Idea Bargain Bin: A Hidden Movement Mechanic

Games about finding someone come in many forms

There are a good few games percolating in my noggin – at least a dozen1)though from what I hear many successful designers have far more. But there are even more ideas than there are games – and I don’t feel comfortable abandoning a good idea even if I don’t know what to do with it.

So I’m going to use today’s blog to do something with one of those useless (to me) good ideas.

I was listening to a podcast on Hidden Movement Games and I got stuck on a single thought: Why can’t the game pieces serve as a neutral arbiter? Perhaps it’s because I loved Stratego as a kid, or my interest in MtG’s design but I simply couldn’t resist fixing the problem of relying on player honesty.

The Solution?

For the purposes of this solution we’re reliant on a game with only one player controlling hidden characters: changing that is possible but awkward and, if you want characters to bump into each other, an engineering challenge (I’ll give a brief thought at the end as to how to make it work).

The core of the vast majority of hidden information in games is having something face down – and this is no exception. But just one face-down thing is useless for a hidden movement game – you can see exactly where it is!

Instead you use multiple face down things, just one of which matters – you pull a three-card monte. In addition to your “I am here” token, the hidden player has a number of “nuh-uh” tokens, with identical backs, that indicate places they could be – until searched.2)Amy’s suggested I was drawing on Flashpoint (one of my recent favourites) when I came up with that idea, and it’s set of false alarm tokens. She might be right, it has certainly been on my mind as part of another game design…

That gets the hidden placement down, but hidden movement requires a tiny bit of extra finesse. First you have to define how your hidden character can move.3)If you’ve got more than one type, they’re either going to have to all have the same movement method, or they’ll need different backs and separate sets of “nuh-uh”s. Then you have a three stage process of movement:

  1. Pick up any number of “nuh-uh” tokens, revealing them, and putting them into your hand. These are spaces that it’s now clear you’re *not* in.
  2. Choose any token that you want to move into previously empty spaces, and a set of empty spaces it could move into.
    1. For each such space, take a “nuh-uh” token, then take the original token (without revealing it) and put them all onto the board face down, as you wish. The original token may now be in any of the spaces filled this way (or even back where it started – this is after all about hiding your position)
    2. Rinse and repeat – remembering that this process can only be used with empty spaces, not ones filled earlier this turn.
  3. Pick any number of tokens on the board in spaces that weren’t empty at the start of the turn, and that can all reach each other by a single movement (in some games this will always be a pair tokens, in others it may be more).
    1. Pick up all those tokens, without revealing them, and then place them back down in any arrangement you want.
    2. Rinse and repeat, but with the restriction that you can never pick up a token you’ve already used in part 3.

 

And that’s it. Thoroughly hidden movement – how the other player goes about flipping your pieces to take a look is part of the rest of the game, and I’m not worried about it.

But what about having multiple players with hidden movement?

Well, each could player have their own tokens, each part of the board having space for one from each player. That’s really damn awkward – you could be in the same space as each other and you’d never know it. The engineering comes in at this point – each players real piece, the one that isn’t a “nuh-uh” has a magnet in it: just a small one, not very sensitive, but enough that if placed in “sensing range” of another players piece they’ll feel the tug. If placed directly on another players piece, it may even be obvious to the whole table!

What are your thoughts? Anyone got a brand new idea for how to make a great game from this? Let us know on Facebook or Twitter

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References   [ + ]

1. though from what I hear many successful designers have far more
2. Amy’s suggested I was drawing on Flashpoint (one of my recent favourites) when I came up with that idea, and it’s set of false alarm tokens. She might be right, it has certainly been on my mind as part of another game design…
3. If you’ve got more than one type, they’re either going to have to all have the same movement method, or they’ll need different backs and separate sets of “nuh-uh”s.

Adventurer’s Backpack Sell Sheet

So, for today I’m going to be looking at the sell-sheet for our main current card-game project, it design and a breakdown of what we’ve put in there.

This is not a how-to guide – it’s a how-I-did log: much of it is being written as the process is ongoing.

Step One: Look for Advice

I’ll start by linking a how-to guide, because that’s where I started on making the sheet.

Step Two: The Base Statistics of the Game:

How long does it take to play?
That varies, of course, but with timed playtests we’ve determined that it lasted 20-60 minutes. With a few minor rules adjustments, to allow compensating for player count and experience, it fits in the range of 25-50 minutes. Still a large variance, but not quite as extreme, and something that may be reducible further – but sell-sheets need to reflect the game as-is, not as-desired: a publisher won’t look kindly on a designer who deceives them from first interaction!

How many players can it take?
For Adventurer’s Backpack that’s a hard one to answer – technically it could be played with 20 players with no need to change the rules – but it would just be frustrating at that point. Deciding a cut-off for “How fun is fun enough” is necessarily arbitrary, but we went with a max of 8 players because we’ve been unable to playtest with 9 enough to say for sure, and 11 players is certainly no longer fun.

On the other end, it’s technically possible to play Adventurer’s Backpack solo – as a simple memory game – but it loses its greatest strength, the way that storytelling aids and influences memory! With two players the game works, but to my mind lacks most of its charm – so 3-8 it is.

What age is it for?
This one I actually missed out at first – a clerical error that I’ve just corrected. From our testing, some children as young as 6 may have fun with the game, but the combination of structured gameplay and freeform storytelling doesn’t always sink through – while we’ve only had a few playtests with children we believe that from age 8 most children will be able to grasp the game.

What components does it need?
It’s easy to forget this one – it doesn’t go on the outside of the game box like the others – but it’s absolutely vital. When it comes to mass-producing a game the materials needed and the manufacturing costs are vital – if the game is too expensive to make, then it’s not worth making; the more expensive it is the more it has to be able to grab its audience!

And Another Thing…
While not part of the standard set, I chose to include two/three further “stats” with those core ones:

Setup time – Most of our games are very quick to set up, and long set-ups can get frustrating, so keeping that clear in the core facts is valuable.

Rules and Strategic Complexity: The age range for a game is often used as a rough-and-ready guide to this, but the two can be very different – take Cards Against Humanity: it’s rules complexity is low, and its strategic complexity is zero, but it’s still at least a 12+ on age.

 

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The End of the (Instant) Universe

The End of the (Instant) Universe

Last Thursday our kickstarter campaign for sci fi concept cards ended. It was, all things, considered, a rousing success.

The final tally was £5,544 and 244 backers. Thank you to all our backers – we couldn’t do this without you and we like doing this!

We have reached the stretch goals for two extra cards per deck, and three extra suit symbols.

What Remains To Be Done

Elvis may have gone home to live among the stars, but we still have work to do. There are a few cards left to write, more now we have reached that stretch goal, and we need to commission more art.

Then comes the process of proofreading. To be honest it’s my least favourite part of the job, not least because I’m not very good at it. Fortunately Ali is, and we have a couple of volunteers to aid in the process. It is very necessary, though – I am rather prone to making typos. By the time it goes to print I am confident that every error but one will be squashed (that one will show up three weeks later…).

After that is done we send files to the printers, and wait anxiously for them to send us boxes of decks.

Then we package and post them to the backers.

If you missed the Kickstarter it’s not too late to get in on the action – you can still join us on Backerkit

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Patron Participation – Getting Input from Fans

A backer on the Science Fiction Concept Cards Kickstarter recently asked us about the possibility of a digital template for the cards, so that the backers could make their own afterwards for their personal characters. It’s not something we’d ever considered, but it made sense to us so we’ll be doing so – although the template is not trivial to use, with multiple fonts and a few fiddly bits.

This interaction brought to the fore one of the most important things about Crowdfunding – the opportunity for the crowd to give their input.

Whenever we’ve run a Concept Cards Kickstarter we’ve always included a few backer levels that allow those who select them to work with us on designing a card – and from this process come some of our favourite cards; including the only recurring character who exists throughout all the sets.

Diot-Haen, or Diothaen, has appeared in every Fantasy set in some form, and has now managed to jump the genre barrier

But those are just the most obvious way in which backers can contribute to the project. Marcos Hidalgo (our artist throughout the fantasy series of concept cards) forcibly improved our art in the earliest days, when we didn’t have a clue where to look for the right artists. Other backers have given us advice and guidance in other ways – and we often seek their input on which project to do next.

Working with our community is part of what makes Artemis Games what it is – and that includes you.

So come on over to Facebook and Kickstarter, and give us your input!

-Ste

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The Rebirth of Jigsaw Fantasy as Setting Shards

It’s Easter – or at least it was two days ago.

So it feels appropriate that we talk about a rebirth – at the end of last year Jigsaw Fantasy, our Patreon project, died. It was sad, but we talked about why it needed to be done. We’ve now gone through some of the changes that needed making, and we’re preparing to relaunch with the new name “Setting Shards”.

We’re looking at making physical versions this time, and expanding our options to include things beyond Fantasy, but we think that the new name and new design will make much of the necessary difference.

We’re still fine tuning the design, but as you can see we want it to show a wider array of possibilities!

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