BoardGameGeek News

To submit news, a designer diary, outrageous rumors, or other material, contact us at news@boardgamegeek.com.

1 , 2 , 3 , 4 , 5  Next »  [519]

Recommend
46 
 Thumb up
 tip
 Hide

Become an Almighty God, Manipulate Power, and Fill Your Mouth with Bugs

W. Eric Martin
United States
Apex
North Carolina
flag msg tools
admin
Board Game Designer
badge
Avatar
Power Vacuum from Kaleb Wentzel-Fisher and Keen Bean Studio presents players as anthropomorphic appliances competing for the role of Supreme Appliance following the death of the land's leader, who is, yes, a vacuum. Sucks to be him...

Board Game: Power Vacuum

The deck has cards in five suits, with the backs of the cards showing cards in only four suits. One suit is disguised as the other four, and while red is trump in general, if a trick contains only cards of this hidden suit and red, then the hidden suit trumps red.

The winner of a trick leads the next trick, and whoever played the lowest card in a trick manipulates the power board. This board has spaces for the five suits and the power supply, with "plugs" on two of these six spaces. To manipulate the power board, you move 1 unit of power from one plugged space to the other, then you move one of the plugs. Each player has an agenda that depicts two suits, and you're trying to make one of those suits the most powerful in the round and the other the least powerful. You score points for your agenda depending on how early you declare it publicly, locking in which suit you want high and which low — or you can keep your agenda secret, essentially gambling double or nothing on getting both sides correct.

Board Game: Power Vacuum
Mock-up power board

Power Vacuum is crowdfunding through the end of April 2024, with delivery expected in Q1 2025.

• Keen Bean Studio has another title in the works as well, this one a co-design by Kevin Privalle and company owner Malachi Ray Rempen. Here's an overview of the 1-4 player game Almighty: A Game of Gods & Ends:
Quote:
You are a primordial cosmic deity who wants to build and control an eclectic pantheon of gods and act upon your various followers in all the ways that ancient deities tend to do: create marvelous miracles, bring about horrible curses, generate mysterious omens, and make increasingly outrageous demands — all to amass the divine power needed to perform even greater acts, attract even better followers, fulfill the best top-shelf prophecies, and prove once and for all that YOU are the almightiest in the universe!

Board Game: Almighty

Almighty is a tableau-building game of hand and resource management, with a dash of tile placement and area control. Each turn, players choose a god in their pantheon to perform an act card from their hand, impacting one or more of their followers. Acts and followers generate boons, such as Belief (used to buy new gods from an open market, as well as better acts and followers), Power (needed at increasingly higher levels to perform better acts and impact better followers), more followers (with higher, more valuable populations), and Souls (which grant endgame victory points, but offer bonuses if spent during the game). Acts are performed in one of four lands shared between all players; the more presence you have in a land, the cheaper it will be for you to build temples there, and each land grants a different amount of victory points for temples at the end of the game.

The game is broken into several ages, during which players compete to have the most boons of a specific type. Players also have three private prophecy cards to work toward, but must choose only one to score at the End of Days — the final, apocalyptic doomsday round of the game in which every player does their almighty best to make their final mark on the doomed mortal plane. The player with the most points at the end wins the title of ALMIGHTY!
• Looking for games from other German publishers, we run across Snatch it!, a 3-6 player ladder-climbing card game due out in August 2024 from Christwart Conrad and HeidelBÄR Games that has only minimal information available for now:
Quote:
Once upon a time, there was a pond that hummed and buzzed happily...but then the frogs suddenly appeared. They greedily filled their mouths with everything within reach of their tongues. They even snatched their prey from the mouths of the others.

Board Game: Snatch it!

Your goal in Snatch it! is to secure as much food as possible. Become a hungry frog, and grab the tastiest cards from the pond. Protect your well-filled piles from the other greedy frogs who keep trying to snatch them away from you. Only those who collect their piles before they burst will not end up with an empty belly.
• A more involved card game awaits you in Suna Valo, a design from Andreas "ode." Odendahl of The Game Builders for exactly two players that will debut in Q3 2024 ahead of SPIEL Essen 24:
Quote:
In Suna Valo, two individuals take on the task of establishing their own farm in the Solarpunk world of Overgrown. Located in the picturesque "Sunny Valley" (Suna Valo), nestled at the foot of a mountain and crisscrossed by a broad river, the village of Foriro has been erected — a place of new beginnings! The farmers in this village supply valuable goods using their transport drones and river ships.

Board Game: Suna Valo

The construction of your farms is made possible through farm cards across various categories. Cultivate vast grain fields, and harvest beautiful water lilies or blue flowers. Deliver your sheep's wool to the village for clothing production or collect eggs from your free-roaming chickens. But amidst your explorations of the surrounding lands, don't forget to reinforce your fleet of transport drones!

Suna Valo features an innovative purchasing mechanism. Secure the right cards before your opponent does, snatch up the more valuable ones, and host prestigious events! Each time you acquire a new card for your farm, you activate an entire column of cards, causing your farm to flourish. However, you must also earn the resources to cover the costs of these cards.

At the end of three game rounds, the player with the most victory points emerges as the winner of this peaceful competition, having contributed the most to the development of Foriro!
Twitter Facebook
4 Comments
Tue Apr 30, 2024 3:00 pm
Post Rolls
  • [+] Dice rolls
Recommend
50 
 Thumb up
4.00
 tip
 Hide

Designer Diary: Books of Time

Filip Glowacz
Poland
Wrocław
Dolnośląskie
flag msg tools
Board Game Designer
Nintendo
badge
Avatar
Microbadge: Nintendo Switch fanMicrobadge: Multiuniversum fanMicrobadge: Board & Dice fanMicrobadge: The Legend of Zelda fan
Board Game: Books of Time
I am an innovation digger and tend to seek new interesting mechanisms in game designs, even in those not of my own making. I always look for things that allow players to review the theme by reading the description in the rulebook and to "feel" it by playing the game itself. That's why Books of Time is a special title in my portfolio and my heart.

But let's start from the beginning.

"What more can be done with cards?" I asked myself on one of these days when I wanted to train my creativity. Initially, I didn't intend to make the whole game. To be completely honest, I just got lost in sorting out this question.

I set myself in the correct mood. The Game Developers Conference was running on the TV in the background, and I started walking around the office, totally focused, taking things from desks or shelves and leaving them somewhere else — without remembering where I left them, as usual. In all this chaos running in my head, I started analyzing the card anatomy and thinking about each aspect, one by one: "How can we use the card?", "What can a single card change?", and "What can we do physically to cards to impact the way they behave?"

That was a moment when my eyes stopped at the shelf with binders. "If we punch holes in cards and use binders, we can make a game where you can create books, real books", I thought, surprised and excited about this idea.

Shortly after that, I knew this game would make players become scribes writing down the history of mankind in the form of a few books, each one describing different fields: science, industry, and history — those were my first choices.

From gallery of Filipozo

Before I jumped into making the first prototype, I had to set the framework for it. I wanted to design a game with a heaviness of 2.5 on BGG, with a playtime of at most one hour.

The most important aspect for me was to combine every action in the game with the fact that we have those binders. I wanted to create a mechanical reason for having them in the game, not only just to get the "feeling". I wished to have everything connected with the act of actual book writing: flipping pages, adding new pages, reading pages, closing the book — all of these as the main mechanisms and the source of everything in the game (points, resources, movements, etc).

From gallery of Filipozo

After that, I focused on crafting the prototype. I must admit that preparing it was an exciting experience, and this was probably the fastest prototype I have ever created. I loved playing with this formula and shaping the final gameplay as those binders showed new interesting possibilities for where I could go with mechanisms. It was hard to stay focused and on track, even knowing the framework I had set up for this game. This was so exciting!

Having the books open brought natural limitations to what players could perform, and while adding new pages or flipping them, the actions changed completely. The fact that those three books are actually three decks of double-sided cards that function as books made this tableau/deck-building blend of mechanisms very innovative.

From gallery of Filipozo

From gallery of Filipozo

I wanted to make players analyze how to expand those books, where to add new pages to create a set of actions, and what type of cards to add so that actions would chain together.

The actions themselves had to be easy — along the lines of changing one thing to another, moving up on tracks, gaining resources — so that players would not have to constantly go through the books to check which actions they have; that would be administrative and fiddly. You know what to expect in the specific type of book you are working on, sure, but what's on the other side of the page once you flip it? You can always check with no impact on gameplay, yet that's still fiddly.

Since the cards are double-sided to act as pages in a book, the ideal solution was to place the same action on the reverse of the card, while making it a little weaker than what's on the front; now you know something about this action, even without flipping the page to see what's there. Additionally, this was the only way to solve the "market" problem of having double-sided cards as I can't imagine how terrible it would be if players had to check both sides of a card when deciding which card to take.

The idea started to form into a unique smash-up of a deck-tableau-building game in which players have to manage their resources.

I prepared the first prototype, then we gathered the Board&Dice team to play, and the sound of clicking binders filled the air. The game worked, yes, but what was most important was that the gimmick worked and added to the game exactly what I wanted.

From gallery of Filipozo

After everyone tried out this game, we had to check whether we would be able to print this design that would include thirteen metal binders(!) at a production cost that would allow us to set the retail price at a really good level. After a few e-mails with the manufacturer, we got the answer we wanted: The whole project got a green light.

Board Game Publisher: Board&Dice
From this moment, the game was taken over by our dev team, completely out of my hands. We've stuck to the rule that designers should not develop their own games. It's reasonable that the person (and the team) doing the hardcore development should not be emotionally attached to the game so that every needed change or modification would be dictated by playtest feedback (i.e., hard facts). Of course that doesn't mean the designer will not be included in the process or can't do anything other than hope the dev team will do it right. At B&D, each game we are working on has a "game champion", a member of the dev team who is responsible for monitoring the process of a particular game, and one of the key aspects of this role is keeping the designer updated about changes and the processes.

For this game, the development process took around eight months, and during this time the core game structure stayed the same, but the team brought many good ideas and improvements to the design, such as the Chronicle Book, which is a thematic round counter as well as the endgame trigger; it also adds additional decisions during a player's turn. My first idea for the common scoring tracks turned out to be too complex as all players built their own tracks during the game. This idea was interesting, but this design was not about the development of scoring tracks; the team told me to design a separate game about this if I like the idea. As I said, staying focused is important. The fewer elements that drag you from the main concept/mechanism, the better, especially in a game of the 2.5 BGG weight we were aiming for.

When the game entered the art process, we wanted a vintage-clean look so that we could make beautiful book covers and truly vibrant illustrations. The art also allowed us to think about inclusivity in the game, so the science pages would have a variety of famous scientists and inventors. We decided to co-operate with our friends from Our Family Play Games to create the ideal representation there. They also reviewed everything in the game from that perspective. The cards don't have text, but we included a section in the rulebook where players can find descriptions of the illustrated people, inventions, and events.

Board Game: Books of Time

After twelve months of work, the game ended up in production with eight language localizations and premiered during UKGE 2023. It was an exciting experience for me. I hope you will have as much fun while playing the game...

Filip Głowacz

From gallery of Filipozo
Twitter Facebook
5 Comments
Tue Apr 30, 2024 7:00 am
Post Rolls
  • [+] Dice rolls
Recommend
66 
 Thumb up
 tip
 Hide

CMON Buys Japon Brand; KADOKAWA Acquires Arclight

W. Eric Martin
United States
Apex
North Carolina
flag msg tools
admin
Board Game Designer
badge
Avatar
Board Game Publisher: Japon Brand
• On April 24, 2024, CMON Limited announced a deal with Japon Brand General Incorporated Association to acquire Japon Brand.

Japon Brand has been a regular presence at the SPIEL game convention in Essen, Germany since 2006, introducing hundreds of tiny games to players outside of Japan — and to publishers.

While Japon Brand sells directly to individuals, its larger function has been to serve as an agent for Japanese game designers and represent them in licensing deals with non-Japanese publishers. I first recall seeing licensed Japanese games appear from Z-Man Games in the early 2000s with titles like R-Eco, Fairy Tale, and Stack Market, and Z-Man picked up several designs represented by Japon Brand, such as Parade, Traders of Carthage, and Master of Rules.

Other publishers have licensed Japon Brand titles as well, such as Asmodee with Robotory, FoxMind with String Railway, and AEG with Seiji Kanai's Love Letter, which proved to be a breakthrough title in terms of worldwide awareness of Japanese game design and which in 76 years will undoubtedly still be one of the most important games released in the 21st century.

Board Game Publisher: CMON Global Limited
In 2022, CMON had founded a Japanese games division, with Nobuaki "Tak" Takerube in the role of Director of Japanese Operations and Ken Watanabe as Japanese Sales Manager. Tak has been central to the growth of Japon Brand over the years, and BGG has enjoyed hosting him on many SPIEL livestreams in which he and Simon Hammar would present up to two dozen games in an hour-long blitz.

In the press release announcing this deal, CMON notes that "Japon Brand will continue to serve as an independent agent division, leveraging CMON's infrastructure and management capabilities to introduce games to the global market." More from the press release, as Google translated with some clean-up:
Quote:
The new president of Japon Brand will be 野村紹夫 (Akio Nomura), who has been active as a board game designer for many years and who served as a board member under the old system. Nomura describes his aspirations as follows:

"The situation surrounding Japan's analog game industry has continued to change over the past ten years. The number of people exhibiting overseas on their own has increased, and the number of overseas buyers visiting Game Market [in Tokyo and elsewhere] has also increased. However, for many individual artists, "overseas'' is still a long way off due to social and economic circumstances. I hope that the existence of Japon Brand will continue to be a source of hope for them. With the support of CMON, we expect to be even more active than ever before."

David Preti, COO of CMON Limited, also commented: "Japon Brand has always been a great ambassador for Japanese game design to the world. That spirit is extremely important, and we are honored to be a part of that long tradition."

In order to make the most of the synergy with CMON, Japon Brand is building a business structure, and without losing its traditional spirit, will continue striving to convey the wonders of "Japanese games" to the world.
Board Game: Air Alliance
In an April 26, 2024 Facebook post, Nomura says he first met Japon Brand in 2011, released his title Air Alliance with Japon Brand in 2015, directed the SPIEL exhibition for the first time that same year, and returned to SPIEL following Covid in 2023 for what he thought would be his swan song: "It's the last time, so I came up with all the ideas I could think of, and did aggressive booth decorations and management, and there was zero trouble on site. (First time ever!) I was happy to see all the exhibitors and returned home with the beauty of the final." (Again, I've used Google translation, then cleaned up the text.)

Now he plans to refresh the Japon Brand format, to "translate the company's words" anew: "Why I go to Essen. Why do we all go. Why I work as an agent. Getting clear on the standards of each purpose and accomplishment, rebuilding what is necessary and what is useless one by one."

Nomura feels confident taking on this challenge after having run his Route11 creative studio since 2005: "About 70% shaped now. Still seems a long way to go. I think it should take about three years to prepare. If this challenge can be accomplished, Japon Brand will become a sustainable structure, that is, an organization that can always change positively."

From gallery of Photodump
• In other Japanese news, media conglomerate KADOKAWA has purchased Arclight Games, which publishes games and game-related magazines, owns retail game stores, and manages game conventions in Japan, including Game Market.

Here's an excerpt from the press release announcing this deal, once again Google translated, then edited:
Quote:
The KADOKAWA Group is promoting the basic strategy of "Global Media Mix with Technology'' in its medium-term management plan ending in March 2028 in order to improve its corporate value over the medium-to-long term. As an important measure for this purpose, in addition to increasing the number of IP (intellectual property) points we create from the current 5,500 points to 7,000 points per year, we will further accelerate the media mix to increase the LTV (lifetime value) of each of these IPs. We aim to maximize the LTV.

In recent years, analog games that do not require power supply, such as trading card games (TCG) and board games (BDG), have become increasingly popular not only in Japan but also around the world, and the market continues to grow. The size of the TCG domestic market has rapidly expanded after the coronavirus pandemic, more than doubling from ¥113.3 billion in fiscal 2019 to ¥234.8 billion in fiscal 2022. The global BDG market is expected to expand from $9.3 billion (approximately 1.2 trillion yen) in 2023 to more than 2.4 times in 2036. In addition, the number of participants in Japan's largest analog game event, "Game Market'', sponsored and operated by Arclight, has reached a record 25,000.

Arclight operates Hobby Station, which has one of the top store networks in the TCG industry, and has strong planning and development capabilities that have created popular original works, as well as know-how in managing Japan's largest analog game event. Furthermore, we hold many domestic licenses for world-famous analog games.

KADOKAWA has also been involved in the analog game business for some time, and クトゥルフ神話("Cthulhu Mythos TRPG''), made in collaboration with Arclight since 2004, is a representative work in this business. Masu. In addition, we collaborated with Arclight in 2022 to release モンスターイーター ~ダンジョン飯 ボードゲーム~ ("Monster Eater: The Delicious in Dungeon Board Game"), which is based on the ダンジョン飯 ("Delicious in Dungeon") manga.

Board Game: モンスターイーター ~ダンジョン飯 ボードゲーム~ (Monster Eater)

By welcoming Arclight into the group, we will expand the genre of media mix of popular IP owned by KADOKAWA, in other words, accelerate the commercialization of analog games, and also promote new games through the largest analog game event in Japan sponsored and operated by Arclight. By discovering developers and writers, we aim to further expand the number of IP creation points and accelerate the growth of the group.
Twitter Facebook
9 Comments
Mon Apr 29, 2024 3:00 pm
Post Rolls
  • [+] Dice rolls
Recommend
73 
 Thumb up
1.00
 tip
 Hide

Spin Pandas, Collect Pandas, Steal Treasure with Pandas, and Keep Your Panda from Going Splat

W. Eric Martin
United States
Apex
North Carolina
flag msg tools
admin
Board Game Designer
badge
Avatar
Board Game: Panda Spin
What's black and white and read played all over? Othello — and potentially games about pandas, especially given all these new panda-based games hitting the market in 2024:

• Let's kick off with a new game from the greatest designer ever: Carl Chudyk, creator of Innovation, the greatest game of all time. His new game is Panda Spin, a climbing-and-shedding card game for 2-5 players from new publisher Moon Gate Design, with publisher Matagot assisting in the game's development and releasing the game in French. Here's an overview:
Quote:
In Panda Spin, each player attempts to be the first to rid their hand of cards, collecting bamboo in the process to keep their pandas well fed.

In more detail, Panda Spin is a climbing game played with a special deck of "double-headed" cards. All cards start with the orange animals toward the top. Each player receives a random wind card — each of which has a unique playing condition — and a hand of eleven cards, with the remaining cards placed in a deck.

During the game, players lay down cards to tricks as singles, in sets, in runs, or in formations (two consecutive pairs, two consecutive triples, etc.) If you're the first player in a trick, lead what you wish other than a bomb, that is, four or more cards of the same value. In turn, players must play a higher matching set of cards, e.g. a higher three-of-a-kind on a three-of-a-kind, or pass, after which they can no longer play in a trick. (A bomb cannot be lead, but can be played on any card combination.)

When you pass, if you've played cards and all of those cards have orange animals at the top, flip the cards so that the blue animals are at top. Each time you flip a card, you change its value depending on its suit: e.g., the water 4 becomes a pair of Qs, the wood 6 becomes a A+bamboo (and each time you play a card with bamboo, you take a bamboo token from the reserve), the earth 8 becomes a Q+panda (with you stealing a bamboo from an opponent for each panda you play), the fire 3 becomes a 10+fire, with the fire being a value of your choice when played.

If you pass and the cards you've played have at least one blue animal, you discard all of those played cards. The winner of the trick always discards all of their played cards, then they lead to the next trick. When you play a wind card — the south wind, for example, beats a run or formation with 3+ different numbers in it — you draw two cards from the deck; subsequent players need only beat the card combination played prior to your wind. If you play a wind, you always discard all cards you played to the trick.

From gallery of W Eric Martin
Mock-up cards (Image: Natsume)

When a player runs out of cards — that is, they "show out" — they score bamboo equal to how many cards are held by the player with the largest hand. When all but one player have shown out, the round ends, then you shuffle all the cards (including the winds) and deal everyone a new hand. A player immediately wins the game when they have at least twenty bamboo — but they must score their 20th bamboo by showing out; playing wood and panda cards scores you no bamboo when you have nineteen bamboo.
Board Game: Panda Royale
Panda Royale is a dice-drafting game from Nathan and Jake Jenne of Last Night Games for 2-10 players, which isn't a range present on many boxes. The publisher is fulfilling a 2023 Kickstarter campaign in April 2024, then the game will head to retail. Here's what awaits you:
Quote:
Each year as the mid-summer festival begins, the seven panda clans gather to celebrate their many years of peace and prosperity. After all the feasts, stories, and games, the Elders host the annual competition wherein the bravest of all pandas gather to battle for honor and glory. The panda clans each have their own powers and abilities, and the Elders consider those strengths carefully as they assemble their teams.

Board Game: Panda Royale

In the game, each player starts with a single yellow die, and over ten rounds builds a hand of ten dice to earn the most points, with each color of dice having its own scoring properties. Players vie for the best drafting order to pick from the allotted dice each round.
Board Game: Panda Panda
• U.S. publisher Allplay is launching a new line of tiny games in 2024, with one of those releases being Panda Panda, a new edition of designer Kaya Miyano's 2023 title Cat Poker from Japanese publisher Mob+:
Quote:
In Panda Panda, players carefully manage their cards to try to make specific hands. On a turn, players can discard a card, draw from the deck, or draw from an opponent's discard pile. If a player discards an "A" card, everyone has to pass one card to the right.

To win, yell "Panda Panda!" when you start a turn with a completed hand. Can you collect the right cards, figure out what your opponents are going for, and time the "A" cards correctly?
• Okay, you've assembled a team of dice and a hand of cards — now how about pulling together an embarrassment of pandas?

In Villa Panda, a game from designers Miguel Suárez Olivares, Alejandro Ortiz Peña, Roberto D. Rivera, and Ignacio Villa Toro and publisher Salta Pal Lao, you start with a lone panda who desires a leadership position in its village. To earn the 12 points required to do this, you need to erect buildings, enact plans, and expand your influence by hiring other pandas to strengthen your position.

Board Game: Villa Panda

Each round, you roll a pair of dice, with the sum of these dice activating the panda cards in front of all players, then you choose one of the dice to activate only your cards. Next, you place your panda figure on the main board to obtain resources (water, bamboo, bao, or gold) or perform an action: market, build, hire, or activate.

• Believe it or not, another panda-based game from a quartet of Spanish-speaking designers will hit the market in 2024: Party Panda Pirates from Gabriel González, Adrian Alamo Borja, Pepe Macba, Victor Valdés, Detestable Games, and Draco Studios.

Board Game: Party Panda Pirates

In this 2-6 player game, you needs treasure chests to win, and to get those chests, you'll participate in mini-games in each of the six rounds, whether played in teams, 1-vs-many, or a free-for-all. The mini-games range from dexterity-based to memory, luck to area movement, and the better you play, the more coins you earn. Before each game, you guess who will win, giving you another chance to earn coins. Coins convert into chests at the end of the game, but you also have a chance to discover buried chests on the treasure hunt board.

Board Game: Parachute Panda
Parachute Panda is a "take that"-style card game for 2-6 players from Conner Coleman, Mike Richie, and Redshift Games in which you are all pandas falling to your doom from an airplane, and since you're fated to die anyway, you decide that hitting the ground last would be a good thing for your spirit...which means you need to help others get there first.

Every panda starts near the top of the game board, and on a turn, you fall, then play cards from your hand to catch a balloon to rise higher, or manifest a grand piano at the top of someone else's column, or catch a breeze to move you out from under a piano that someone else manifested. In addition to movement cards, your hand might have attacks and reaction cards, but in the end momentum will turn all but one of you into a panda-shaped rug.

Board Game: Parachute Panda
Gameplay example at GAMA Expo 2024
Twitter Facebook
13 Comments
Mon Apr 29, 2024 7:00 am
Post Rolls
  • [+] Dice rolls
Recommend
67 
 Thumb up
10.00
 tip
 Hide

Designer Diary: War of the 3 Sanchos 1065–67, or The Loneliness of the Locked-down Game Designer

David J. Mortimer
United Kingdom
flag msg tools
Board Game Designer
badge
Avatar
Microbadge: Twilight Squabble fanMicrobadge: Flock fanMicrobadge: The Cousins' WarMicrobadge: Pocket Imperium fanMicrobadge: Dragon Slayer fan
Board Game: War of the 3 Sanchos 1065-67
War of the 3 Sanchos 1065–67 (Wot3S) was my first game to be conceived, developed, and signed during the UK pandemic lockdowns of 2020 and 2021.

Games normally start whirring in my brain when a new mechanism or two I've been toying with collides into an interesting theme. At that point, the game gestates in the grey matter (and Google Keep checklists) when I have the spare brain capacity from my day job...and life in general! It can take between a few weeks and a few years before I'm happy enough with the idea to bring it to life and get it playtested to destruction at playtest groups and meetups before submitting to publishers. This kind of mental gestating can be draining, so when key aspects fire up, I have a notebook to hand at all times to take pressure off the brain power.

The pandemic changed all that. While I always like to design within thematic self-imposed constraints, usually limiting components and mechanisms to drive creative thinking to overcome problems, this was the first time I'd had a constraint imposed upon me. I was locked down at home with few distractions from work and social life. This led to three critical paths occurring:

1) I couldn't meet with any of my usual playtesters, so I needed to find a way to playtest the game to destruction without meeting up.
2) I was watching a ridiculous number of box sets on video streaming services and surfing the internet researching.
3) My brain was underused, so I had much more capacity than normal, meaning the gestating period was much shorter.

The way these three paths collided was extremely fast. I'd had a unique combat mechanism in my notebook for a while in which three parties could participate in a new three-way command-card system. I'd also started to watch foreign-language drama series for the first time. One of these was "The Legend of El Cid", a Spanish historical series about Rodrigo Diaz de Vivar. This was thoroughly entertaining, and I binge-watched the first season (and also the second during a later lockdown). At the same time, my search bar results for "battles involving three armies" brought up War of the 3 Sanchos. This was the catalyst for the brain-gestation period that occupied my spare-time thoughts, especially once I realized El Cid was also around during the War. At that point, the fire was lit for a three-player pocket campaign game set in medieval northern Spain.

From gallery of W Eric Martin
El Cid's statue in Burgos. (Photographer: El Caminode Santiago 09 2006; Licence: CC BY-SA 2.0)

A week later, I was ready to bring this to life, and this is where another critical path intervened. How was I going to get this playtested? I'd tinkered with Tabletopia and Tabletop Simulator (TTS) in the past, but the former burnt out the screen on my Surface Pro due to the sheer amount of work required by the processor to run the app and Skype, and the latter was an issue as many of my testers didn't use it and would have to pay to get the app. I wasn't ready to fund their apps just yet, although that was an option I considered, as I was finding the user interface much more complicated than Tabletopia. (Another web app, Screentop.gg, ended up being my preferred solution, but I didn't discover it until much later.) I took the only option open to me at that time: I would have to start this game as a solitaire design, then layer multiplayer in later! This itself was an interesting constraint, and I dove straight in.

As is my wont as a qualified accountant, I started to build a spreadsheet that could generate a card list with three events and the command points on each, the idea being the events would relate to each side in the game. At this point, my access to War of the 3 Sanchos information was limited as my Spanish is non-existent. Therefore, details on Wikipedia and in The Legend of El Cid would be used initially. (Alan Paull would later come to my rescue with naming and historical research!) This meant originally the sides were called Castille, Navarre, and Aragon. El Cid himself took a back seat at this point, with the TV series just giving me inspiration for the theme.

A lot has been written about game design approaches, with painting and sculpting often used to describe the main methods. Both have their merits, although the latter seems to be considered more cool among boardgame design technique writers. With pocket games, I find sculpting (throwing everything you can think of into the design and chipping away the unnecessary) too inefficient, and I will usually paint (start with a canvas and add new layers with each iteration). My canvas will be one solid mechanism intrinsically linked to the theme I am working on. This will probably be a dull game, but there is plenty of time to do the first FF in game design: Find Fun.

First, though, I need a balanced base upon which to build the game. In this instance, it was the command cards. Another key component (often overlooked by new designers) in pocket-game design is the players. You can't get the same multiple routes to victory in pocket games as in large strategy games, so much of the variability comes from the players discovering new heuristics (those rules of thumb you develop to hang your strategy around) and out-thinking each other each game. For the first game in the Pocket Campaigns series, The Cousins' War, this was the ability for players to lie about what they had rolled and deal with the consequences if found out. This is one of the key reasons this design was such a success as this fit the theme of a time of intrigue and betrayal beautifully. I'll cover the other, much less obvious reason for its perceived success shortly.

Again, this is where self-imposed constraints kicked in. In the old days — for me, the early 2010s — card sheets were a certain size, and publishers liked to receive games that had 18, 27, and 54 (or 20, 30, and 60) cards so that the game could be printed on one sheet with no blanks and therefore minimize costs (which is critical for pocket games). This constraint doesn't really matter anymore as printing machines are much more flexible and cards come in all kinds of sizes. That being said, this is still something I like to do early on. In this instance, I decided to keep this to a 54-card deck. My thoughts were that I would have nine cards per side, so 27 in total, then I could playtest from all three sides and have another three nine-card decks that would have events with clear instructions for bot opponents.

Board Game: War of the 3 Sanchos 1065-67
Prototype cards

I use Affinity Designer and Publisher as my tools of choice. These are much cheaper than the ongoing Adobe subscriptions for Illustrator and InDesign that do the same things. Free (or cheap) apps like Inkscape for design and nanDECK for building deck templates can achieve the same thing (which I have used in the past when introduced to them by the likes of Rob Harper). But the interaction of the same platform of Affinity is seamless and hence why I was prepared to pay the relatively modest one-off costs.

The advantage of these apps is that you can create a card template that links to a spreadsheet so that you can make modifications affecting all cards by editing in your spreadsheet, then running the merge program again. (I've also seen Dávid Turczi use Mail Merge in Word to similar effect with a bit of VisiBasic programming.) This helps the other FF in game design: Fail Fast. The quicker you can play again and fix faults — another FF! No wonder Friedemann Friese is such a game-design genius! — the longer the muse remains upon you to inspire more development.

This is the fun bit for me. Formulas were used to create a balanced deck initially as well as listing terminology and actions. Before I had played, I had six nine-card decks: three for bots and three for players. Initially I had thought to have each player's deck separate, but on impulse I shuffled in Castille's and Aragon's bot decks with my player cards for Navarre.

I hacked together a rough board using the map from Wikipedia (again this would be fixed later as the map wasn't from the proper time) to create regions with values for control and a score track like all great area-control games. This is where the second new mechanism — the combat chart — would be introduced as the score track seemed perfect for this. My idea was for a three-way combat system in which the bigger the army, the more likely it was to get in its own way. Long-distance communication in the 11th century was still in its infancy, so errors in battle would often occur. I wanted to replicate this. Some people will be able to do the probabilities, but most will run on gut feeling.

Board Game: War of the 3 Sanchos 1065-67
Prototype set-up on Screentop.gg

This is where the combat system you see now came to life, and it has changed little since, beyond refining constraints like the number of dice and playing with the King's die structure (originally a d10) during development with Alan Paull. The 3 Sancho Kings needed to be represented, so a meeple and a special King die were thrown in, along with counters to represent the troops. This is one of the most critical elements of the design of small area-control games and is the other reason I alluded to earlier that The Cousins' War (and later The Ming Voyages) found some success. Limiting the number of troops to the right number is critical: too many, and players aren't faced with meaningful decisions on where to control, then unintentional snowball effects occur; too few, and players become frustrated at not being able to do enough things.

It is at this stage that initial development began like all games: play, tear down, rebuild, repeat. Not always interesting, but always rewarding. The bot instructions were constantly changing to give them new powers and evolve the decks from being symmetrical to asymmetrical to take account of the different starting positions on the board. Each side needed a different flavor, especially for solo play, so that playing from each side would be a different experience with different heuristics to discover. This is where the lockdown constraint allowed me to design a game in a manner I would never have thought of trying before. It also occurred to me that I had sculpted rather than painted this game. All the layers (bar one that appeared in later development – El Cid) were there from the beginning. I was just chipping away at options, numbers of dice/tokens, and so on, but I had clearly found the fun and had a solid design.

Board Game Publisher: Surprised Stare Games Ltd
We were then released from lockdown, and I had a chance to pitch this design to Alan Paull at Surprised Stare Games. He was instantly taken with the concept, and with many hours of professional development — a skill that is very different to design and that Alan has in bucketloads; just check what he did with Kingmaker — we then started to work on the multiplayer versions. The three-player version came together quickly, and it played very differently to solo. This is often the case because the table talk and picking on the leader in area-control games often helps it to self-balance.

The two-player version proved more tricky to balance. It started as "pick a Sancho, put the two-player decks in and add the third for the bot". Each player and the bot would take a turn, but we just couldn't make the bot effective without it becoming overpowering in solo. In a discussion with Alan, I suggested we should allow the player of the card to control what the non-player Sancho does. This would bring the two-player game to life and give us another game that felt different from solo and three-player. I am very proud of this aspect. I was always in awe of how Agricola plays differently strategically at every player count, and we seem to have achieved that with the three different player counts of Wot3S — not a jack of all trades, but a new master at each player count.

Many more development sessions ensued that led to the inclusion of El Cid to help with some balancing, changes in the King die configuration from a d10 to a custom d6, and a combining of the player and bot decks to halve the cost of the cards. (Game cost is another constraint that kicks in late on.) The region boundaries were tweaked, and a solo board with the decision disc added.

Two critical changes in this process came from group playtesting, particularly with players who aren't regular command-card game players. The first was turn structure. Players struggled with the aspect of everybody doing something on their turn, and it was eating into the brain budget for them. Alan and I thrashed this out, and it dawned on us to call each player's turn a round, with that player being commander for it. This was such a simple rulebook rewrite that took out a lot of explanations, and people just "got it" when taught how to play.

The second was a case of one of my darlings being killed. A golden rule of command-card games is that command points (CPs) can be spent on only one action, so this is how Wot3S played — but with the change from each player having a turn to each player commanding a round, we ended up with the perception that some events were more powerful than spending the CPs on just one thing. Alan contacted me and said he'd tried allowing the CPs to be broken up. I instantly applied my Feedback Filter (FF again...) and said no, the decision tree will be too big, but he was stubborn on this, so we agreed to playtest. (Again we were locked down, so I built Wot3S in Screentop.gg.)

I was stunned. This small change was unbelievable. It was usually pretty obvious what not to do, so the decision tree was much smaller than I had anticipated, basically boiling down to a few choices each turn to mull over. With this flexibility for the commander, we could remove the need for them to access their own event. This went down really well in playtesting, and I am glad Alan talked me into it!

In addition, Alan threw his energies (as is his wont) into researching the subject and calling on co-publishers, other experts, and Gamefound followers to help us tighten up the theme and naming.

Intro video for War of the 3 Sanchos from our Gamefound campaign

If you got this far, then I am impressed! This was a labor of love that kept me sane during lockdowns and even helped me learn new skills, such as building online prototypes with Screentop.gg to allow Alan and me (and others) to continue playtesting and refining. Klemens Franz worked his usual magic, helping us keep the card count to 27 and bringing the board to life. Frosted Games and 2Tomatoes Games helped tremendously on their visions of how the game and rulebook should look. All of this teamwork has led to the biggest Pocket Campaign game to date, and a game I am proud to see coming to life to be released into the world.

David J. Mortimer

Board Game: War of the 3 Sanchos 1065-67
Image: Rolf Wognsen
Twitter Facebook
5 Comments
Sun Apr 28, 2024 7:00 am
Post Rolls
  • [+] Dice rolls
Recommend
71 
 Thumb up
 tip
 Hide

Master Maple Syrup, Shake Up Piña Coladice, and Make Your Sausage Sizzle

W. Eric Martin
United States
Apex
North Carolina
flag msg tools
admin
Board Game Designer
badge
Avatar
Board Game: Sausage Sizzle!
Board Game: Sausage Sizzle!
What are putting on the table today? Food or games? Well, how about combining the two to get a taste of both?

Sausage Sizzle! is a new edition of Inka and Markus Brand's 2012 dice game Würfel Wurst that publisher 25th Century Games will release in October 2024.

You start each round by rolling the eight dice: four showing six different animals and four showing the numbers 5, 4, 3, 2, 1, and 1, with the 1s being represented by sausages. Set aside at least one die, then re-roll the remaining dice, continuing to do this until you decide to stop or are forced to. Choose an animal that you haven't yet scored in the game, then score points equal to the number of this animal you rolled multiplied by the lowest number you rolled. Sausages are normally terrible, but if all the number dice show sausages, then you multiply the number of animals by 7 instead of 1.

After six rounds, whoever has scored the most points wins.

Board Game: Masters of Maple Syrup
• If you're like me, you accompany breakfast sausage with maple syrup, so let's turn to Sébastien Bernier-Wong's Masters of Maple Syrup, self-published through Firestarter Games.

In this two-player tableau-building game, players take turns choosing the action that both players will take, with the active player getting a slightly better version of this action. Develop your property by adding trees to harvest sap from and utilities to improve your syrup production. When any player has ten cards in their tableau, the game ends, and players tally their score based on the value of cards in their property, along with any scoring bonuses granted by cards played.

The first edition of Masters of Maple Syrup is no longer available, but Bernier-Wong plans to crowdfund a new edition.

Board Game: Piña Coladice
• Breakfast might be too early for drinking, but if not, give Piña Coladice a try.

Each turn in this dice game for 2-4 players from Yann Dupont and IELLO, you roll the five dice up to three times, ideally then claiming one of the coasters in the 4x4 grid. The earlier you claim a coaster, the more points it's worth — and if you place four of your cocktail markers in a line, you win instantly. Piña Coladice is due out in July 2024 in France, with an English-language edition coming as well.

Board Game: Toasty Toasts
• Another breakfast accompaniment might be Toasty Toasts, the first game from designer Coco Chen, who crowdfunded the game in mid-2023 and now has it for sale on her website.

In this 2-4 player card game, players draw cards at the start of each turn, then take two actions, such as adding toppings to their base toast, creating flavor combos, starting more toast, playing action cards, or covering their toppings with another piece of bread to create action-immune sandwiches. When the "Time to Eat" card is drawn from the deck, everyone stops playing with their food and tallies their points.

• Should you care to order out instead, perhaps you can engage the services of a dabba walla — but unless you live in Mumbai, that's probably not going to happen.

Board Game: Dabba Walla

Dabba Walla is a game for 2-4 players from Felix Leder and Patricia Limberger that publisher Queen Games plans to debut at the Origins Game Fair in June 2024 before it hits retail later in 2024. Here's an overview of the setting and gameplay:
Quote:
Every morning in Mumbai, over five thousand workers dressed in white swarm out to deliver more than 200,000 "dabbas" (multistoried lunch boxes) to the offices of the Indian metropolis. These "Dabba Walla" have been an iconic fixture in the cityscape since 1890. The food is freshly prepared at home by families, then collected from their front doors by the Dabba Walla. Even though some of the dabbas travel very far, they are delivered punctually via a network of intermediate stations with an amazing reliability of 99.999%! Now it's time to join the Dabba Walla on their daily journey through Mumbai...

The game Dabba Walla consists of two phases:

Pick-up phase: Take turns moving your Dabba Walla through Mumbai to collect dabba cards. Each time you pick up a card, you then play one of the three in your hand to take the depicted dabba tile — a polyomino of 1-4 squares — and place it in your cart, stacking tiles higher and higher as the rounds progress. Dabbas come in four colors, and you must place them on flat surfaces, filling holes with empty dabbas if needed. If you connect two half-chai symbols on tiles on the same level, you draw a random chai tile with a bonus action. Keep all played dabba cards in a personal discard pile.

Delivery phase: After everyone has placed fifteen tiles in their cart, it's time to deliver lunches! Pick up all the cards you played, then complete a number of delivery rounds equal to the highest level that someone has stacked their dabbas. Each round, each player plays and reveals one dabba card from their hand, optionally playing chai tiles as well. Sum the value of each color of dabba, then everyone scores their dabbas on the current level based on these values, removing the tiles from their carts. (Note: If not all players have dabbas on the current level being scored, they still play a card, but they score nothing.)

Once all the dabbas have been delivered, players score for their remaining chai tiles, then whoever has collected the most tips wins.

Dabba Walla contains two expansion modules to provide additional ways to score or change the value of dabbas being delivered.
Twitter Facebook
6 Comments
Fri Apr 26, 2024 3:00 pm
Post Rolls
  • [+] Dice rolls
Recommend
84 
 Thumb up
1.00
 tip
 Hide

Publisher Diary: Calico Goes Digital...and Starts a New Adventure

Molly Johnson
United States
Seattle
Washington
flag msg tools
Board Game Designer
Microbadge: Point SaladMicrobadge: I was here for BGG's Twentieth Anniversary!Microbadge: Calico fanMicrobadge: Point City
Board Game: Calico
I don't play a lot of digital games. In person, at the table, holding a deck of cards in my hand, moving pieces on a board — that's my preference. My colleagues Shawn and Robb at Flatout Games, however, really love digital games. They have played a lot over their lifetimes.

When we were developing the first Flatout Games CoLab board game, Calico, the team — which included designer Kevin Russ, developer David Iezzi, and graphic designer Dylan Mangini — decided that the rulebook should include scenarios and achievements, "like a video game would". We've heard that many players, particularly those who play solo, like this feature, and we've since included it in all of our bigger box games: Cascadia, Verdant, Fit to Print, and Nocturne.

I don't think we ever had digital implementation in mind exactly, but the team would tell you that having their board game turned into a video game is an ultimate achievement.

By the time Calico fulfilled its Kickstarter backers, we were several months into the Covid-19 pandemic. We'd all been playing more board games digitally — thanks, Board Game Arena! — and digital games, specifically digital implementations of board games, were on our minds.

And out of the blue, in 2021, Monster Couch reached out. Would we consider making Calico a digital game? Holy noodle! Would we ever!

Video Game Publisher: Monster Couch
Monster Couch is a small company of about 25 people based in Poland, whose previous project was Wingspan, including all of its expansions. The team at Monster Couch was looking for games that could be adapted to include new — and stand out — content, and we were excited to be working with a company that focuses on a small number of projects at a time.

With Calico, they wanted to take the concept (making a quilt, attracting cats) and create a digital game with its own identity. One of the biggest ways that they have done this is by adding a story mode. Players take on the role of an aspiring quilter in a series of mini-games that use Calico's mechanisms, and you visit an extraordinary world inspired by the works of Studio Ghibli in which cats have great power and influence over people's lives. This has taken Calico far beyond its original puzzle and has the potential to appeal to both fans of the original game and new [digital] audiences.

We really like this approach. The adaptation of an analog game into a digital game should build on the features that lend themselves to digital games. For example, cats are clearly the stars of Calico. In the digital version, players are able to customize their cats, allowing each player to personalize the game. The Monster Couch team also focused on the 3D animation of the cats, making sure, for example, that the quilts yield under the weight of their paws when they inspect your handiwork.

The Monster Couch team also built on the scenarios and achievements of the board game, taking the "Master Quilter" challenge further than we had in the analog version, although as with the analogue version, this remains a great way to test your skills.

The perk everyone probably talks about with digital implementations of board games is that the scoring is programmed. Can I place a tile here? Does it score? The digital version will tell you! I've certainly stumbled through many first plays of digital games, learning the rules as I go. While the Flatout Games team spends the time figuring out the best phrasing in a rulebook to support this, a digital games development team needs to make sure all the coding is spot on.

For Monster Couch, they aim to make learning the rules of a game as seamless as possible. As anyone who has played digital games knows, this is done through a tutorial. This part of digital game development is challenging and demands lots of trial and error.

While the Monster Couch development team pushed themselves in new areas of animation and story building, there was also one tiny change we had to agree on: What to name the game? There was already a digital game called Calico on Steam, and Monster Couch was clear that we needed to distinguish the games. The team landed on Quilts & Cats of Calico, which is a mouthful, but I think it conveys a bit about the digital game's story mode.

From gallery of mollyj

A lot of people play the Calico board game because of its solo mode. In some ways, this probably makes the design a more natural fit for a digital implementation. An element of Quilts & Cats of Calico that the Flatout Games team appreciates is that it is easy to play a quick game, without losing the charm of the analogue version. This new implementation means that people who prefer digital games will have the opportunity to try out the Calico puzzle.

Additionally, one of the reasons that Monster Couch looks at analog games to bring into the digital world is to allow friends and family to play these games even if they live in different parts of the world. The Monster Couch team, while focused on digital games, really enjoys tabletop games. It was a big task to create four-player games in which each player can have their own set-up and be able to see other players' boards, but the Monster Couch team believed it was worth taking on.

From gallery of mollyj

This whole process has been a window into the digital games world and piqued my interest in coding. I have also been trying out more digital games, such as the Monster Couch implementation of Wingspan (love it!), the new Snufkin: Melody of Moominvalley (Hyper Games), and even (so so late to the party) Slay the Spire — but I am happy to stick to making analog games and letting the experts run with their skills and creativity.

And now Quilts & Cats of Calico is out there in the world on Steam — and coming soon to Nintendo Switch! It has been fascinating to see a digital version of our game come to life. I can say with a lot certainty that Monster Couch poured many, many hours of heart and soul into the implementation, and we hope that Calico fans, old and new, are enjoying it!

Molly Johnson

Twitter Facebook
16 Comments
Fri Apr 26, 2024 7:00 am
Post Rolls
  • [+] Dice rolls
Recommend
166 
 Thumb up
2.02
 tip
 Hide

The Fellowship of Bauza, Cathala, and Dutrait Head to Middle-earth

W. Eric Martin
United States
Apex
North Carolina
flag msg tools
admin
Board Game Designer
badge
Avatar
Let's retroactively add one more item to my teaser post from Thursday, April 25 thanks to this late-in-the-day revelation from Belgian publisher Repos Production:

From gallery of W Eric Martin

An Antoine Bauza and Bruno Cathala design from Repos Production? The team responsible for 7 Wonders Duel?!

In case this illustration from Vincent Dutrait — yes, him again! — doesn't clearly indicate the setting of this game, the image features a MEE (Middle-earth Enterprises) trademark and copyright notice and an Asmodee France post bearing this image declares: "One game to rule them all."

The teaser is all we have for now, so maybe this illustration can double as a representation of every gamer checking their phone late at night to see whether Repos has posted anything else about what this design might be...
Twitter Facebook
25 Comments
Fri Apr 26, 2024 3:33 am
Post Rolls
  • [+] Dice rolls
Recommend
133 
 Thumb up
7.60
 tip
 Hide

Jamey Stegmaier Offers a New Vantage for Gamers

W. Eric Martin
United States
Apex
North Carolina
flag msg tools
admin
Board Game Designer
badge
Avatar
For several years, U.S. publisher Stonemaier Games has announced games, then shipped them to direct buyers shortly afterward, with the title then hitting retail outlets shortly after that. In short, the publisher has stock of the game in hand before even announcing it, which means Stonemaier can't fail to deliver the game on time.

For Vantage, though, Stonemaier is taking a different approach. In the Stonemaier newsletter, designer Jamey Stegmaier writes, "Vantage is nearing the end of the playtest process and will start production later [in 2024], but the journey to bring this game to life is too big to cram into our standard 10-day pre-launch reveal."

Board Game: Vantage

Maybe when you read this description, you'll understand why Stonemaier is taking a different approach for this 2025 release:
Quote:
Vantage is an open-world, co-operative, roguelike adventure game for 1-6 players that features an entire planet to explore, with players communicating while scattered across the world. With nearly eight hundred interconnected locations on cards and over nine hundred other discoverable cards, the world is your sandbox.

You begin each game of Vantage on an intergalactic vessel heading towards an uncharted planet. After crashing far from your companions, you have complete freedom as to how you explore, discover, and interact with the planet. You view your location from a first-person perspective, and you can communicate with and support other players, but you are separated by vast distances, so you can see only your current location.

Vantage is not a campaign game, and it is completely self-contained with no expansions — just a few accessories like metal coins.
Twitter Facebook
62 Comments
Thu Apr 25, 2024 3:34 pm
Post Rolls
  • [+] Dice rolls
Recommend
95 
 Thumb up
0.05
 tip
 Hide

Corey Konieczka Invites You to The Mandalorian: Adventures

W. Eric Martin
United States
Apex
North Carolina
flag msg tools
admin
Board Game Designer
badge
Avatar
U.S. publisher Unexpected Games has announced its next game release: The Mandalorian: Adventures, a co-operative design by Corey Konieczka and Josh Beppler for 1-4 players.

Board Game: The Mandalorian: Adventures

In a press release announcing the game, Konieczka writes, "I've always dreamed of making more Star Wars games, and The Mandalorian was the perfect inspiration. I think we really captured the spirit of the show in a compelling way, and I can't wait for folks to play the game!"

Here's an overview of this Q3 2024 release, followed by a trailer that shows off bits of gameplay:
Quote:
When offered a lucrative job, a lone bounty hunter begins a journey that will put his skills to the test and redefine his world.

Board Game: The Mandalorian: Adventures

The Mandalorian: Adventures allows players to experience a new part of the Star Wars universe on their tabletops. Navigating unique maps and missions, players must co-operate to accomplish their goals and avoid defeat. Play as one of eight unique characters, each with their own deck of cards and strategies that will help you fight enemies and solve dilemmas to complete mission objectives. All of the action takes place in an illustrated map book as players recreate iconic moments from season 1 of the hit Disney+ series. With an intuitive system that's easy to teach, the game grows with new rules, components, and mission types added over time – some even featuring a hidden traitor mechanism...
Twitter Facebook
25 Comments
Thu Apr 25, 2024 2:45 pm
Post Rolls
  • [+] Dice rolls

1 , 2 , 3 , 4 , 5  Next »  [519]