to get honour, to finding the temple early can swing the game later on.
Players may also upgrade the town centre into a City with a little investment. This allows players to get involved in their political ambitions, gaining a steady income of money and honour and gaining other benefits such as charging leasing fees on other players – or just throwing them in jail.
If more than one player goes for the same position, a vote is called and the winner takes the position. If a position is already taken and the applying player is not voted in, they return to their old position. If an incumbent player is voted out however, they return to Citizen position. So it’s dangerous to be at the top without the correct bribes!
The game ends when a player has 15 Honour for a short game and 30 for a longer game.
Patreons can get a print and play of the latest version right now – the full game is still in development for the end of 2017.
Ideas for expansions now available to take a look at – here!
Want our games as soon as they are released? Want to help our tabletop club stay open and provide free educational and mental health games to local schools? Check out our Patreon page! It makes a massive difference to our members.
We have come to a crossroads in developing Village life. Originaly the game is designed with a board in which the map is pre-printed and players add buildings onto it.
However another (I think) more interesting idea would be to have a set of tiles that players explore, then claim and build on each turn. This would add another step to the game (meaning gamplay would take longer), but also add a lot of creativity to the game.
The benefits I see are:
- Game board changes with each playthrough, making it more interesting.
- Different tiles can be easily added, making exploration part of the game.
- Tiles can have different bonuses, rather than the static board
- I think the tiles look much nicer
However the challenges are:
- Increased cost – tiles over a game board
- Tiles on top of tiles? How are buildings done? Would placing smaller tiles on top of larger tiles become burdonsome?
- Does the game need more complexity or would it be confusing?
- Would the tiles interlink well together?
I also considered Hex tiles, but they seem to come out as twice the price of square ones, so will keep them as a backburner for the moment.
Playtesting update here
Please let us know what you think in the comments below or on our Patreon page where for just $1 you can get it when it is completed!
Day 23 of the 30 days, 30 ideas challenge where I create 30 ideas for games over the next 30 days. See other days here.
Defend the Castle!
Game type: board game
Length: 30-60 mins
Players are knights who defend a medieval castle from outside attack. Players have to use tiles to build their castle and place defenders in strategic positions. As a cooperative game, players must work together to defend the castle.
The enemy pieces could also be player controlled, or played by bee-lining towards the castle each turn. Attacking forces could have d6’s on their cards to represent a simple number of troops left or hit points of the unit.
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