Emperor’s Hand – A Design Story (& Print+Play)

Comple 0.8asmall

Emperor’s Hand is a young game, born this very year. Speaking as someone who’s been working on the same (unreleased) game for over half a decade, that’s a very quick turnaround.

The game is in some ways finished, but in other ways not. The deepest problem with it is that it only truly works in the 3-5 player range, a rather

So, here’s a run-through of how the game came to be. You may want to take a look at the print and play to fully understand the details described.

The Spark of Inspiration

The simple answer to “what inspired this game?” is this contest on TheGameCrafter (which we didn’t enter due to the unfinished state of the game’s artwork) and its linked video on Trick-Taking mechanics, but without context that doesn’t really give the right idea of what happened.

To me, inspiration is about a spark that starts a fire burning inside my mind, illuminating a new idea – It’s a single moment of thought that grows into something more – but it is nothing without fuel.

In this case the fuel was something I’d been pondering for a while – the Wu Xing and the way it connects the five elements in a pair of cycles, perfect for tie-breaking or creating a set of mystical relationships.

That interest came partly from looking at the number of clones of Magic, including some that cloned it all the way down to the colour pie. But that’s another story.

So, the spark landed in potent fuel – what about using the asymmetric relationships to make a trick-taking game where the trump was neither constant nor changing, but was found in the relationship between the suits?

Designing the Game

The inspiration in place, the game was still somewhat empty – it was a simple rock-paper-scissors-lizard-spock scenario, a single mechanic, along with a strong theme.

So I started to delve a little deeper into the theme – yes, every element can be said to trump two of the others (the one that creates it, and the one it destroys) but those two relationships are fundamentally different, and a good game could reflect that fact.

That’s where the idea of having positive and negative elemental modifiers on each card came into play. The first thought that followed this was that it could, potentially, be used so that every card had a unique combination of modifiers (from +5/-0 to +0/-5) ensuring that no card was always superior to any other card – but this resulted in the modifiers having an overwhelming impact, so we decided to go with the simplified +3/-0 to +0/-3 that the cards now have – accepting that a few cards would be strictly superior to their neighbours.

With that in place we had a playable, and somewhat fun, game simply by going round the table playing cards in turns. But it wasn’t great – it was mediocre. So we started looking for ways to improve it, making it both more tactical and (vitally) more fun.

The quickest way to find new tricks for a game is to look at old designs, whether your own or others, and draw from them. If possible, looking for solutions that were both:

1) Aimed at the same problem; &

2) Successful in solving it.

In the case of Emperor’s Hand the most immediate problem was Kingmaking – the last person to play in each hand was the most likely to win, but they always knew whether or not they would win, and if they couldn’t (due to not having the right card) they weren’t just throwing away a worthless card – the modifiers from their card could well tip the balance between the other players, deciding who won. Not a fun situation to be in.

This was a new problem for us – but it belonged to a broader category of problems: People who play later knowing too much. That broader category has a common solution that can almost always be applied in card games – simultaneous (face-down) play – so we applied that solution…

We didn’t even need to playtest the face-down play to realise that it caused a big problem in turn; it removed all the information, meaning that every round the starting environment was identical, with nothing to inform the choice. We needed something to differentiate one round from the next, an element in play before the face-down stage, and there were two elegant ways to do that:

1) Reveal and discard the top card of the deck each round, counting that card’s element as being in play; or

2) Have one of the players play face up, and then the rest play face down – so there’s a first player but no last player.

We’d used the first option before, and it worked, but it didn’t feel quite right for this game, so I decided to try option 2 and, in order to kill two birds with one stone, I made the player who played face up be the player who won the previous hand – thereby making it less likely to have overwhelming victories, even when there’s a significant skill gap.

The last decision we made purely in what I think of as the design phase was creating the dragons. The dragons were a way to add further variety to the game, without significantly increasing the complexity – and they are effectively free in terms of printing costs. 1)A Note on Numbers

Throughout the design process, we often looked at the possibility of using an 88 card deck, due to the positive associations of that number in Chinese culture. It may seem odd, therefore, that we eventually settled on a 54 card deck, as 4 is an unlucky number connected with death. While in part this number of cards was a sacrifice to practicality (88 would be more apt, but it required complicating the game) we did take a look at the aesthetic meanings – while 4 itself is unlucky, 54 isn’t, because 5 has a connection with “no”, making 54 “no death” – not always a good thing, but rarely a bad one

The design on the dragons took a few steps – we had four cards to work with, so using the four cardinal directions (North, South, East and West) seemed obvious, and they correspond neatly to Up, Down, Right and Left. Up and down were trivial – doubling the bonuses and penalties from the elements makes for a significant departure of tactics while accentuating (rather than damaging) the core gameplay.

Right and Left also had immediate connections – the player’s to your right and left – but those were less easily applied. We started with the principle that the cards should never cancel out, so the two had to interact with your neighbours in different ways. Passing cards wasn’t a huge leap, though the first draft passed the cards whole hand – which proved to be somewhat meaningless, so we switched to passing a single card. Playing for another player on the other hand was something unusual, but it’s a trick that often works – making players play to lose is often a fun twist.

DragonEast DragonWest

There’s much more to the game – and still more changes to come before the final version – but these are the elements that I’d count as the original design. I’ll talk about the changes since then later.

Next week, however, will be talking about Jigsaw Fantasy

Until then, Be Well

-Ste

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References   [ + ]

1. A Note on Numbers

Throughout the design process, we often looked at the possibility of using an 88 card deck, due to the positive associations of that number in Chinese culture. It may seem odd, therefore, that we eventually settled on a 54 card deck, as 4 is an unlucky number connected with death. While in part this number of cards was a sacrifice to practicality (88 would be more apt, but it required complicating the game) we did take a look at the aesthetic meanings – while 4 itself is unlucky, 54 isn’t, because 5 has a connection with “no”, making 54 “no death” – not always a good thing, but rarely a bad one

Jigsaw Fantasy – With Freebies

Monstrous Mondays has had its first month, and I hope you enjoyed it, but to avoid burnout April’s going to have a somewhat different focus – each Monday we’ll be talking about a different one of our ongoing or upcoming projects, plans and/or products.

This week it’s Jigsaw Fantasy that’s on the agenda

jigsaw logo colour transp bearowl

What is Jigsaw Fantasy?

Jigsaw Fantasy is our monthly series of RPG setting elements on Patreon, a stream of releases aimed at middling to experienced GMs lacking either the time or the energy to create every aspect of the world they’re running – or who simply want a little extra inspiration to help them on their way.

Each release is between 18 and 22 pages long and details a region, set of characters, or organisation in sufficient detail to provide fodder for at least half a dozen game sessions.

Why is it Unique?

There are a lot of RPG setting pieces out there, but Jigsaw Fantasy takes its name from its unique trick – Jigsaw Links.

Each Jigsaw Piece includes a set of footnotes explaining how to link it in to other pieces of writing, including established settings, mythology, and our other creations – making it easier for a GM to fit it into their own world by providing context on how things can be clicked together.

Take a Look

In addition to the Patreon you can learn more by checking out the two free releases of Jigsaw Fantasy – The Wandering Tavern and our April Fools release “My Little Yeti Ranch

Next week we’ll be looking at Emperor’s Hand – a card game that has been brought home for redevelopment to expand its player range from 3-6 to 2-8.

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Y is for Yeti – Monstrous Mondays

ED: This post is mislabelled – it was written by Amy Coffey, but posted from the wrong wordpress account.

Yeti by Philippe Semeria

If I say “yeti” you likely think of a white, hairy, apeman – but there’s more to this monster than that.

History

Yeti – also known as the Abominable Snowman – is a monster that is rooted deeply in native Himalayan beliefs, as the monster that will take you away if you go out onto the mountains alone.

Over the centuries there have been story told by the Sherpas the people of Nepal, Bhutan,and Tibet. Of a 8ft tall man-bear or wild-man with unthinkable strength and endurance, which lives in the deepest reaches of the himalayan mountains and if you come across them, they will take your innocence, drain your strength and consume youth.

Interest in them didn’t start in the west until the mid 20th century when Eric Shipton was searching for a route to scale Mount Everest from Nepal, where he and his sherpas saw footprints in the snow and they said they were made by a yeti. Many theories have been made over the years as to what had made those large footprints and what in fact a yeti is. Some say it is the missing link between man and ape, other say it is a form of ape, or a large species of bear, or even a god of the hunt of a long forgotten religion.

Many people believe it to be a very large species of bear that has not been identified, or a crossbreed of a grizzly and polar bear, both seem feasible and make sense since the name “Yeti” itself may come from either “Ya-Dred”, meaning “Rock Bear” or “Yeh-Teh” meaning “Little Man”.

Cryptozoologists apply a semi-scientific approach, and tend to support the idea that it is more ape like and maybe even a type of neanderthal, a missing link that we have not found – rather than anything either supernatural, mundane or mythological.

Across the world there several forms of this creature that all live in remote place and look like an ape-man-bear thing – there’s the yeti in Nepal, the Sasquatch in USA, The Almasty in Russia, the Orang Pendek in Indonesia and the oddest I’ve found reference to is the Yowie from the Australian wilderness, this is odd since there are no bears or apes in this part of the world the largest mammals are man and kangaroo. It interesting that a very similar myth existed in so many different parts of the world, parts that have no relation to each other.

 

Physiology

From head to foot.

  • They appear human or ape like, they have flat – snoutless – faces, usually with small eyes, a big flat nose and a pronounced jaw like a gorillas but with sharp teeth.
  • Broad shoulders and a strong muscular chest.
  • Strong, long arms.
  • Sharp nails on leathery human-like hands.
  • Most have large muscular legs which bring them up to 8ft tall if not more – but the Orang Pendek only stand at about 3ft.
  • Huge, leathery feet.
  • Have hair all over which can be any of white, grey, brown or red and sasquatch can be black as well.
  • They’re stronger than any man.

Behaviour and Habitat

  • They are usually territorial and often hostile but smart, often killing both animals and people.
  • They tend to be found in mountainous areas, thick forests and other forms of harsh wilderness.
  • The stories suggest they have some kind of life draining power.

Ideas for stories

  • How do work when you cross breed them with other humanoids like elves.
  • A breeding ranch.
  • If they are smart they may have magic users among them
  • Yeti are stealing young girls, why and how do you go about saving them.
  • You could have a quest to collect yeti hides to create clothing that can give strength.

 

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Talk About Timing – The Upcoming Emperor’s Hand

In fitting with the theme of this week’s post, it’s coming out a few hours late.

Why? Well, this week I want to talk to you about our schedule. First things first:

Emperor’s Hand is Coming to Kickstarter
March 9th to April 2nd

With that said, one thing might stick out – it’s a week shorter than most kickstarters. There are a number of reasons for that, and I’d like to go through them:

1) A shorter Kickstarter means less slowdown in the middle.
Our previous kickstarters have had less than 20% of their funding happen in the middle two weeks, with only ~5% or so in the middle 7 days. Missing out on that 5% isn’t great, but there’s no guarantee that we will. In fact, by having only 3 weeks the starting rush and the ending jump may run together – as some kickstarter’s have found in the past – and create more hype.

2) Running a Kickstarter is a lot of work and stress.
We already have a lot to do, and marketing etc. for a Kickstarter eat into that time, along with the stress of every day where the backing drops below the prior, and never knowing how much it’ll pick back up in the end. Dropping the middle week cuts that stress significantly – by at least 1/4, but likely closer to 1/3.

3) We want its profit in this tax year. (By April 5th)
We’ve been converting some stock into cash this year by trading at conventions, but we have made very little net profit. For various reasons we’re optimistic of much more income next tax year, and having nothing this year and all of it next is suboptimal, so we want to end this tax year.
Given that we’re not ready to launch this week, a three week Kickstarter is the longest we can fit in.

And last, but certainly not least

4) We have big things planned for later this year.
Clash of Blades, the game I’ve been working on for the last 6 years, is finally ready to launch, with no more nits to pick. But I don’t feel ready to send it out to crowdfunding right now. In all our previous kickstarters something has gone wrong, and we’ve delivered slightly behind schedule. While our Patreon has shown that we can stick to a monthly schedule, we want to do something bigger, with more moving parts and some physical fulfilment, to prove (both to our backers and to ourselves) that we are ready for all the trials involved.
But we also want to launch Clash by the middle of this year – and that means that we have to have the precursor project done and dusted by that point.

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Help Us Choose a Name

In the next week or two we’re going to launch a Kickstarter campaign for our new game. The campaign will fund production costs and artwork. As you can see from the images attached to this post the cards are functional but not spectacular, and we would really like the game to be beautiful.
8 of Trees

Wish us luck with the growth of this game

We also need a name. That’s where you can help right now. We have four names we are considering:

  • Elemental Dynasty
  • Emperor’s Hand
  • Hand of the Five Elements
  • Pentelemental

It’s a fun, elegant card game themed around the five Chinese elements: Fire, Metal, Earth, Tree1) Sometimes called Wood, and Water. Each card represents one element, and is numbered from one to ten. As the elements have a complex interplay of creation and destruction, each card also gains a bonus from each card in play that represents the element that feeds it, and a penalty from those that harm it. Lower numbers gain bigger bonuses and smaller penalties, and vice versa.

The Elemental Pentad has many interactions

The Elemental Pentad has many interactions

Each round, The Emperor plays a card face up, then everyone else plays one face down. When all the cards are revealed, whoever has the highest number, after taking into account bonuses and penalties from other cards, wins the round and becomes emperor. Players can try to second guess each other to gain bonuses and avoid penalties. There are a few optional rules, such as the Dragons of the Four Seas, that mix things up a little and increase replayability, but that’s the core of the game.

So, from those four names, which is your favourite?

 

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References   [ + ]

1.  Sometimes called Wood

Alphabetically Binge Collected Deities – Easily

Mythic Mondays has just ended, so we’re taking a short break.

For this week I’ve decided to put out something simple but useful – an index of the various gods in Mythic Mondays in alphabetical order.

Artemis

Balder

Chulyen/Crow

Dionysus

Ereshkagel

Frigg/Freya

Gwydion Gwyn

Hades

Isis

Juno

Kronos

Loki

Morrigan

Neptune

Osiris

Phoebus Apollo

Quetzalcoatl

Raijin

Sedna

Tiamat

Uenuku

Vulcan

Woden

Xerces

Yoruba

Zhang

And of course, the two special members of the sequence:

October 31st is for Samhain – Mythic Mondays

&

Clashing with the Naga Demon

Soon we will be beginning another weekly run – this time of Monstrous Mondays, and just as with Mythic Mondays we’ll be looking at a mix of the well-known and the obscure, from many different cultures. That run may not be uninterrupted – we have plans for a Kickstarter in the midst of it, and may well switch authors – but we’ll eventually have a full alphabet of those two.

Let us know what you think so far, and we’ll see you next week with something else a little different.

P.S. if you’re enjoying this content, consider backing our Patreon as a $1 philanthropist – this series may have been a labour of love on Mam Bach’s part, but we can only afford to work on such things when funds allow – for less than a cup of coffee a month you can help keep that possible. – Ste

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Clashing with the Naga Demon

An image of a Naga from “The Thirty Seven Nats” by Sir Richard Carnac Temple

 

Most creatives know that November is National Novel Writing Month1)Which is rather misnamed, given its international involvement (NaNoWriMo) – but relatively few know of its younger brother: National Game Design Month, or NaGaDeMon

I’ve decided that a good time to talk about the pair is right at the center of the month2)Or a few weeks before the start of the month, but my time machine is out of fuel. so that’s when this is going out.

But first, as this blog has mainly been home to our Mythic Mondays posts I should give a little irrelevant context3)If you want to skip it, simply go down to the next footnote along:

N is for Naga

Naga are a category of powerful beings in a variety of Indian and south asian mythology and folklores. Spread over such a wide area, the tales of Naga come in many forms, with only one definitive trait – their serpentine nature.

Though Naga are often depicted as evil, or even demonic, this is far from universally true as many Naga’s actions veer towards the helpful – whether they are many-headed water guardians or malevolent shapeshifting serpents they are universally both powerful and dangerous, imbued with strength and venom.

Tale of a Naga – Samudra Manthan

Indra, King of all Deva, was riding upon his elephant when he happened across the great sage Durvasa Muni. Out of respect for Indra’s position the sage offered him a gift, a special garland that had once belonged to Great Shiva.

Indra knew that he was considered an arrogant god, and so he decided that he would not immediately wear this great gift, but instead he set it aside upon his elephant’s tusk. His elephant, Airavata, saw that Indra wished to prove himself humble, but he knew that that humility was false – and so he took the garland from his tusk and threw it upon the ground.

Durvasa was enraged that Indra had allowed such a thing to happen to a religious offering, and so he cursed Indra and all of the Deva to weakness and frailty. Due to this curse, the Asura (the Devas age-old enemies) were able to overcome the Deva’s defences, and conquer their realms.

In desperation the Deva went to Vishnu and requested his aid. He offered them an opportunity to acquire the Nectar of Immortality, while overcoming their hated foes, and they eagerly agreed.

In order to obtain the Nectar of Immortality they had to churn the Ocean of Milk that lay at the pole star, and this would require two great armies to achieve. But first they would require tools to do so.

As a churning stick they used a mountain, but to turn this mountain they needed a great rope – and following Vishnu’s advice they asked Shiva for his necklace. This necklace was Vasuki, one of the three Kings of the Naga, and possessed of a great gem embedded within his head.

As Vishnu had foreseen the Asura insisted on standing at the head of Vasuki where they could be close to the glittering gem, while the Deva followed his advice and took hold of the Naga’s tail. As they churned the ocean, Vasuki began to exhale sharply, and from his mouth came the most virulent poison in all of creation.

The Nectar had only begun to form when the Asura collapsed, overcome by the venom – but as the Deva began their collecting they soon found that they too were being overcome. Indra, realising that his people were now in even graver danger, rushed to Shiva and asked for his aid.

Though he knew how destructive the venom was, and that it could kill even gods themselves, Shiva chose to inhale it all to protect the rest of creation. Only the intervention of his wife Parvati saved Shiva from death, by preventing him from swallowing the poison. Instead, the poison sat in his throat, eating away at it until his throat turned blue.

Back to Games and Stories

With our little diversion concluded, I’d like to get back to the topic at hand – NaGaDeMon.4)If you are skipping the story, click the up arrow by this footnote

At Artemis Games we’re generally somewhat perfectionist about our products, and as such we have no real intention of making a full-fledged game in a month – we’re just plain not good enough to meet our own standards that quickly without just reskinning someone else’s work.5)While we have made games that quickly for Concept Cards they were mostly variants of standard playing card games – fun extras, but not something we’d have been happy releasing as a standalone game.

But that’s not to say we aren’t participating – neither NaNoWriMo nor NaGaDeMon are about making a complete final product from scratch, they’re about getting things a few stages forward.

This month me and Loz are each focusing on a different project. I have brought Clash of Blades back, written up its rules in full, and intend to have the first two base decks ready by the end of the month.

Meanwhile Loz has taken on a rather different project, currently codenamed Clash of Brains6)It originated from someone mishearing Clash of Blades, a semi-cooperative game in which the players are psychics surviving in a zombie-infested college, each with their own bonus objectives but all seeking to put down the apocalypse before their precious (and powerful) brains become more Zombie-Chow.

We’re nearing a thousand words, so I’m going to call it here, but I’ll be back with more information on both projects when they’re further along.

In the meantime, join us on Facebook.

Be Well

-Ste

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References   [ + ]

1. Which is rather misnamed, given its international involvement
2. Or a few weeks before the start of the month, but my time machine is out of fuel.
3. If you want to skip it, simply go down to the next footnote along
4. If you are skipping the story, click the up arrow by this footnote
5. While we have made games that quickly for Concept Cards they were mostly variants of standard playing card games – fun extras, but not something we’d have been happy releasing as a standalone game.
6. It originated from someone mishearing Clash of Blades

(Re)Introducing Clash of Blades

rapierfight

Clash of Blades was the first of Artemis Games projects, beginning even before the Concept Cards line launched, but it has lain fallow for some time. Work has now recommenced, so I’d like to introduce it to all of you.

What is Clash of Blades?

At its core Clash of Blades is a two player card-game about swordfighting, where the players use careful timing to dodge and parry their opponents strikes, while trying to sneak their own in under their opponents guard.

The ebb and flow of combat is captured by the games unique mechanic: each card played takes up a certain number of “ticks”, representing the time it takes to perform the move – and the time it takes to get back into position afterwards.

You and your foe play simultaneously, so every tick counts – you can slide in with a quick lunge while they’re recovering from one of your parries, or be more ambitious and play a heavy strike in the hopes that it will leave them reeling.

If this sounds like something that would interest you, follow the updates here through Specific Feeds. Clash of Blades information will be appearing occasionally, alongside the pre-existing Mythic Mondays posts.

Be Well
-Ste

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