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My natural inclination with games is to see them in a very abstract fashion, which while working on Gaslands with Mike Hutchinson worked very well. Mike's natural inclination is towards something chaotic and fun on the assumption that people will iron out the house rules for details as they play. My inclination is towards something tactical and controlled on the assumption that when a group of friends get around a table the fun narrative happens naturally. That combination is why in a game of Gaslands you can very carefully plan to cross the finish line upside down and on fire. What it meant for this solo project was that we got some quite cold, intellectual elements in the Alpha version. Th

CE Marking in Boardgames Advice

Updated 27th April 2018 to include EN71-3:2013 and includes the latest changes to EN testing regulations. The following Blog is intended as a guide for independent games developers concerned about safety marking on card and board games. Firstly let me say I have no relevant qualifications whatsoever and my opinion should be taken on such a basis. However, I'm fairly good at interpreting guide lines and have some professional experience of safety assessments. Properly qualified advice can be found at: https://www.gov.uk/guidance/toy-manufacturers-and-their-responsibilities (UK government advice) http://www.btha.co.uk/toy-safety/btha-guidance-documents/toy-safety-directive/ (British Toy and Ho

Time to die.

SSO contains player elimination. For those who haven't immediately sworn to never have anything to do with the game on that basis, let me justify such a blasphemy to the world of modern gaming. Firstly, SSO elimination is both largely theoretical and almost always a harbinger of total defeat. Your teammates will always have the option to return you to the game unless they are only a few turns from collectively losing, so elimination is unlikely to last for long. Throughout playtesting few players have even been eliminated and none more than two or three turns before the game ends. Secondly, SSO is a game of death and sacrifice, there will come games where players have the option to take one

Further Challenges

I've been testing and tweaking the base game and first two decks for around 5 or 6 months now, and that was after some pretty carefully considered initial writing and a few months of massive overhaul. Which means for about 3 months the changes I've been making have been slight tweaks and future proofing against later expansions. But I just started testing the following four decks that might make it into the Kickstarter. The new decks are: "Parasite" representing an alien parasite infecting, replacing and killing the crew; "The Wonder of Wubs" representing a series of tiny fluffy aliens choking off the ship; "The Collective" where the crew splinter off into factions and mutiny against the Cap

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