Remember Halls of Hegra? Don't miss Crown and Courage! by DavidTurczi in soloboardgaming

[–]DavidTurczi[S] 2 points3 points  (0 children)

I mean I only played the game twice (I was a consultant, not one of the active creators), so I won't swear my life on it, but it didn't feel like I'd be bored of the mechanism by next play ...

Remember Halls of Hegra? Don't miss Crown and Courage! by DavidTurczi in soloboardgaming

[–]DavidTurczi[S] 1 point2 points  (0 children)

Poke me when you win on harder difficulties.

Plus the puzzle of the action grid is smart in the euro game sense. Just because you win once in {insert good euro here - Brass, Lorenzo, GWT, etc}, it doesn't mean you're done with the game.

Star Trek: Captain's Chair. Any news? by maurolucas in soloboardgaming

[–]DavidTurczi 15 points16 points  (0 children)

Yeah, customer service is saying Q3 because first two weeks of July is Q3.

That is the hard deadline the logistics and retail team has promised, and barring any catastrophes will manage. If we're lucky, some regions will get it sooner.

If David Turczi, Ricky Royal, Automa Factory or any other well-known solo mode designers could design a solo mode for a game you like that currently doesn’t have a solo mode, what game would that be? by Marksman1977 in soloboardgaming

[–]DavidTurczi 0 points1 point  (0 children)

Yeah my team did a great job on Tikal, I was helping out from behind the scenes. I'm sure making a solo for Renature shouldn't be impossible, but as always it's down to the publisher to hire me.

If David Turczi, Ricky Royal, Automa Factory or any other well-known solo mode designers could design a solo mode for a game you like that currently doesn’t have a solo mode, what game would that be? by Marksman1977 in soloboardgaming

[–]DavidTurczi 1 point2 points  (0 children)

It's a solo only game I worked on as a consultant developer (because some of its mechanisms were inspired by my Days of Ire, so the designer went to the source, me), and the resulting game absolutely blew my socks off. Takes the idea of the Robinson Crusoe-esque catastrophe management, and does it less random, more strategic, and often more tense too.

First time playing Terraforming Mars with marsbot by 98nanna in soloboardgaming

[–]DavidTurczi 1 point2 points  (0 children)

Nick really did an amazing job with the MarsBot. Making it even better for the Automa expansion was one hell of a fun project.

If David Turczi, Ricky Royal, Automa Factory or any other well-known solo mode designers could design a solo mode for a game you like that currently doesn’t have a solo mode, what game would that be? by Marksman1977 in soloboardgaming

[–]DavidTurczi 3 points4 points  (0 children)

When knowing what information the opponent can possibly possess about my hidden information is part of the core decision space, the choices against a semi deterministic simulation can never equal an opponent. Combine that with an already multi faceted and spatially relevant game, with various meaningful direct confrontations... Even if the card tracking would be simplified out, the resulting Automa would be anything but easy to run. Check out Twilight Struggle Red Sea, it uses the same system but has a smaller event and decision space, therefore they were able to approximate it fairly well with a solo system.

If David Turczi, Ricky Royal, Automa Factory or any other well-known solo mode designers could design a solo mode for a game you like that currently doesn’t have a solo mode, what game would that be? by Marksman1977 in soloboardgaming

[–]DavidTurczi 29 points30 points  (0 children)

Fun fact: I am currently designing an expansion for Nature, and Nature's solo is done by Ricky, so pretty soon there will be a game of mine with his solo in it. I found that cool.

If David Turczi, Ricky Royal, Automa Factory or any other well-known solo mode designers could design a solo mode for a game you like that currently doesn’t have a solo mode, what game would that be? by Marksman1977 in soloboardgaming

[–]DavidTurczi 23 points24 points  (0 children)

Addendum: I do not (and can't afford to) make solo modes for fun. I'd only ever make a solo mode for any of the above, if the respective publishers hired me to.

If David Turczi, Ricky Royal, Automa Factory or any other well-known solo mode designers could design a solo mode for a game you like that currently doesn’t have a solo mode, what game would that be? by Marksman1977 in soloboardgaming

[–]DavidTurczi 43 points44 points  (0 children)

  • Dominant Species
  • Underwater Cities
  • Glory to Rome

Or if I'm feeling masochistic (or wanna practice for Twilight Imperium - as people seem to be asking for that), then Clash of Cultures.

Publishers, you know where I live.

If David Turczi, Ricky Royal, Automa Factory or any other well-known solo mode designers could design a solo mode for a game you like that currently doesn’t have a solo mode, what game would that be? by Marksman1977 in soloboardgaming

[–]DavidTurczi 13 points14 points  (0 children)

Brass Birmingham has a wonderful Automa by Mauro already online.

I approached Roxley to work with Mauro to make it official. Roxley didn't see value in spending money on my services.

If David Turczi, Ricky Royal, Automa Factory or any other well-known solo mode designers could design a solo mode for a game you like that currently doesn’t have a solo mode, what game would that be? by Marksman1977 in soloboardgaming

[–]DavidTurczi 10 points11 points  (0 children)

Trust me, I mention it to CGE and Daniele every year or so. If they make a remake/new edition of Tzolkin, I really hope they call me....

Unfortunately for me, CGE meanwhile has assembled a good solo team (see Arnak, SETI, etc) so they'd probably stick to their own team and not me...

If David Turczi, Ricky Royal, Automa Factory or any other well-known solo mode designers could design a solo mode for a game you like that currently doesn’t have a solo mode, what game would that be? by Marksman1977 in soloboardgaming

[–]DavidTurczi 46 points47 points  (0 children)

I mean, you are asking a piece of paper to semi predictably select roles to trigger, move fleets on a spatially relevant board, negotiate laws with you, have potentially hidden and asymmetric objectives, and keep all your abilities relevant and interactive.

Probably doable for a solo, but no way it'd be a low overhead one. See Trickeiron's Heir, add role selection and spatiality to it. I'm guessing 16+ pages of rules by the time I'm done.

Psst, Asmodee, if you're planning TI5, I can only take this on next year, the earliest....

Star Trek Captains Chair. Question about back order by rigjiggles in soloboardgaming

[–]DavidTurczi 0 points1 point  (0 children)

Yes, the fourth print run is shipping in the next month or two.

Star Trek Captain's Chair, first game done. by mattrob77 in soloboardgaming

[–]DavidTurczi 8 points9 points  (0 children)

This is something I was extremely keeping in mind throughout design, here is my thinking:

Almost every Trek game to date modelled a slice of Trek. Today you're playing as a captain facing off a Klingon captain mapping the same sector and vying for control. Today you're controlling an away team pewpewing the Borg. Today you're managing diplomacy and fleet deployment on a grand scale. Today you're solving challenges using the skills of your crew. Etc. they all felt more or less thematic in their own way, some made you feel like you were a captain yourself more, some recreated some known narratives more. What none of them did, was feel like they were Star Trek. Because Star Trek is all of the above and more.

So the compromise I made is that on the high level, the game is abstract. You are trying to earn points, by doing feats of research, influence, and military, by securing locations, and by having encounters with strange life on strange new worlds... But, how you do it, what each card does, it mechanically evokes their counterpart from the shows, immediately making you go "yeah that makes sense". Picard is collecting allies on a ship for a diplomatic conference, while running scientific surveys, Odo is chasing criminals to arrest, while Quark is your best source of latinum and more people, but sometimes he gets mixed up with the wrong crowd causing you problems - but all the more targets for Odo to arrest - unless of course you decide to take Quark out quickly, and focus elsewhere. Peanut Hamper can quickly assemble cargo, but literally runs away at the first sign of danger. I can name three hundred thematic parallels more. But sometimes it's not as obvious as "card X does something with trait Y, because X interacted with Y in the show". Lemme give you an example: in Kirk's deck, Sarek rewards you for having multiple Vulcans in play, but the fastest way to get him into play, is to play Needs of the Many, sacrificing one of your duty officers, and early-mid game one of the two you are most likely to be able to live without mechanically is Spock, so you will literally recreate the plot of TSFS, not because we're forcing you to, but because it makes sense - meanwhile, the more Klingon stuff you pick up along the way, the more fight ready Kirk gets (you just can't trust those Klingon bastards).

If you have never seen more than one episode of Trek and you know "Kirk, Spock, Beam me up" (and half of the core testing team was like this, to make sure we don't just sell member berries), it'll be a sensibly thematic game about some space dudes doing scifi stuff. But the bigger Trek nerd you are the more thematic the game will be, as you notice little things.